MOTIVATIONAL FLOW IN COMPUTER-BASED INFORMATION ACCESS ACTIVITY by TOM S. CHAN, B.S.E.E., M.B.A., M.S. A DISSERTATION IN INSTRUCTIONAL TECHNOLOGY Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF EDUCATION Approved Accepted August, 1998
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MOTIVATIONAL FLOW IN COMPUTER-BASED
INFORMATION ACCESS ACTIVITY
by
TOM S. CHAN, B.S.E.E., M.B.A., M.S.
A DISSERTATION
IN
INSTRUCTIONAL TECHNOLOGY
Submitted to the Graduate Faculty of Texas Tech University in
Partial Fulfillment of the Requirements for
the Degree of
DOCTOR OF EDUCATION
Approved
Accepted
August, 1998
Copyright 1998, Tom S. Chan
ACKNOWLEDGMENTS
I wish to express my appreciation to many people who have been instrumental in
the completion of this study. To Dr. Terence Ahern and Dr. William Lan, I extend my
gratitude for their guidance and support throughout this adventure. Thank you to Dr. Judi
Repman for her interest and advice in my research, my career, and my goals. I also wish
to express my appreciation to Dr. Robert Price and Dr. Richard Lanthier for their insight
and expertise, and to Dr. Lance Kieth for his support in this endeavor. Many people have
provided encouragement and support since this quest began three years ago. To all my
colleagues, classmates and friends at Texas Tech University, I thank you for your time,
help, support and sincere interest in my doctoral experience. Special appreciation is
extended to my supervisor, Dr. Vance Durrington, for his counsel, confidence and
encouragement. Finally, I would like to express great gratitude to my family. Be assured
that this doctorate, and the future which it will help shape, is for all of us.
n
TABLE OF CONTENTS
ACKNOWLEDGMENTS ii
ABSTRACT vii
LIST OF TABLES viii
LIST OF FIGURES ix
CHAPTER
I. INTRODUCTION 1
Statements of the Problem 1
Rationale 1
Research Questions 5
Research Hypothesis 6
Significance of the Study 6
Definition of Terms 10
H. REVIEW OF LITERATURE 12
The Humanistic Roots of Flow Theory 12
Flow and Human Consciousness 14
Creating Flow 16
The Construct of Flow 19
Challenge to Skills 20 Concrete Goals 21 Clear Feedback 21 Perception of Control 22 Concentration on Task 22 Merging of Awareness 23 Lost of Self-consciousness 23 Sense of Time Distortion 24 Autotelic Experience 24
iii
Measuring Flow 25
Flow, Learning and Development 28
Flow Theory and Intrinsic Motivation 29
Flow Research in Education 33
Flow Research in Technology 35
Study in Computer Games 35 Study in Human Computer Interaction 36 Study in Instructional Design 37 Study in Network Navigation 38
Connecting Flow and Instructional Design 42 Setting Entry Skills 42 Defining Objectives 43 Attention and Human Cognition 44 Learner Control Research 44 Feedback Research 45 Flow and the ARCS Model 46
m. METHODOLOGY 49
Research Design 49 Purpose of Study 49 Diagram of the Design 49 Independent Variables 51 Dependent Variables 53 Covariates 54
Population and Samples 54
Instrument 55 The Adapted Flow State Scale 55 Demographic and Computer Attitude 57 The Big-Five Markers 57
Procedures 58
Statistical Analysis 59
IV
IV. RESULTS 60
Demographic Information 60
Internal Consistency Reliability 61
Descriptive Statistic 62
Testing of Assumptions 64
Correlation Analysis 65
Hypothesis Testing 66
Flow Total Scale 67 Challenge/Skills Subscale 68 Action Awareness Subscale 69 Concrete Goal Subscale 70 Feedback Subscale 71 Concentration Subscale 72 Sense of Control Subscale 73 Self-Consciousness Subscale 74 Time Distortion Subscale 75 Autoletic Subscale 76
Summary 77
V. DISCUSSION 78
Overview 78
Interpreting Results 79
Interaction Effect on Flow Experience 80 Effect on Autoletic Experience 81 Effect on Sense of Time Distortion 82 Effect on Control and Concentration 82 Supplementary Findings 83
Limitations 84
Implications for Instructional Design 85
Suggestions for Future Research 86
Conclusion 87
REFERENCES 88
APPENDIX A: EXPERIENCE SAMPLE FORM 99
APPENDIX B: SAMPLE SURVEY INSTRUMENT 101
vi
ABSTRACT
Flow is an optimal psychological state during which people become so intensely
involved and the experience so enjoyable that they will do it for its own sake. When
people reflect on how it felt, they often mention these aspects: (a) sensing skills and
challenge in balance, (b) engaging in a goal-directed activity, (c) receiving clear feedback,
(d) feeling in control, (e) intensifying concentration, (f) merging action and awareness, (h)
losing self-consciousness, (h) distorting time perception, and (i) experiencing great
enjoyment. Flow theory argues that environmental factors, such as challenge, goal,
control, feedback and concentration, has major influences in motivation. These factors
provide a theoretical congruence between flow and instructional design in general, and
motivation design in particular. A problem in the study of flow is its complexity.
