Professional Documents
Culture Documents
Tsung-Yu Liu
To cite this article: Tsung-Yu Liu (2016) Using educational games and simulation software in
a computer science course: learning achievements and student flow experiences, Interactive
Learning Environments, 24:4, 724-744, DOI: 10.1080/10494820.2014.917109
Download by: [Universiti Sains Malaysia] Date: 26 March 2017, At: 21:49
Interactive Learning Environments, 2016
Vol. 24, No. 4, 724744, http://dx.doi.org/10.1080/10494820.2014.917109
Department of Multimedia and Game Science, Lunghwa University of Science and Technology, No.
300, Sec. 1, Wanshou Rd., Guishan, Taoyuan county 333, Taiwan, ROC
(Received 7 August 2013; nal version received 16 February 2014)
1. Introduction
The data structures subject is an essential foundational topic in computer science education
and is provided to IT students as a second year subject. The data structures subject has very
abstract concepts and students typically nd the subject difcult and challenging (Tan &
Seng, 2010). To help university students understand data structures, increasingly more
courses have employed simulation software in recent years to improve learning effective-
ness, reduce instruction costs, and reduce experiment risks (Farrell, 2005; Musselwhite,
2006). Recently, some studies have begun to use games to enhance learning motivation,
engagement, and effectiveness in computer science courses (Ford & Minsker, 2003; Tan
& Seng, 2010).
A simulation represents a real-world system; learners follow its rules and adjust par-
ameters to control simulation results. The real cost of error in a simulation is low (Croo-
kall & Saunders, 1989). By contrast, a game represents a virtual-world system; learners
follow its rules and play the game to control game results. Generally, substantial
virtual costs exist when learners lose a game (Crookall, Oxford, & Saunders, 1987).
Gredler (2004) dened simulation as a dynamic set of relationships among several
*Email: tyliu8@gmail.com
variables that (1) change over time and (2) reect authentic causal processes (1996,
p. 523). On the other hand, games have a goal of winning, whereas simulations have a
goal of discovering causal relationships. The goal structure is linear in a game because a
game comprises multiple goals; a player achieves one goal and works toward the next
goal. By contrast, the goal structure of a simulation is nonlinear because the goal of simu-
lation is to achieve a desired output result, based on adjusting the input values (Gredler,
2004).
Moreover, ow was coined by Csikszentmihalyi (1975), who dened it as the holistic
sensation that people feel when they act with total involvement (Csikszentmihalyi, 1975,
p. 36). Flow is a state of deep absorption in an activity that is intrinsically enjoyable,
such as when artists or athletes focus on their play or performance (Csikszentmihalyi,
1991). Flow experiences are described as states of intense concentration or absolute absorp-
tion in an activity (Csikszentmihalyi, 1991). Many studies have indicated that ow experi-
ence leads to increased learning (Skadberg & Kimmel, 2004), increased exploratory
behavior (Webster, Trevino, & Ryan, 1993), positive learning performance (Pearce,
Ainley, & Howard, 2005), an acceptance of information technology (Ghani, 1991), and per-
ceived behavioral control. The antecedents of ow include focused attention (Hoffman &
Novak, 1996), a clear set of goals, immediate and appropriate feedback (Chen, Wigand, &
Nilan, 1999), potential control (Finneran & Zhang, 2003), a perception of challenges that
are matched to the persons skills (Chen et al., 1999), playfulness (Webster et al., 1993),
speed and ease of use (Skadberg & Kimmel, 2004).
Therefore, investigating how educational games and simulation software affect stu-
dents academic performance and ow experiences is essential and will help teachers use
effective learning strategies and adopt useful multimedia-based software to assist computer
science education.
Young people play online games regularly because playing online games is a social
activity for them (Olson et al., 2007). Playing computer games is a highly applicable enter-
tainment activity that stimulates the interest of young learners. Therefore, many researchers
have begun to adopt games as learning activities for presenting course instructional
materials (Liu, 2009; Liu, Tan, & Chu, 2009; Prensky, 2001; Virvou, Katsionis, &
Manos, 2005). This is the reason why we compare the game and simulation effect.
