The effect of basic psychological needs on the flow experience in a digital gamified learning setting

IntroductionDigitalization and gamification offer numerous motivation-enhancing opportunities to design biology lessons. For example, digital, gamified learning settings can enhance lessons by offering intense experiences. Such lessons might offer the opportunity to witness flow during the learning...

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Main Authors: Sarah Lüking, Sarah Wünsche, Matthias Wilde
Format: Article
Language:English
Published: Frontiers Media S.A. 2023-09-01
Series:Frontiers in Psychology
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1256350/full
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author Sarah Lüking
Sarah Wünsche
Matthias Wilde
author_facet Sarah Lüking
Sarah Wünsche
Matthias Wilde
author_sort Sarah Lüking
collection DOAJ
description IntroductionDigitalization and gamification offer numerous motivation-enhancing opportunities to design biology lessons. For example, digital, gamified learning settings can enhance lessons by offering intense experiences. Such lessons might offer the opportunity to witness flow during the learning activity. For learners, flow can be positively influenced by perceived autonomy, competence, and relatedness. However, previous research on biology lessons has not focused on the impacts of the basic need satisfaction on the flow experience in digital learning settings.MethodsTo address this research gap, using the topic of the locomotion systems of animals, we investigated students’ perceived autonomy, competence, and relatedness as possible predictors of their flow experience while processing a digital, gamified learning environment. The teaching unit was thematically focused on the locomotion system of animals. Our sample consisted of 161 students (46.6% female) from sixth to eighth grade. Students’ perceived satisfaction of their basic needs and their flow experience were evaluated.Results and DiscussionResults confirmed perceived autonomy and perceived competence as predictors of students’ flow experience. However, perceived relatedness had no impact on the flow experience. Our findings are in line with the current state of research and prove to be mostly consistent with previous results.
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spelling doaj.art-48c1ff4423a24c6cbfa915d9f7174a2b2023-09-15T11:55:43ZengFrontiers Media S.A.Frontiers in Psychology1664-10782023-09-011410.3389/fpsyg.2023.12563501256350The effect of basic psychological needs on the flow experience in a digital gamified learning settingSarah LükingSarah WünscheMatthias WildeIntroductionDigitalization and gamification offer numerous motivation-enhancing opportunities to design biology lessons. For example, digital, gamified learning settings can enhance lessons by offering intense experiences. Such lessons might offer the opportunity to witness flow during the learning activity. For learners, flow can be positively influenced by perceived autonomy, competence, and relatedness. However, previous research on biology lessons has not focused on the impacts of the basic need satisfaction on the flow experience in digital learning settings.MethodsTo address this research gap, using the topic of the locomotion systems of animals, we investigated students’ perceived autonomy, competence, and relatedness as possible predictors of their flow experience while processing a digital, gamified learning environment. The teaching unit was thematically focused on the locomotion system of animals. Our sample consisted of 161 students (46.6% female) from sixth to eighth grade. Students’ perceived satisfaction of their basic needs and their flow experience were evaluated.Results and DiscussionResults confirmed perceived autonomy and perceived competence as predictors of students’ flow experience. However, perceived relatedness had no impact on the flow experience. Our findings are in line with the current state of research and prove to be mostly consistent with previous results.https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1256350/fullmotivationbasic psychological needsdigitalizationgamificationflowflow experience
spellingShingle Sarah Lüking
Sarah Wünsche
Matthias Wilde
The effect of basic psychological needs on the flow experience in a digital gamified learning setting
Frontiers in Psychology
motivation
basic psychological needs
digitalization
gamification
flow
flow experience
title The effect of basic psychological needs on the flow experience in a digital gamified learning setting
title_full The effect of basic psychological needs on the flow experience in a digital gamified learning setting
title_fullStr The effect of basic psychological needs on the flow experience in a digital gamified learning setting
title_full_unstemmed The effect of basic psychological needs on the flow experience in a digital gamified learning setting
title_short The effect of basic psychological needs on the flow experience in a digital gamified learning setting
title_sort effect of basic psychological needs on the flow experience in a digital gamified learning setting
topic motivation
basic psychological needs
digitalization
gamification
flow
flow experience
url https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1256350/full
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