Full length article
Challenging games help students learn: An empirical study on
engagement, flow and immersion in game-based learning
Juho Hamari
a, *
, David J. Shernoff
b
, Elizabeth Rowe
c
, Brianno Coller
d
,
Jodi Asbell-Clarke
c
, Teon Edwards
c
a
Game Research Lab, School of Information Sciences, University of Tampere, Finland
b
Center for Mathematics, Science, and Computer Education, Rutgers University, USA
c
Educational Gaming Environments Group at TERC, USA
d
Department of Mechanical Engineering, Northern Illinois University, USA
article info
Article history:
Received 13 March 2015
Received in revised form
10 June 2015
Accepted 22 July 2015
Available online 15 August 2015
Keywords:
Game-based learning
Gamification
Serious games
Flow
Engagement
Immersion
abstract
In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill),
engagement, and immersion on learning in game-based learning environments. The data was
gathered through a survey from players (N ¼ 173) of two learning games (Quantum Spectre: N ¼ 134
and Spumone: N ¼ 40). The results show that engagement in the game has a clear positive effect on
learning, however, we did not find a significant effect between immersion in the game and learning.
Challenge of the game had a positive effect on learning both directly and via the increased engagement.
Being skilled in the game did not affect learning directly but by increasing engagement in the game.
Both the challenge of the game and being skilled in the game had a positive effect on both being engaged
and immersed in the game. The challenge in the game was an especially strong predictor of learning
outcomes. For the design of educational games, the results suggest that the challenge of the game should
be able to keep up with the learners growing abilities and learning in order to endorse continued
learning in game-based learning environments.
© 2015 Elsevier Ltd. All rights reserved.
1. Introduction
Pervasive student disengagement is both a national and an
international problem, with 20e25% of students in 28 OECD
(Organisation for Economic Co-operation and Development) coun-
tries classified as having low participation and/or a low sense of
belonging (Drigas, Ioannidou, Kokkalia, & Lytras, 2014; Willms,
2003). A promising strategy for increasing engagement in a mean-
ingful way has been thought to stem from video games (Connolly,
Boyle, MacArthur, Hainey, & Boyle, 2012; Gee, 2007; Steinkuehler,
Squire, & Barab, 2012) and gamification (Hamari, Koivisto, & Sarsa,
2014) as observed by educational scholars for several decades.
In an ideal educational game setting, students learn how to
solve complex problems. The problems within a game typically
start off easy and then progressively become more difficult as
players' skills develop. Players are motivated to learn, in part,
because learning is situated and occurs through a process of
hypothesizing, probing, and reflecting upon the simulated world
within the game. In addition, the goals are clear, and information
becomes available to players at just the time that it is needed to
reach each goal. Making sense of that information becomes a
goal intrinsic to gameplay. As McGonigal (2011) observed:
“In a good computer or video game you're always playing on the
very edge of your skill level, always on the brink of falling off. When
you do fall off, you feel the urge to climb back on. That's because
there is virtually nothing as engaging as this state of working at the
very limits of your ability. (p. 24)”
Computer games have been observed to scaffold learning in
ways that keeps players at the edge of their seats fostering
continued interest in the game for hours, weeks, and even years.
Players hone their skills and build knowledge as long as they
continue to play. In some rare cases game developers, such as Valve
(see Valve 2007, 2011), have described their effective design
framework of “layered learning” which attempts to optimize
learning elements consistent with interrelated principles of chal-
lenge, skills, engagement and immersion. In this framework,
* Corresponding author. Game Research Lab, School of Information Sciences, FIN-
33014 University of Tampere, Finland.
E-mail addresses: juho.hamari@uta.fi (J. Hamari), david.shernoff@rutgers.edu
(D.J. Shernoff), elizabeth_rowe@terc.edu (E. Rowe), bcoller@niu.edu (B. Coller),
jodi_asbell-clarke@terc.edu (J. Asbell-Clarke), teon_edwards@terc.edu (T. Edwards).
Contents lists available at ScienceDirect
Computers in Human Behavior
journal homepage: www.elsevier.com/locate/comphumbeh
http://dx.doi.org/10.1016/j.chb.2015.07.045
0747-5632/© 2015 Elsevier Ltd. All rights reserved.
Computers in Human Behavior 54 (2016) 170e179