Game-based learning (GBL) is designed to combine learning and game playing to
improve learner outcomes, including information retention and real-world application.
Ford and Minsker (2003) developed an educational game called TREEZ to help students
reinforce their knowledge of tree traversal techniques. Tan and Seng (2010) used an edu-
cational game to teach students stack and queue data structures. Their ndings showed
that students are positive toward using educational games for learning about data structures.
Students felt that GBL is engaging and fun. Chafn, Doran, Hicks, and Barnes (2009) used
EleMental: The Recurrence an educational game that that requires students to write pro-
grams and perform interactive visualizations to learn about recursion through a depth-rst
search of a binary tree. Their results showed that students achieved signicant learning
gains when they played the game.
Flow is a state of deep absorption in an activity. Csikszentmihalyi (1991) stated that
ow experiences comprise the following nine elements: (1) challenge-skill balance: a
task that can be completed; (2) concentration: the ability to concentrate on the task; (3)
clear goals: concentration is possible because the task has clear goals; (4) feedback: concen-
tration is possible because the task provides immediate feedback; (5) sense of control: the
ability to control ones actions; (6) action-awareness merging: a deep but effortless involve-
ment that eliminates awareness of the frustrations of everyday life; (7) loss of self-con-
sciousness: concern for self disappears, but the sense of self increases; (8) time
distortion: the sense of the time is altered; and (9) autotelic experience: a feeling of
doing something for its own sake.
Hoffman, Novak, and Yung (1999) reported that ow experiences among Web users
may occur under the following elements: (1) skill: training personal skills; (2) challenge:
evaluating personal knowledge and skills; (3) playfulness: feeling enjoyment and leisure
from the process; (4) interactivity: interacting with the computer smoothly; (5) attention
(time distortion): ignoring the surrounding world and the passage of time; (6) telepresence:
feeling exposed to the virtual world; (7) arousal: feeling excited and surprised in the
process; (8) positive effect: feeling happy and enjoying performing activities; (9) explora-
tory behavior: exploring without a specic goal; (10) control: the ability to control the entire
process without a fear of losing control; and (11) goals: knowing the goals and the most
appropriate things to do.
Kiili (2005) conducted a study by using an educational game, IT-Emperor, to examine
the ow experiences of university students. The results show that IT-Emperor could provide
ow experience. Voiskounsky, Mitina, and Avetisova (2004) conducted a study by using
online gaming environments to examine the ow experiences of players. The results
show that computer games may initiate ow experience. Furthermore, Sweetser and
Wyeth (2005) developed the GameFlow model which includes a set of central criteria
that can be used to design and evaluate games on player enjoyment. The GameFlow
model contains eight elements for players: (1) concentration: attract the players attention;
(2) challenge: provide challenges that match the players skill level; (3) player skills:
support players skill development and mastery; (4) control: enable the player to feel in
control; (5) clear goals: establish clear goals; (6) feedback: provide feedback at appropriate
Interactive Learning Environments 727
times; (7) immersion: ensure a deep experience but effortless involvement; and (8) social
interaction: support and create opportunities for social interaction.
People appear to manifest different ow characteristics when they engage in different
activities. On the basis of the above-mentioned discourse, we dened multimedia ow,
which includes the following elements: heed (drawing personal attention), clear goal (estab-
lishing clear objectives), feedback (receiving immediate feedback), challenge (evaluating
knowledge and skills), domination (interacting with the computer freely), immersion
(feeling emotionally involved in the environment), playfulness (experiencing fun and
leisure in the process), and self-actualization (feeling satisfaction from performing a task,
playing a role, etc.).
The above-mentioned studies have argued that the ow experience leads to improved
academic performance. However, some researchers in the eld of e-learning did not nd
evidence for a relation between the appearance of a ow experience and the learning
effect (Konradt, Filip, & Hoffmann, 2003; Pavlas, 2010), so that a clear relationship prob-
ably cannot be stated (Karimi, Nosrati, & Hariri, 2012; Schiefele & Rheinberg, 1997).
