Is there any relationship between users’ behavior data and their experience while using a gamified system?
The question presented in the title of this post was investigated in a study produced by researchers from Tampere University (Finland) and University of São Paulo (Brazil). After a series of participants use a gamified educational system called Eagle-edu, where their behavior data were collected, the researchers also collected these participants’ flow experience through a questionnaire.
Next, the researchers used the structural equation modeling technique to analyze possible relationships between the participants’ behavior data and their flow experience.
The results of the study published in early 2022 show that the behavior data and the flow experience dimensions are moderately related. Behavior data logs related to the gamification of the system showed significant relationships with seven flow experience dimensions and activity data logs in the system are related to five flow experience dimensions.
The researchers responsible for the study believe that, despite being an initial study, the results are encouraging for the community and highlight in the paper the importance of new replications of studies with more participants.
The Relationship Between Students’ Flow Experience and Their Behavior Data in Gamified Educational Systems
Reference: Oliveira, W., Tenório, K., Hamari, J. & Isotani, S. (2022). The Relationship Between Students’ Flow Experience and Their Behavior Data in Gamified Educational Systems. In 2022 55th Hawaii international conference on system sciences (pp. 64-73). IEEE.
See the paper for full details:
The number of students using online educational systems is increasing, especially after the growth of the use of this type of system due to the social isolation caused by the Covid-19 pandemic. This situation highlighted the challenge of analyzing the users’ experience in this type of system, especially when evaluating more complex experiences, such as the flow experience. One of the most promising innovative alternatives is to use the behavior data logs produced by students in educational systems to analyze their experiences. In this paper, we conducted a study (N = 24) to analyze the relationships between the behavior data logs produced by students when using a gamified educational system and their flow experience during the system usage. Our results contribute to the automatic users’ experience analysis in educational systems.