Constructs must be examined together, and their interactions inspected. Surfing on the
Internet frequently induces a sense of excitement similar to flow. The vividness and
interactivity of hypermedia appear to enhance flow by increasing user concentration and
control. Technology affects presentation, but not the content. Searching for information
induces flow because it is challenging and goal directed.
This study investigates the effects of content relevance and presentation quality,
and their interaction, on students' flow experience while engaging in computer-based
information access activities. A better understanding in the dynamic of flow can lead to
better instructional design that provides positive experiences and improves motivations.
Flow state scale indicates no significance in the main effects, but strong statistical and
practical significant interactions. Presentation quality enhances flow in low content
relevance tasks, but impedes flow in high content relevance activities. It shows that
multiple channel stimuli enhance experience until the cognitive capacity is stretched.
From the instructional design perspective, it implies that multimedia elements must be
integrated into lesson design carefully, or it may have negative consequences. While
content and presentation do interact to influence flow experience, much is still not know
about the model. Flow is indeed a complex phenomenon and warrants further
investigation.
vii
LIST OF TABLES
2.1 A Typology of Endogenous Motive 32
3.1 The 2 x 2 Factorial Research Design 49
3.2 Reliability for the Original and Adapted FSS 56
4.1 Survey Participant Demographic 60
4.2 Cronbach's Alpha for the Adapted FSS & Big-Five Markers 61
4.3 Descriptive Statistic, Flow State Subscales 63
4.4 Descriptive Statistic, Big-Five Markers 64
4.5 Correlation of Flow State Scale and Big-Five Markers 66
where p is the grand mean of the treatment level population means, JLLI I, JLII2, .... \ipq-
The grand mean is a constant for all observations in the experiment,
aj is the treatment effect for population; and is equal to Uj. - p, the deviation of the
grand mean from they'th population mean.
pk is the treatment effect for population k and is equal to ju.k - p, the deviation of
the grand mean from the Ath population mean.
aPjk is the joint effect of treatment levels./ and k (interaction of aj and pk) and equal
tO fijk - Uj. - u,k + \i.
sijk is the error effect associate with Yijk and is equal to Yijk - \i - aj - pk - apjk.
50
Independent Variables
Two independent variables are utilized in this study. The first independent
variable is content relevance of the information access activity, which has two values
(low and high). The second independent variable is presentation quality of the
information access system, which has also two values (low and high). Hoffman and
Novak (1996) suggested the vividness and interactivity of hypermedia enhanced flow
experiences. Vividness increases realism to enhance concentration and interactivity is
resulted from structural flexibility that provides better user control. Technology affects
presentation, not the content. Information seeking is an engaging and goal directed
activity (Krikelas, 1983). McQuillan and Conde (1996) suggested that when one was
sufficiently interest in a topic, reading and searching for information on the topic
provided new or relatively unfamiliar information supplying the challenge that sustain
flow. By comparing computer-based information access activities in searching and non-
searching, on hypermedia and traditional platforms, we created a window to look into
their effect on flow, its constructs and their interactions.
The study took place at the Pentium PC Lab of the Educational Computing Center
in the College of Education. Employing a two by two factorial design, four treatments
were administrated with two levels of content relevance (reading vs. searching) and two
levels of presentation quality (traditional vs. hypermedia). Four groups of students were
randomly assigned to: reading a word processing document about dinosaurs, reading an
interactive CD-ROM about dinosaurs, searching on ERIC via TTU/LIS using a remote
logon connection, and searching on the World Wide Web via a Netscape browser.
Treatments were administrated at the last 40 minutes of a regular class session on the
week before spring break, with 30 minutes allocated for administrating the treatment, and
10 minutes allocated for completing the survey.
Treatment 1: Word Processing Document
Treatment 1 represented a low content relevance and low presentation quality
task. Participants were asked to browse over a MS Word document about dinosaurs. The
51
reading tasks were imposed not negotiated, and participants were not being told about the
purpose of their activity. No direction was given, apart from instructions on using the
word processor. The document was created and based upon material from an interactive
CD-ROM on dinosaurs for treatment 2. It contained 14 (8i/2" x 11") pages, with Times
Roman 14 point font, and black and white illustrations. Participants accessed the same
document via a network server. To avoid distractions from menu bars, the 'full screen'
viewing option was selected. Participants were instructed to read the document using only
the 'page up' or 'page down' key.