Although many studies have explored the learning effects of a simulation system for a
data-structure course, studies assessing the comparative effect on students academic per-
formance and ow experiences between simulation and an educational game are scant.
In addition, Liu, Chu, and Tan (2012) show that the use of computer games in learning
can produce better technology acceptance than using simulation software. Therefore, this
study aims to investigate how game-assisted and simulation-assisted learning impacts stu-
dents academic performance and multimedia ow experiences.
3. Methodology
This study adopted a quasi-experimental design. Two classes of students participated in this
study. The independent variable was using different types of learning software to assist
learning. The control group used simulation software and the experiment group used an
educational game. Tests were used to evaluate student academic performance. Quantitative
data were collected from surveys and used to evaluate student multimedia ow. Qualitative
data were collected from interviews and used to understand the students opinions and
explain the statistical results.
Q1. What is the difference between the academic performance behind the game-assisted learn-
ing and that of simulation-assisted learning? Additionally, what is the reason for the difference?
Q2. What is the difference between the multimedia ow behind the game-assisted learning and
that of simulation-assisted learning? Additionally, what is the reason for the difference?
Q3. What is the correlation between students academic performance and multimedia ow for
game-assisted and simulation-assisted learning?
728 T.-Y. Liu
3.2. Participants
Participants included 110 students (in two classes) with background knowledge of Compu-
ter Game Science, an assistant with background knowledge of computer science, and a
teacher who had taught computer science-related courses for more than 10 years at a uni-
versity level. The experimental group comprises a class of students with 44 males and 11
females aged 2021, and the control group comprises a class of students with 46 males and
9 females aged 2021.
. Permanence. The students learning portfolios can be recorded into the WBLE server
for the teachers to review and grade.
. Accessibility. Teachers input materials and assessments into the WBLE server. Stu-
dents use the browser to play and watch learning materials via the Internet.
. Immediacy. Teachers utilize a personal computer to access the WBLE server via the
Internet. In addition, students can take tests and evaluate their learning progress
immediately.
. Interactivity. Students can use online discussions to interact with their peers and
teacher.
. Individuality. Students can select proper learning materials according to personal
ability, interest, requirement, objective, and schedule.
they played games or engaged in simulations to learn data structures. The students in the
experimental group used GBL approach (using Star Chef game), while the students in
the control group used a non-gaming learning approach (using simulation software). The
two groups used the same course content although the learning software they used
during the classes was different. There were same time-on-task and equivalent tasks for
two groups. The curriculum used same paper-printed tests to evaluate students academic
performance. Table 1 shows that the curriculum and instruction treatments were designed
in ve phases.
. Contiguity principle: Corresponding game rules and screen shots are presented con-
tiguously rather than separately in the multimedia explanation. Gameplay was pre-
sented stepwise in text and pictures. In this case, gameplay is presented in both
text and pictures.
. Multiple representation principle: Each explanation is presented in text and pictures
rather than only in text. In this case, gameplay is presented in both text and pictures.
. Split-attention principle: Both auditory narration and text are presented in the multi-
media explanation. In this case, game rules are presented in both text and auditory
narration.
. Coherence principle: Few words and pictures are used in the multimedia explanation.
In this case, gameplay is presented in short texts and few pictures.
The experiential gaming model (Kiili, 2005) emphasizes the importance of considering
ow theory (Csikszentmihalyi, 1975) in game design to generate optimal learning
Figure 2. The screenshot of bake a pizza game and principles of the multimedia learning cognitive
model.
experiences for players. The model describes learning as a cyclic process that occurs
through direct experience in the game world. Both constructivist and pragmatist views of
learning are adopted. The model stresses that the activity necessary for learning is not
only cognitive but also behavioral. Thus, learning is dened as the construction of cognitive
structures through action in the game world.
