| ชื่อเรื่อง | : | Play and flow implications for online learning / |
| นักวิจัย | : | Pace, Steven. |
| คำค้น | : | Continuing education. , Not a CQU Research Flagship , Computer-assisted instruction. , Human-computer interaction. , Educational technology. , 740301 Higher education , 749902 Continuing education , 280104 Computer-Human Interaction , 330101 Educational Psychology , 330107 Educational Technology and Media , Internet in education. , Flow -- Human-computer interaction -- Online learning -- Engagement -- Play -- Web -- Games -- Educational technology -- Instructional design |
| หน่วยงาน | : | Central Queensland University, Australia |
| ผู้ร่วมงาน | : | - |
| ปีพิมพ์ | : | 2550 |
| อ้างอิง | : | http://hdl.cqu.edu.au/10018/10279 , http://acquire.cqu.edu.au:8888/access/detail.php?pid=cqu:2541 , cqu:2541 |
| ที่มา | : | Pace, S 2007, 'Play and flow: implications for online learning', Studies in Learning, Evaluation, Innovation and Development, vol. 4, issue 1, June , pp. 67-78. |
| ความเชี่ยวชาญ | : | - |
| ความสัมพันธ์ | : | Studies in Learning, Evaluation, Innovation and Development : Rockhampton, Queensland. : Central Queensland University, 2007. Vol. 4, no. 1 (June 2007), p. 67-78 12 pages Refereed 1832-2050 (online) , aCQUIRe [electronic resource] : Central Queensland University Institutional Repository. |
| ขอบเขตของเนื้อหา | : | - |
| บทคัดย่อ/คำอธิบาย | : | Many of the diverse pleasures that people experience during recreational computing activities can be synthesised into a single concept known as flow. Flow is a state of intense mental focus that occurs when a person’s perceptual and cognitive systems are challenged at near capacity without being exceeded. It typically results in feelings of enjoyment and reduced awareness of factors that are irrelevant to the task at hand. For example, sometimes while surfing the Web or playing computer games, people become so immersed in what they are doing that they lose track of time and temporarily forget about their physical surroundings, their sense of self and their usual concerns. Flow experiences are not limited to computing activities. People report experiencing flow while working, participating in sport, performing music, engaging in hobbies, and doing many other things. This paper suggests some instructional design principles that could potentially make online learning more conducive to flow experiences, and hence more enjoyable and intrinsically motivating. These suggestions have arisen from the findings of a qualitative study of the flow experiences of Web users and computer game players. |
| บรรณานุกรม | : |
Pace, Steven. . (2550). Play and flow implications for online learning /.
กรุงเทพมหานคร : Central Queensland University, Australia. Pace, Steven. . 2550. "Play and flow implications for online learning /".
กรุงเทพมหานคร : Central Queensland University, Australia. Pace, Steven. . "Play and flow implications for online learning /."
กรุงเทพมหานคร : Central Queensland University, Australia, 2550. Print. Pace, Steven. . Play and flow implications for online learning /. กรุงเทพมหานคร : Central Queensland University, Australia; 2550.
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