Treatment 2: Interactive CD-ROM
Treatment 2 represented a low content relevance and high presentation quality
task. Participants were asked to browse over a CD-ROM about dinosaurs. Like treatment
1, participants were not given the goal for their activity as well as any direction apart from
navigating and using the interactive CD-ROM. Similar in content to the word processing
document, the CD-ROM contained color illustrates, audio as well as video animation
elements coupled with a hypertext hot link structural organization that allowed non-linear
navigation thought the document. Participants navigated through the interactive program
by clicking on icons with a mouse. The selection of information about dinosaurs as
treatment topic for low content relevance activity was based on the population's
characteristic and expert opinion of the course instructors. It was suggested that students
were unlikely to find content relevance in activity such as reading about dinosaurs, which
was of interest to younger audiences.
Treatment 3: ERIC Catalog Search
Treatment 3 represented a high content relevance and low presentation quality
task. Participants were asked to search for material in the Educational Resources
Information Center (ERIC) on-line database via remote connection. Access was provided
from a personal computer through a network connection to the university library
information system and into ERIC. The display was a monochrome-based system
52
navigating with text-based commands. The treatment could be considered an extension to
the participant's course work, because prior to the treatment, the participants had already
selected a topic for their final portfolio project. The treatment session was a self-study lab
session where participants searched for required reference material for their project.
Treatment 4: World Wide Web Search
Treatment 4 represented a high content relevance and high presentation quality
task. Participants were asked to search for material on the World Wide Web via a
Netscape browser. Similarly, this treatment could also be considered an extension to the
participant's course work. Before the treatment, participants were given a list of suggested
Web sites that were pertinent to their course project. Apart from a simple relevance, these
sites also contained multimedia elements including color images, audio and animation.
Employing a hypertext hot link structure, participants navigated through the Web by
clicking on icons with a mouse. Searching has a higher content relevance than reading,
both in challenge and goal clarity. Information seeking is an active and challenging
process, a process of perceiving a need for the knowledge, where the pursuit is interesting
and satisfying because of the perceived need for the knowledge or information.
Furthermore, when students were searching for research material on the ERIC or the
World Wide Web, they were searching for information that was both relevant and needed.
Dependent Variables
One dependent variable is utilized in this study. It is the degree of flow or the
quality of subjective experience during the computer-based information access activity.
According to the flow theory, flow is a complex phenomenon. It is a composition of nine
constructs: (a) balance of skill and challenge, (b) clarity of goals, (c) clarity of feedback,
(d) perception of control, (e) degree of concentration, (f) merging of action and
awareness, (g) disappearing of self-consciousness, (h) distorting the sense of time, and (i)
feeling of intrinsic gratification. The flow total scale is the sum of responses to the 36-
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items adapted FSS measuring the nine flow constructs. A high score suggests a high
degree of flow experience.
Covariates
One covariate is utilized in this study. It is the Big-Five markers, measuring five
personality traits of: a) extraversion, b) agreeableness, c) conscientiousness, d) emotional
stability and e) intellect / sophistication The Big-Five markers contain 35 transparent
bipolar inventory items, with seven items for each of the five personality factors. High
scores suggest high degrees of extraversion, pleasantness, conscientiousness, emotional
stability and sophistication.
Population and Samples
The sampling procedure in the study was based upon a convenient sampling
technique. Inferential statistics are often used to analyze data collected from convenience
samples, though the logic of inferential statistic requires that the sample be randomly
drawn from a defined population. Although a convenience sample is less than ideal,
inferential statistics can be used with data collected from a convenience sample if the
sample is carefully conceptualized to represent a particular population. Regardless of the
sampling technique, one should be careful about accepting findings as valid and making
generalizations from them based on one study. Repeated replication of the findings is
much stronger evidence of their validity and generalizability than are statistically
significant results in one study (Gall et al, 1996).
The target population for the study was undergraduate college students. Individual
difference is a serious confounding factor in flow assessment as certain people often
experience flows more consistently (Ellis et al, 1994). To control such confounding, it is
important that the sample be homogeneous. An ideal sample can be found with students
enrolled in a pre-service undergraduate course titled: "Application Technology in
Elementary Education," a teacher's preparation course. All five sessions of students were
used, with the two smaller sessions combined, forming four groups of 20 each. The entire
54
group was then randomly assigned to one of the four treatment conditions. This sample
includes a cross section of students who represent the education major undergraduate
population. A typical student from this population will be a white female junior between
the age of 18 to 25. Since college students are not representative of the adult population
in general, we need to be cautious in making inference about generalization of the
research findings. On the other hand, if the purpose of the study is to adapt flow theory
for improving motivation and experience for college students in the instructional use of
computer systems, undergraduates in education major are good representative samples for
the target of the study.