Designing an educational game that enhances ow experiences is justiable because
many studies have indicated that ow positively affects academic performance and
learner attitudes (Ghani, 1991; Kiili, 2005; Skadberg & Kimmel, 2004; Webster et al.,
1993). In order to measure students multimedia ow and academic performance, both
learning software (i.e. educational games and simulation software) have the following
common elements:
For the experimental group, this study developed an educational game entitled Star
Chef, which included the following ve learning units: (1) Fry meatballs (learning stack
algorithm), where learners must follow the rule of last in rst out to deliver fried meatballs
(data list) to each customer; (2) bake pizza (learning queue algorithm), where learners
must follow the rule of rst in rst out to deliver a pizza (data list) to each customer;
(3) barbecue hot dog skewers (learning bubble sort algorithm), where learners must
compare each adjacent pair and switching the items if they are ordered incorrectly to
organize the barbecue hot dog skewers (data list) before delivering them to customers;
(4) barbecue meat skewers (learning tree traversal algorithm), where learners must
place the root node to the left of the left node (pre-order), between the left and right
node (in-order), or to the right of the right node (post-order) to prepare a meat
skewers (complete the tree visiting); and (5) make sushi (learning binary search tree algor-
ithm), where learners must place smaller nodes to the left of the root node and larger
nodes to the right of the root node to organize the price-marked sushi plates (construct
a binary search tree). The learners execute each ash game on the learning management
system (LMS) and follow the game rules of the data structures, which they study during
the course by controlling the characters and objects to complete the learning goals. Figure
3 shows a screenshot and elements of the experiential gaming model from the educational
game Star Chef.
The learning software used by the control group was simulation software, which was
built by the Java Applets. We selected the following ve algorithms: stack applet, queue
applet, bubble sort applet, tree traversal applet, and binary search tree applet. The students
execute each java applet in a web browser and follow the operation rules of the data struc-
tures, which they study during the course by setting parameters and inputting values to com-
plete the learning goals. Figure 4 shows the screenshot of simulation web page.
Figure 3. Screenshot of bake a pizza game and elements of experiential gaming mode.
732 T.-Y. Liu
3.8. Measurements
Both qualitative and quantitative methods were used to collect data. The SPSS (Statistical
Package for the Social Science, version 20) and SmartPLS 2.0 (Ringle, Wende, & Will,
2005) were used to score the data and answer the research questions. Quantitative data
included the test scores and the survey of both groups. Scores for pre-test and post-test,
ranging between 0 and 100, were given by teacher for examining academic performance.
A survey was administered to evaluate students multimedia ow experiences. A 20-
question multimedia ow scale was developed, based on the Flow State Scale (Jackson
& Marsh, 1996). Responses to all questions were on a 5-point Likert-scale, from 5 for
strongly agree to 1 for strongly disagree. The signicance level was set at p < .05 for
all statistical analysis, as is standard practice. This study adopted Cronbachs coefcient
in order to evaluate the internal consistency reliability of the tests. Cronbachs coefcient
ranges between 0 and 1, and Nunnaly (1978) suggests that 0.7 is an acceptable minimum
reliability coefcient.
The academic performance and multimedia ow of the statistical results of the question-
naire were obtained using ANCOVA analysis. Descriptive statistics, including means and
standard deviations were used to calculate students responses to the questions in the ques-
tionnaire. ANCOVA was used to measure the signicance of the difference between the
evaluation results of the two groups.
Because of the relatively small number of participants, this study used partial least
squares (PLS) to achieve good prediction and interpretation. The PLS technique was used
to examine the correlation between academic performance and multimedia ow. This
method was designed by Wold (1985) for the analysis of high-dimensional data in a low-
structure environment. PLS path models are dened by two sets of linear equations: the
inner model and the outer model. The inner model species the relationships between
latent variables, whereas the outer model species the relationships between a latent variable
and its observed variables. PLS model analysis has two stages: (1) examining reliability and
validity and (2) examining the signicance and prediction ability of the path coefcient in the
inner model. Figure 5 illustrates the potential model structure for learning in this study:
In the rst stage, the loading of each latent variable should be higher than 0.5. Cron-
bachs measures the internal consistency reliability of the latent variables, which must
be higher than 0.6 (Henseler, Ringle, & Sinkovics, 2009). Accordingly, the absolute stan-
dardized outer loadings should be higher than 0.7 (Henseler et al., 2009). In assessing val-
idity, two subtypes are usually examined: convergent validity and discriminant validity.
