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This paper explores the application of flow experience in mobile learning, particularly in security guard training. It discusses the benefits of mobile devices for e-learning, emphasizing their affordability and user-friendliness in outdoor classroom settings. The research identifies critical elements of flow, including learner control, focused attention, curiosity, and intrinsic interest, which are essential for optimized learning experiences. By comparing traditional, game-based, and mobile learning methods, the study seeks to measure the impact of spatial ability on learning performance and explore how flow influences engagement during mobile learning.
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To Flow and Not to Freeze: Applying Flow Experience to Mobile Learning- IEEE Transaction on Learning Technologies Vol.3 NO.1 2010 2012 / 03 / 23 Andy Wang
Outline Introduction Performance and Experience in Mobile Learning Method – Security Guard Training Result Conclusions and Discussion
Introduction • Benefits of using mobile devices for mobile e-learning? • Cheaper? Easy to use? • Outdoor classroom, a new way to learn? • The affordance of mobile devices? • The affordance of alternatives may achieve similar outcome in same situation. • What’ s the contribution of mobile devices? • Flow experience
Performance and Experience in Mobile Learning • Learning has been characterized in a number of ways. • Intrinsically internal and personal, involving the generation of new understanding and knowledge and active changes in conceptual understanding. • Self-control, find their own way to make a learning situation personalized and sensitized to them. • Learning as an active, social process, learner-center or collaborative interactions.
Performance and Experience in Mobile Learning (cont.) • new learning environment, outdoor collaborative learning • Mobile learning seems to cater for certain curricular areas. • Mostly measured learning performance using some quantitative metrics. • Nintendo DS console, an multimedia game-based English learning tool • Need to be interpreted together with individual cognitive differences • The best learning moments?
Performance and Experience in Mobile Learning (cont.) • Measuring learning experience • Less mobile learning project explicitly address how we can present learners with appropriate learning experience. • Flow: holistically controlled feeling where one acts with total involvement or engagement with particular activity, with a narrowing of focus of attention. • Self-controlis intrinsic to mobile learning, the relative levels of challenge and skill may either facilitate or block the motivation to learn. • It is a subjective experience, not easy to see.
Performance and Experience in Mobile Learning (cont.) • Four dimensions • The learner perceives a sense of controlover the learning activity • The learner perceives that his attention is focused on the learning activity • The learner’s curiosity is kept aroused during the learning activity • The learner finds the learning activity intrinsically interesting • Research here focus on flow experience and whether or not it would be a useful construct for characterizing and measuring the subjective mobile learning experience.
Performance and Experience in Mobile Learning (cont.) • Performance, Spatial Cognition, and Flow – Experiment Tasks • Mobility determines the usefulness of mobile learning • However, navigation through a physical world is a task that consumes the majority if a person’s attention resources. • Some studies: • high-spatial individual is good at constructing a model of the organization and structure of embedded learning content • Low-spatial individual is more directed to semantic content
Performance and Experience in Mobile Learning (cont.) • Pilot Study • Spatial ability should be regard as an independent variable or not? How it could be associated with the dependent variables? • Using the same task and mobile learning material. • Some potential variable that may interact with performance were not fully controlled. • Separate individuals into two group with different Spatial ability.
Performance and Experience in Mobile Learning (cont.) • Though there is some different, almost all participants are pleasure in the test. • Flow experience v.s Cognitive capability?
Method – Security Guard Training • Three group • Traditional map-based instruction, control group • Game-based system, assumed to have the best performance. • Mobile learning system
Method – Security Guard Training (cont.) • Participants • 53 subjects, 19~26 years, half of them are female(25/53) • Participants are assigned in a random way • Only 9 subjects are in the control group, in order to show the power of experiment group. • Experimental Design • Mobile-based and paper-based group are not sitting at a desk • Game-based learning group are not allowed to physically visit the rooms, so that some environment cues might not be memorized. • The dependent variables used the rating on 12 questions regarding the flow experience.
Method – Security Guard Training (cont.) • Procedure • First provided with instructions regarding the experiment. • All the participants are first time to take block rotation test. • According to the score of test, participants are separated into two group. • Learning session, including 23 rooms, guidance from learning system, and some security information. • Write down the five rooms, security codes, other norms regarding security rules, and their names on the map. • 12 questions relating to flow experience were rated on a five-point Likert scale.
Result (cont.) • Individual difference in spatial cognition should be considered as an important factor when assessing the performance benefits of mobile learning. • Game-based learning performs not so well. • Contrary to the two performance measures above, the ratings of flow experience revealed a rather different pattern. • Mobile learning and game-based learning is better.
Result (cont.) Learning control Attention focus Cognitive curiosity Intrinsic interests
Conclusions and Discussion • Traditional way v.sNew way (mobile or game) • Flow experience is a better way to measure mobile learning. • Analyzing user experience before learning outcomes are applied. • Mobile learning seems to be encourage people to have more cognitive curiosity and intrinsic interest.
Conclusions and Discussion (cont.) • Knowledge acquisition and situated learning • The type of the task, Security Guard could acquire knowledge through constructing and internalizing their own cognitive structures through the learning activities. • Building up knowledge by active participation, directly gained by through participating in a social process, and learning is displayed by becoming more central in these process. • Mobile learning should be seen as situated within both physical and psychosocial context and distributed between a person and the tools he is using.
Conclusions and Discussion (cont.) • Limitation • Do not have any direct evidence from real-world mobile learning applications that our accounts are practically applicable. • How the flow experience will scale up to handle real instruction designs. • Further Research • Different class may not have the same result. • Need to explore other individual differences • Pursue a longitudinal study