TY - JOUR
T1 - The effects of intrinsic cognitive load and gameplay interest on flow experience reflecting performance progress in a Chinese remote association game
AU - Hong, Jon Chao
AU - Hwang, Ming Yueh
AU - Tai, Kai Hsin
AU - Lin, Pei Hsin
N1 - Publisher Copyright:
© 2019 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2021
Y1 - 2021
N2 - Remote association requires players to use their mental transformation to identify objects’ relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: □樂□信□車, where the answer is快) to explore learners’ cognitive and affective effects, and then eighth grade students were invited to play using their smartphones. Data were collected for confirmatory factor analysis with structural equation modeling. The results revealed that intrinsic cognitive load was negatively related to flow experience, while gameplay interest was positively related to flow experience, and flow experience was positively related to performance progress in Chinese association. The implication of this study is that using remote Chinese association as an application game can enhance players’ flow experience and performance.
AB - Remote association requires players to use their mental transformation to identify objects’ relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: □樂□信□車, where the answer is快) to explore learners’ cognitive and affective effects, and then eighth grade students were invited to play using their smartphones. Data were collected for confirmatory factor analysis with structural equation modeling. The results revealed that intrinsic cognitive load was negatively related to flow experience, while gameplay interest was positively related to flow experience, and flow experience was positively related to performance progress in Chinese association. The implication of this study is that using remote Chinese association as an application game can enhance players’ flow experience and performance.
KW - computer-mediated communication
KW - interactive learning environments
KW - secondary education
KW - teaching/learning strategies
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85066634224&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85066634224&partnerID=8YFLogxK
U2 - 10.1080/09588221.2019.1614068
DO - 10.1080/09588221.2019.1614068
M3 - Article
AN - SCOPUS:85066634224
SN - 0958-8221
VL - 34
SP - 358
EP - 378
JO - Computer Assisted Language Learning
JF - Computer Assisted Language Learning
IS - 3
ER -