Convergent validity signies that a set of indicators represents the same underlying con-
struct, which can be demonstrated through their unidimensionality. Fornell and Larcker
(1981) suggest using the average variance extracted (AVE) as a criterion of convergent val-
idity. The AVE value should be higher than 0.5 (Gtz, Liehr-Gobbers, & Krafft, 2010). Two
measures of discriminant validity have been described: the FornellLarcker criterion and
the cross-loadings. The FornellLarcker criterion (Fornell & Larcker, 1981) postulates
that the AVE of each latent variable should be greater than the latent variables highest
squared correlation with any other latent variable. The loading of each indicator should
be greater than its cross-loadings (Chin, 1998; Gtz et al., 2010).
734 T.-Y. Liu
In the inner model analysis, the R2 values of .67, .33, or .19 for endogenous latent vari-
ables in the inner path model are described by Chin (1998) as substantial, moderate, or weak,
respectively. The estimated values for path relationships in the structural model should be
evaluated in terms of sign, magnitude, and signicance (Fornell & Larcker, 1981; Pavlou
& Fygenson, 2006). This study used SmartPLS, which was developed by Ringle et al.
(2005) to explore the relationship between multimedia ow and academic performance.
To understand student perceptions, the qualitative data obtained from the in-depth inter-
views were examined. The interviews were conducted to explore students points of view,
feelings, and perspectives on multimedia-assisted learning. The open-ended questionnaire
and interviews contained the following questions:
(1) Did the learning software draw your attention? Why or why not?
(2) Was the goal of the learning software clear? Why or why not?
(3) Was the task in the learning software challenging? Why or why not?
(4) Did the learning software provide feedback? Why or why not?
(5) Is the learning software controllable? Why or why not?
(6) Do you think the learning software is useful? Why or why not?
(7) Do you think playing the learning software is enjoyable? Why or why not?
(8) Do you think the learning software is funny? Why or why not?
(9) Do you think the learning software is playful? Why or why not?
(10) Are you satised with the learning software? Why or why not?
3.9. Procedures
The teacher introduced experiment goals, phases, and course objectives to students before
they began. During each phase, the teacher also observed students learning conditions, atti-
tude, and facial expressions from a side view and recorded their observations in a report
form. Figure 6 is a diagram outlining experiment procedures.
During the preparation phase, the teacher administered a survey to the two groups in
order to understand the prerequisite conditions of the two group students. The teacher
observed student learning conditions, attitudes, and facial expressions from a side view
and recorded these observations in a report.
During the instructional phase, the teacher adopted traditional instruction approaches
with the two student groups. The teacher taught basic knowledge and operational skills
Interactive Learning Environments 735
related to topics stack, queue, sort, tree traversal, and binary search tree, which would be
employed in the learning phase. During the evaluation rst phase, the teacher administered
pre-test to both student groups in order to understand the prerequisite conditions of the stu-
dents. The pre-test had 10 single-choice questions and 10 essay questions related to topics
stack, queue, sort, tree traversal, and binary search tree.
During the learning phase, each student used a desktop PC to log onto a LMS. The LMS
performs numerous learning functions, including providing the course list, course materials,
and a bulletin board and facilitating online discussions, homework uploads, and online
chats. Students in the control group used simulation software to practice the units until
they fully understood every learning unit. Conversely, students in the experimental group
employed the educational game, Star Chef, to play each unit game until they were compe-
tent at every unit game.
