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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