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Table 4 Students experience analysis (uni-factorial ANOVA)

From: The effects of personalized gamification on students’ flow experience, motivation, and enjoyment

 

Mean

SD

Mean Square

f-value

p value

CSB

3.618

0.876

0.668

0.864

0.591

MMA

3.331

0.944

0.959

1.081

0.377

G

3.760

0.884

0.501

0.629

0.829

F

3.662

0.861

0.732

0.987

0.465

C

3.681

0.848

0.843

1.184

0.292

CTRL

3.625

0.903

1.120

1.402

0.159

LSC

3.505

0.939

1.178

1.362

0.179

T

3.443

0.894

0.680

0.845

0.613

A

3.619

0.995

0.774

0.773

0.688

Flow

3.583

0.679

0.397

0.856

0.600

Enjoyment

5.09

1.773

2.690

0.849

0.608

Perception

4.81

1.733

3.338

1.119

0.344

Motivation

4.77

1.718

1.470

0.485

0.932

  1. CSB, challenge-skill balance; MMA, action-awareness merging; G, clear goals; F, unambiguous feedback; C, total concentration on the task at hand; CTRL, sense of control; LSC, loss of self-consciousness; T, transformation of time; and A, autotelic experience