During the evaluation second phase, the teacher administered a post-test and a survey to
the two groups to evaluate students academic performance and multimedia ow. The post-
test had 10 single-choice questions and 10 essay questions related to topics stack, queue,
sort, tree traversal, and binary search tree. To understand students academic performance
and multimedia ow experiences deeply, interviews were conducted with both groups.
the data structures involve abstract concepts and are difcult to understand. The improve-
ment of the post-test scores occurred because the proposed educational game provided more
interesting learning methods than non-gaming simulation programs. Students in the exper-
imental group felt that although they encountered many setbacks at the start of the game,
they were able to beat the stages and achieve learning goals after a few attempts. Students
in the experimental group generally agreed that traditional teaching methods make it dif-
cult to understand basic concepts. By contrast, games are more entertaining and can stimu-
late interest in learning. During game play, they could learn basic data-structure operating
skills. Some students in the experimental group believed that the GBL method made teach-
ing difcult-to-understand concepts more exciting. The method was particularly benecial
to students who loved playing games, allowing them to easily learn basic data-structure
concepts. They all agreed that gaming was helpful when learning abstract concepts.
Because the p-value is less than .05, we reject the null hypothesis. There is a signicant
difference in the academic performance of the two groups, which can explain research ques-
tion Q1 and conrm Hypothesis 1.
group agreed that the sound and animation effects immediately showed them what stage
they were at and whether they had succeeded or failed at beating the stage.
Responses to item FC1 indicated that the experimental group had signicantly higher
awareness than the control group did about the appropriate challenge of learning software:
F = 13.421, p = .000 < .05. The results suggest that the game difculty was relatively mod-
erate. Most students in the experiment group were regular computer-game players.
The challenges in the game such as speed, memory, and skill tests were not too difcult
or too easy for them. Responses to item FC2 indicated that there was not signicant
difference between the two groups in completing each task in the allotted time: F =
3.679, p = .058 > .05. The results indicate that the difference between the experimental
group students and the control group students in completing challenges was not signicant.
For students in the control group, although the simulation software was not easy to under-
stand and operate, they were condent enough to complete the tasks. Students in the exper-
iment group suggested that because they were regular computer-game players, they were
condent enough to complete the tasks.
738 T.-Y. Liu
Item FD1 indicated that there was a signicant difference between the two groups in
knowing what to do next: F = 7.416, p = .008 < .05. Students in the experiment group
were better at understanding the learning software control methods. In the interviews,
most students in the experimental group agreed that the game was relevant to life.
Because they often played games, it was easy to understand the game control methods.
Item FD2 indicated that there was not signicant difference between the two groups in con-
trolling task progress: F = 17.452, p = .000 < .05. In interviews, students in the experiment
group reported that games had specic character representations, making it easy for them to
control objects to complete tasks.
Item FI1 indicated that there was a signicant difference between the two groups in
ignoring surrounding events: F = 8.895, p = .004 < .05. Students in the experimental
group reported that they wanted to pass the levels within the time limit; thus, they concen-
trated effectively without noticing their surroundings. Item FI2 indicated that there was a
signicant difference between the two groups in feeling time ew when using the software:
F = 22.717, p =.000 < .05. Most students in the experiment group thought that the game was
interesting and did not notice time progressing.
The responses to item FP1 indicate a signicant difference between the two groups in
the students happiness during the learning activity: F = 44.077, p < .05. The students of the
experimental group (M = 4.13, SD = 0.848) were happier than those of the control group
(M = 3.05, SD = 0.911) in the activity. The responses to item FP2 indicate a signicant
difference between the two groups in the students playfulness when they used the learning
software: F = 44.417, p < .05. The experimental group (M = 4.33, SD = 0.747) had more fun
in playing the educational game than the control group did with the simulation (M = 3.31,
SD = 0.858). Generally students in the experimental group considered the game novel and
had not seen similar educational games before. Using games as a teaching tool in class-
rooms can make students feel funny and happy in class. They enjoyed using games to
learn and hoped that other chapter exercises have similar games. As a result, they had
lower anxiety of learning and could learn effectively and see obvious results. Most students
in the experimental group mentioned that they grew up playing educational games and
would have the urge to play them as long as they are enjoyable, funny, playful, or
interesting.
