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Table 5 Five number summary

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

  CSB MMA G F C CTRL LSC T A Flow
Non-personalized version
Min. 1.000 1.000 1.000 1.000 1.000 1.000 1.000 1.000 1.000 1.000
1st Quart. 3.062 2.750 3.312 3.250 3.250 3.000 3.000 2.750 3.000 3.118
Median 3.750 3.500 4.000 3.500 3.750 3.750 3.500 3.500 3.750 3.556
Mean 3.633 3.383 3.805 3.627 3.674 3.609 3.512 3.412 3.623 3.587
3rd Quart. 4.250 4.250 4.500 4.250 4.250 4.250 4.188 4.000 4.500 4.076
Max. 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 4.861
Personalized version
Min. 1.000 1.000 1.000 1.000 1.000 1.000 1.000 1.000 1.000 1.000
1st Quart. 3.000 2.750 3.250 3.250 3.062 3.000 3.000 3.000 3.000 3.167
Median 3.500 3.250 3.750 3.750 3.750 3.500 3.500 3.500 3.750 3.625
Mean 3.611 3.301 3.707 3.711 3.691 3.645 3.506 3.486 3.641 3.589
3rd Quart. 4.250 4.000 4.438 4.250 4.250 4.438 4.250 4.000 4.438 4.076
Max. 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000
  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