Instrument
The instrument in the study (see Appendix B) consisted of four parts: statement
and consent form, Big-Five markers, demographic and computer attitude information, and
the Adapted Flow State Scale.
The Adapted Flow State Scale
The Adapted Flow State Scale originated from Jackson and Marsh's Flow State
Scale (FSS) and adapted for computer-based activities (36 items, 9-subsacle of four items
each). It requires participants to respond by checking a 5-point Likert-type scale to
indicate their degree of agreement with statements describing their activity experiences.
Since Csikszentmihalyi's original development of the Experience Sampling Method
(ESM), other researchers have developed self-reporting scales to identify the presence of
flow. While these studies contain limitations and difficulties, they nevertheless provide a
broad basis of prior research and established convincingly that flow is quantifiable and
measurable (Hoffman & Novak, 1996).
The concept of flow describes a complex psychological state that has important
consequences for human life. Any quantification of flow that we create will only be a
partial reflection of this reality (Csikszentimalyi, 1992). Because of its richness and
complexity, flow demands measurements that are inclusive rather than exclusive. The
55
FSS was originally developed by Jackson (1992; Jackson & Marsh, 1996) to assess flow
experience during sport participation. The FSS is a 36-item, 5-point Likert-type scale,
with 4-item for each of the nine flow dimensions. Participants are asked to indicate their
degree of agreement or disagreement with the statements. The proposed nine dimensions
in the FSS, and the scale's construct validity have been theoretically discussed and
supported by research (Csikzentmihalyi, 1988; 1990; 1992). A psychometric assessment
of the original instrument with elite athletes participated in sport competition (Jackson &
Marsh, 1996), and the adapted instrument with students engaging in Web-browsing
(Chan, 1998a), with the internal consistency reliability reported in Table 3.2.
Table 3.2: Estimations of Reliability for the Original and
Challenge-skill Action-awareness Clarity of Goal Clarity of Feedback Degree of Concentration Perception of Control Loss of Self-Consciousness Distortion of Time Intrinsic Gratifying Total Flow Scale
presentation quality platforms as measured by the challenge, goal and feedback subscales.
However, it impeded flow experience (d = -.43, averaged) in high presentation quality
platforms as measured by the challenge, awareness and consciousness subscales. These
simple main effects revealed two aspects of flow. First, flow subscales, goal and
feedback, behaved differently from the subscales of awareness and consciousness.
Secondly, content relevance enhanced goal and feedback in an activity using low
presentation quality platforms, but impeded awareness and consciousness in activity
using high quality presentations. Thus, it suggested that goal and feedback are primarily
defined by the content, and are not affected by the presentation. Thus, searching activities
will always have better goal and feedback than simple reading. On the other hand,
80
awareness and consciousness are more complex. Apart from the content, they can also be
influenced by external factors such as the quality of presentations. It suggests that high
presentation quality would distract these aspects of a flow experience during high content
relevance activities.
The descriptions of interaction between the effect of content relevance and
presentation quality are consistent with both Csikszentmihalyi's flow theory (1990) and
Sweller's cognitive load theory (1989). Flow theory states that the optimal psychological
state occurs when the challenge of an activity matches skills of the participant. Inadequate
challenge induces boredom, while excessive challenge task causes anxiety. Cognitive
load theory states that the human working memory is limited, and it poses a fundamental
constraint on our performance capacity. The data from this study shows that multiple
channel stimuli enhance experiences until the human information processing system is
near capacity. In a low content relevance task, the stimuli act as enticements and provide
added challenge to a task. However, multiple stimuli act as distractions in a high content
relevance task when the challenge is already high.
Effect on Autoletic Experience
Autotelic or intrinsically rewarding experience is the most important dimension of
flow and directly related to intrinsic motivation. It refers to a self-contained activity, one
that is done not with the expectation of benefits, but because the doing is itself the reward
(Csikszentmihalyi, 1990). Significant main effect of presentation in the autoletic subscale
indicated that students preferred high presentation quality regardless of the content
relevance of the activity.
While the effect size is moderate (d = .22), a multimedia presentation appears to
be a good tool in enhancing attention while making the lesson more appealing. The
vividness and richness of multimedia increases motivation, despite its negative impact
when the students' capacity is already stretched during high content relevance activities.
Interestingly, the result indicates that students are not very effective in self-monitoring.
The excessive stimuli during a high content relevance task impede flow. Nevertheless,
81
students still prefer the multi-channel presentation, and are unable to realize its negative
impacts.