The responses to item FS1 indicate a signicant difference between the two groups in
self-actualization: F = 8.253, p < .05. The experimental group felt more satisfaction (M =
3.78, SD = 0.896) than did the control group (M = 3.29, SD = 0.896). The students in the
experimental group were satised with their current achievement and had enough con-
dence to nish next unit. The responses to item FS2 indicate a signicant difference
between the two groups in achieving the goal of each learning unit: F = 14.709, p < .05.
The students of the experimental group had a higher sense of fulllment (M = 3.89, SD
= 0.737) than those of the control group (M = 3.29, SD = 0.896). Students in the experiment
group felt that although they encountered many setbacks at the start of the game, they were
able to beat the stages and achieve learning goals. Students in the experiment group gener-
ally stated that games are more entertaining and can stimulate interest in learning. During
game play, they could learn basic data-structure operating skills. Some students in the
experiment group believed that the GBL method made teaching difcult-to-understand con-
cepts more exciting. Some students in the experimental group also mentioned that this type
of gaming world design is life-like, making the satisfaction gained from beating the stages
an interesting learning experience. They all agreed that gaming was helpful when learning
abstract concepts. They all had deeper impressions of the learning content and were better at
memorizing abstract rules in the data structure. Finally, most students suggested teachers
Interactive Learning Environments 739
apply games to all the subjects so as to make learning more efcient and effective. Because
the p-value is less than .05, we reject the null hypothesis. There is a signicant difference in
the multimedia ow of the two groups that can explain research question Q2 and conrm
Hypothesis 2.
Figure 7. Result of the PLS path model for correlation between multimedia ow and academic
performance.
The statistical results show that using an educational game to learn data structure could
achieve better academic performance and multimedia ow experiences than using simulation
software. The enhanced learning result due to the use of educational game matches the studies
of Ford and Minsker (2003), and Chafn, Doran, Hicks, and Barnes (2009). The educational
game being able to provide more ow experience veried the resultant studies of Kiili (2005)
and Voiskounsky et al. (2004). The ndings also demonstrate a non-signicant positive
relationship between students multimedia ow and academic performance that also consists
with the resultant studies of Pavlas (2010) and Karimi et al. (2012). The experiment data show
that the two groups had a higher mean difference in playfulness and immersion. This implies
that educational games made the students better able to experience more playfulness and
immersion, thereby enhancing their self-actualization than simulation did. The mean is
when we want to design an educational game to assist learning, the game design should
strengthen the two factors: playfulness and immersion to reach better efcient and effective-
ness. According to the open-ended questionnaire, many students in the experimental group
found the educational game, Star Chef, attractive, playful, and useful in helping them
learn. Thus, they were satised with game-assisted learning. During interviews, many stu-
dents said that they were grateful to the teacher who spent time designing the game. More-
over, students pointed out that using the educational game, Star Chef, to conduct game-
assisted learning can engage in enjoyable experiences for learning data structures. Students
were excited and gained a feeling for the playful games when playing with classmates.
They also mentioned that their classes would be more interesting and their learning would
be more efcient and effective if similar games were used in other subjects.
Because the statistical results indicate a non-signicant positive correlation between
students multimedia ow and academic performance, we intend to continue working
with computer science teachers in conducting additional research to investigate new
design models and nd new multimedia ow characteristics that actuate signicant positive
correlations with academic performance. The multimedia ow characteristics will facilitate
the designing of efcient educational games that would help students learn abstract compu-
ter science concepts.
Notes on contributor
Tsung-Yu Liu received the M.S. degree in engineering science from National Cheng Kung University
in 1990. He received the Ph.D. degree in Electrical Engineering at National Taipei University of Tech-
nology, Taipei, Taiwan, R. O. C. His research interests include Internet, mobile computing, e-learning,
and computer games. He is currently an assistant professor at Lunghwa University of Science and
Technology, Taoyuan, Taiwan.
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