More FlOw
I posted earlier this year about FlOw, a flash game that was the basis for J. Chen’s thesis. It wasn’t quite as relevant then as it is now, since I’ve picked up a lot on Flow Theory for my own dissertation. In its simplest form, flow refers to the psychological state one enters when they are ‘in the zone’, totally engaged in the task at hand, seemlessly completing complex tasks without conscious thought, experiencing a sense of time distortion, and blocking out any external stimuli to the activity they are currently engaged in. (see the wikipedia link above for the longer description). I’m attempting to look out how variations in flow relate to variations in performance within an online simulation. My initial thoughts are that if a person experiences an intense state of flow when interacting with online learning environments, their performance within that environment will be higher. Some studies claim this is the case, some studies observe no relationship between flow and performance.
Anyway, the writer of this Wall Street Journal article expresses Chen’s thoughts on game design and flow wonderfully:
Mr. Chen has elaborate theories on getting players into the “flow,” but it mostly boils down to impulsive, easy-to-understand gameplay that eliminates disruptions. Nothing comes between the gamer and the experience — no menus, no tutorials, no prompts or instructions; most of all, no dying. In flOw, depleted vitality sends the avatar back to shallower waters to find food. The only “game over” moment is when the player closes the browser.
Once again, the elearning professionals out there could take a page from the gaming world, and try to adopt some of these elements into our online learning environments. A lot of elearning courses are peppered with different environments, such as blogs, CMSs, page-turning courseware, PDF files, external links, videos…you name it. Tying all these elements together in a seamless environment is HARD work, but it can (and should) be done. Great games out there do all of these things well…you don’t have to read the instructions, you don’t have to complete a tutorial (as the tutorial is built right into the flow of the game), the only time you deal with a menu is when you complete a large chunk of content or you want to save/quit…the game seamlessly moves you through the environment with clarity and precision.
Designing engaging elearning environments is more of an art than a science.