Effect on Sense of Time Distortion
A common description for flow is that time seems to fly by or slow down.
Objective duration, such as the progressions of the clock, is rendered irrelevant by the
rhythms dictated by the activity. During flow, we lose track of time in the usual sense of
the world. Reflecting afterward, we cannot grasp it by the time sense reference in
everyday life. Significant interaction of content relevance and presentation quality in the
time distortion subscale indicated presentation quality facilitated a sense of time
distortion in high content relevance searching activities, while content relevance
facilitated a sense of time distortion while using high presentation quality hypermedia
platforms. Caution must be exercised in generalizing the result of the time distortion
subscale. The normal independent distribution (NID) hypothesis was rejected for the time
distortion subscale (p<.004 and <.002). Nonindependence of errors seriously affects both
the level of significance and power of the F-test. The assumption of independence is
necessary for accurate probability statement so that observations within groups not be
influenced by each other. Failing of the NID assumption, data analysis for the subscale
was likely to be unreliable. On a practical level, the failure of NID assumption was
expected. After all, experiencing a sense of time distortion within a 30-minute lab session
would be quite unusual.
Effect on Control & Concentration
In proposing a network navigation model, Hoffman and Novak (1996) suggested
that flow experience is influenced by the context factor of interactivity and vividness. The
vividness or realism of hypermedia presentations attracts attention, increase involvement,
leading to attention focus and concentration, which in turn facilitates flow. Interactivity is
a factor of content structure, speed and easiness of use. The large range and possibility of
action in a hypermedia increase interactivity and in turns facilitates flow. Data analyses
82
did not detected significance either in the main effect or interaction of presentation
quality in the sense of control and concentration subscales. It appeared that either the
interactivity and vividness of Hoffman's model exerted little influences, and/or the effect
was not different significantly between the traditional vs. hypermedia presentation
treatments. Referring to Table 4.3 on the descriptive statistic for the Adapted FSS, the
mean score for concentration subscale in high presentation (M=l 1.20, SD=3.35) was
larger than that in low presentation (M= 10.40, SD=2.62) at low content relevance, and
high presentation (M=12.15, SD=2.89) was also larger than at low presentation (M=l 1.20,
SD=3.02) in high content relevance activities. Similarly, mean scores for control subscale
in high presentation (M= 13.70, SD=2.68) was larger than that in low presentation
(M= 12.30, SD=2.75) at low content relevance, but high presentation (M=13.75, SD=3.26)
was smaller than low presentation (M= 12.35, 5D=3.53) in high content relevance
activities. The result seemed to support the validity of Hoffman's model, though the
treatment effect was not strong enough to produce significance.
Supplementary Findings
This investigation is centered on two important issues: can environmental factors
influence motivation parameterized as flow, and is the adapted FSS a useful tool for such
investigations? The result from the study confirms the first question. It indicates major
interaction of environmental factors on the degree of flow. While environmental factors
play a role in motivation, alone they are unlikely to be able to induce flow experience. On
the other hand, flow is not an absolute state. The experience is a continuum between
almost imperceptible micro flow events, and the truly memorable occasions of deep flow.
This study illustrates the feasibility of using adapted FSS as an evaluation and
comparison tool, looking into motivation and experience during instructional activities in
a classroom setting. It provides a new dimension in the study of motivation, and insights
in program evaluations that often focus exclusively on knowledge and skill acquisition, or
the development of cognitive traits.
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Limitations
The limitations of this study are as follows:
1. The study involves small sample size (20 per cell), for short treatment duration
(30 minutes), and on a homogenous group (female white education major college
undergraduates) of participants. The findings have only limited external validity. We
would have to careful in generalized the study to individuals and situations beyond those
involved in the study.
2. Participant corporation or motivation in the study may not be identical. It was
noticed that some students in this study just wanted the extra credit, and had no intention
to learn anything or interested in participating in the experiments.
3. Results from the study indicate interaction in the effect of content relevance and
presentation quality on the degree of flow. Despite the satisfactory p-value (.03) and
effect size (.22), the strength of association computation indicated interactions explained
only 5% of the variance in the total scale. While content and presentation do interact to
influence the degree of flow, much is still not known about the model. Flow is indeed a
complex phenomenon, and warrants further empirical studies.
4. Quantitative studies of intrinsic motivation are extremely difficult because the
phenomenon is very complex and difficult to parameterize. Papert (1987) argued that one
could not change a single factor in a complex situation while keeping everything else the
same. The treatment methodology leads to a danger that all experimental results will be
suspect. Salomon (1990) noted, the effects from (causal argument), and effects with
(correlation argument) are both needed. Knowing that a specific kind of effect to be
attributed to a particular variable under ideal controlled condition is important. Since
computer-related activities are hardly ever carried out in isolation, knowledge about their
partnership and cognitive residue effects is also invaluable. Norman (1994) pointed out
that factors underlying human motivation, enjoyment and satisfaction are little known and
seldom addressed within the context of laboratory studies of human cognition. In part,
this is because the logical, systematic, disembodied intelligence of the controlled studies
leaves out subjective feelings, emotion, and social interactions. It is a constant tradeoff
84
and balance between hard science, which requires things to be measured with precision,
and soft science, which attempts to study those things for which measurement is difficult
or impossible.
Implications for Instructional Design
Hypermedia has a positive affect in instruction. Significant main effect of
presentation quality on autoletic experience subscale indicated that students felt more
intrinsic rewards when working on hypermedia platforms. While not necessary to
increase learning, multimedia elements add attractiveness to the instruction, increasing
appeals of the lesson, and in motivating the students. From the instructional design
perspective, it implies that multimedia elements should be incorporated into instructional
design, as long as they are not excessive.
Relevance is the king. Learning material should be well organized and new
concepts must be meaningful to the learners (Ausubel, 1978). Hoffman and Novak (1996)
also cautioned, while interactivity and vividness are hypothesized to increase the intensity
of flow, by themselves are insufficient to induce flow. While presentation quality
interacts with content relevance to enhance flow experience, good content relevance of
the activity will belittle the effect of presentation regardless quality. The fundamental
appeal of any lesson is in its design, not how it is presented. It affirms the fact that within
limitations, both traditional and hypermedia platforms can provide a positive educational
experience. Whether a learner enjoys more from one platform than another depends more
on content of the activity than the quality of presentations.
Multimedia elements should integrate gradually into a lesson. When the content
relevance is high and adequate challenge is already provided to students, high
presentation quality can be distracting. As instructional designers, we must integrate
multimedia elements into the lesson carefully, or it has negative consequences.
Multimedia elements should be used sparsely at the beginning of the lesson when
challenges are high and students are unfamiliar with the material. The elements should be
85
incorporated gradually as the lesson progresses when challenges are reduced, at which
multiple-channel stimuli will no longer impede performances.
Multimedia can be used to alleviate boredom for expert students. An intrinsic
problem in instructional design is its necessity to aim at an average or normative level. As
Csikszentmihalyi (1982) noted, easy material makes schooling a bore for many students.
For others, the difficulty of the material causes great anxiety. When the content relevance
is low and inadequate challenge is provided to students, high presentation quality has a
positive effect on motivation. Ross and Morrison (1989) suggested naive students should
be allowed to control instructional context, sequence and style only. Findings in this study
suggested that instruction could be designed to present materials to expert students with
more multimedia elements. It can provide a positive learning experience and relieving
boredom.
Suggestions for Future Research
Based on the results of this study, further research is needed to examine several
questions.
1. External validity is the extent to which the findings of an experiment can be
applied to individuals and settings beyond those that were studied. To improve external
validity, the study should be repeated using different target populations, in different types
of activity, for longer treatment duration, and repeated treatments.
2. Additional treatment levels should be added to content relevance and
presentation quality so that the dependent variable would be examined under more than
the two levels of high and low treatments. Interpretation of trends, linear or non-linear,
required at least three levels of treatment. However, quantifying content relevance and
presentation quality into more than two levels could be difficult.
3. Findings in the study confirm that flow is a very complex psychological state.
Different aspects of flow interact with each other, exhibiting a dynamic property. More
analyses should be conducted regarding the psychometric property of both the Flow State
Scale and the Experience Sampling Method.
86
4. Personality was a major confounding factor of flow experience in many studies
(Chan, 1998b; Ellis et al, 1994; Hektner & Csikszentimihalyi, 1996). Though the Big-
Five marker shows no significant correlation to the Flow State Scale in this study, it may
due to homogeneity and a lack of variation amongst the participants. The issue of Big-
Five marker as covariance should be reexamined more carefully, perhaps with data from a
heterogeneous population.
Conclusion
Flow experience is a complex psychological phenomenon. It is a composition of
nine constructs: challenge, awareness, goal, feedback, control, concentration,
consciousness, time distortion, and autoletic experience. Content relevance and
presentation quality report significant interaction. Presentation quality has a positive
effect on flow experience in low content relevance activities, but it has a negative effect
in high content relevance activities. We should be careful in generalize the result as the
study is conducted under contrived laboratory settings with homogenous participant
groups. Nonetheless, from the perspective of instructional designers, the findings suggest
hypermedia presentations increase the instructional appeal regardless of content.
However, when uses in excess, it has negative effects on novice students in high demand
tasks. Scientific principles are established through countless testing and re-testing of
hypotheses. One should be careful about changing practices based on a single study.
Similarly, findings in this study deserve the same vigorous scrutiny. Repeated replication
under a variety of experimental conditions, and on different target populations, is a much
stronger evident of the validity and generalizability than significant results in one study.
87
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98
APPENDIX A
EXPERIENCE SAMPLING FORM
99
Experience Sample Form (Csikszentmihalyi & Csikszenmihalyi, 1988)
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100
APPENDIX B
SAMPLE SURVEY INSTRUMENT
101
Statement to the Participants
Dear Students:
I am a graduate student in Instructional Technology. I am conducting my doctoral dissertation research on user's experience and motivation in various computer-based activities. I am seeking volunteers for my study, and I am hoping you will consider being one of those volunteers.
If you decide to participate in the study, here is what happen: 1. You will work on a computer task in the computer lab for about thirty minutes. 2. You will then complete a questionnaire about yourself, and a questionnaire about your
experience while engaging in the activity you have just completed.
This study will be conducted during the regular class hours. I have obtained your instructor's permission to ask for your participation in the study. However, participation is entirely voluntary, and it is not a part of requirement for your class. Your decision whether or not to participate will not affect your grade, status or standing in the class. If you decide to participate, you are free to withdraw your consent and discontinue participation at any time without penalty.
All data collected for this study become the property of the researcher. Data will be handled according to the guidelines specified by the American Educational Research Association. Although all possible safeguards will be used to protect your anonymity, the methodology of the study prevents complete anonymity in all situation. However, any information that is obtained in connection with this study and that can be identified with you will remain confidential and will be disclosed only with your permission.
By participating in this study, you are contributing to primary research on the nature of student motivation. This study is a research in human computer interactions. Your opinion will be most essential, leading to the better use of computer as effective instructional media. Your signature on this consent form indicates you understand the information that I just announced, that you willingly agree to participate, that you may withdraw your consent at any time and discontinue participation without penalty.
Thank You.
Consent Statement:
• Yes, I will participate in this study. • No, I will not participate in this study.
Signature Last 4 digits of SSN Date
102
Big-Five Marker Feb., 1998
Form 8000B
How accurately can you describe yourself?
Please use this list of common human traits to describe yourself as accuratelv as rvraihip Descr.be yourself as you are generally or typically, and d e s e r t £ u ™ » "2%seTyou self at he present not as you wish to be in the future. For each pair opposite t r ^ t S ^ I ^ S d r c t e
the number that most accurately describes you. P
Last 4 digits of your SSN Please Initial
introverted unenergetic
silent
timid inactive
unassertive unadventurous
cold unkind
uncooperative selfish
disagreeable distrustful
stingy
disorganized irresponsible
negligent impractical
careless lazy
extravagant
angry tense
nervous envious
unstable discontented
emotional
unintelligent unanalytical un reflective
uninquisitive unimaginative
uncreative unsophisticate
Very
1 2 1 2 1 2 1 2 1 2 1 2 1 2
1 2 1 2 1 2 1 2 1 2 1 2 1 2
1 2 1 2 1 2 1 2 1 2 1 2 1 2
1 2 1 2 1 2 1 2 1 2 1 2 1 2
1 2 1 2 1 2 1 2 1 2 1 2 1 2
Moderately
3 3 3 3 3 3 3
3 3 3 3 3 3 3
3 3 3 3 3 3 3
3 3 3 3 3 3 3
3 3 3 3 3 3 3
4 4 4 4 4 4 4
4 4 4 4 4 4 4
4 4 4 4 4 4 4
4 4 4 4 4 4 4
4 4 4 4 4 4 4
Neither
5 5 5 5 5 5 5
5 5 5 5 5 5 5
5 5 5 5 5 5 5
5 5 5 5 5 5 5
5 5 5 5 5 5 5
o
CO
CD
C
D
6 6 6 6
6 6 6 6 6 6 6
6 6 6 6 6 6 6
6 6 6 6 6 6 6
6 6 6 6 6 6 6
derately
7 7 7 7 7 7 7
7 7 7 7 7 7 7
7 7 7 7 7 7 7
7 7 7 7 7 7 7
7 7 7 7 7 7 7
00
00
00
8 8 8 8
8 8 8 8 8 8 8
8 8 8 8 8 8 8
8 8 8 8 8 8 8
8, 8 8 8 8 8 8
Very
9 9 9 9 9 9 9
9 9 9 9 9 9 9
9 9 9 9 9 9 9
9 9 9 9 9 9 9
9 9 9 9 9 9 9
extroverted energetic talkative bold active assertive adventurous
This is a research on human-computer interactions. Your opinions will be most essential, leading to the better use of computers as effective instructional media. The questions are related to thoughts and feelings you may have during the computer activity. There are no right or wrong answers. Please think about how you felt during the activity, and check the box that best matches your experiences.
Last 4 digits of your SSN Please Initial
1. Gender: • Male D Female 2. Age: • 18-25 • 26-35 • 36-45 D 46-55 D 56+ 3. Ethnic Origin: • WhiteD Hispanic • Black D other 4. Standing: • Freshmen D Sophomore • Junior • Senior 5. I access a computer • daily • weekly • monthly 6. My knowledge in computers is • none • little • moderate 7. Soon our world will be completely run by computers.
D definitely D agree • some what D disagree 8. Computers can eliminate a lot of tedious work for people.
D definitely • agree • some what D disagree 9. The overuse of computers may be harmful and damaging to humans
• definitely D agree • some what D disagree 10. Computers are bringing us into a bright new era.
• definitely D agree • some what 11. My abilities matched the challenge of the task.
D definitely • agree • some what 12. I performed the task correctly without thinking about it.
D definitely D agree D some what 13. I knew clearly what I wanted to do in the task.
D definitely D agree D some what 14. It was really clear to me that I was doing well.
D definitely D agree D some what 15. My attention was focused entirely on what I was doing.
D definitely D agree • some what 16. I felt in total control of what I was doing.
D definitely D agree • some what 17. I was worried that I might not be doing well on the task
D definitely D agree • some what 18. Time seemed to alter (either slowed down or speeded up).
D definitely • agree D some what • disagree 19. The experience was very boring or negative.
D definitely D agree • some what D disagree 20.1 believed my skills would allow me to meet the challenge of the task.
a definitely D agree D some what • disagree 21. Things just seemed to be happening automatically.
D definitely • agree D some what D disagree 22 I had a strong sense of what I wanted to do.
D definitely • agree D some what D disagree
D disagree
• disagree
D disagree
D disagree
D disagree
D disagree
D disagree
D disagree
D Graduate • semester D never D good D expert
D definitely disagree
D definitely disagree
D definitely disagree
• definitely disagree
D definitely disagree
• definitely disagree
• definitely disagree
D definitely disagree
D definitely disagree
D definitely disagree
• definitely disagree
D definitely disagree
• definitely disagree
D definitely disagree
• definitely disagree
• definitely disagree
PLEASE TURN OVER 1 of 2
104
Adapted FSS
23.1 was not certain if I performed the task correctly. D definitely D agree • some what • disagree D definitely
24. It was no effort to keep my mind on what was happening. • definitely D agree • some what D disagree • definitely
25. I felt like I could control what I was doing. • definitely D agree D some what • disagree D definitely
26. I was not worried about how I was doing in the task. D definitely D agree • some what • disagree D definitely
27. The way time passed seemed to be different from normal. • definitely D agree • some what • disagree D definitely
28.1 loved the feeling of that activity and wanted to capture it again. D definitely D agree D some what D disagree • definitely
29. I felt I was competent enough to meet the high demands of the situation D definitely D agree • some what D disagree D definitely
30. I had to be very careful, and followed a step by step procedure. • definitely D agree D some what D disagree D definitely
31. I knew what I wanted to achieve in the task. D definitely D agree • some what • disagree • definitely
32.1 had a good idea while I was performing about how well I was doing. • definitely • agree • some what D disagree D definitely
33. I thought about other things while performing the task. D definitely D agree • some what D disagree D definitely
34. I felt that I had little control over the computer program while performing the task. • definitely D agree Q some what D disagree D definitely
35.1 was not concerned with how well or poorly I was doing. D definitely D agree • some what D disagree D definitely
36. I felt like time stopped while I was doing the task. • definitely D agree • some what • disagree • definitely
37. The experience left me feeling great. • definitely D agree • some what • disagree • definitely
38. I felt intimidated, the task was just too difficult. D definitely D agree • some what • disagree D definitely
39.1 acted spontaneously without having to think. • definitely D agree • some what • disagree D definitely
40. I was lost and not sure what was I supposed to do. D definitely D agree • some what • disagree • definitely
41. I could tell by the way I was performing how well I was doing. D definitely D agree • some what • disagree • definitely
42. I was totally absorbed in what I was doing. D definitely D agree D some what D disagree D definitely
43.1 felt in total control of the process. • definitely D agree D some what D disagree D definitely
44.1 was not worried others may think that I was not performing the task well. D definitely D agree D some what D disagree D definitely
45. At times, it almost seemed like things were happening in slow motion. • definitely D agree • some what D disagree D definitely
46. I found the experience very rewarding. D definitely D agree • some what • disagree • definitely