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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Immersion in e-Learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alexandra I. Cristea</string-name>
          <email>a.i.cristea@warwick.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Warwick Coventry CV4 7AL</institution>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>4</fpage>
      <lpage>7</lpage>
      <abstract>
        <p>Flow is a state of intense concentration and engagement, when a user is so immersed in her activity, that all other external influences cease. It is a well-known fact that flow is experienced in games, where we all had the 'just one more minute' request from our children. This paper analyses the notion of flow from two perspectives: the theoretical concepts and the practical reality. For the latter, game environments are compared to current elearning environments. Finally, the extracted features are mapped back to the theoretical underpinning.</p>
      </abstract>
      <kwd-group>
        <kwd>web</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centred computing → Interaction paradigms →
Hypertext / hypermedia; Web-based interaction; Applied
computing → Education → e-learning; Information systems →
Decision support systems → Data analytics;</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        In e-learning, immersion is a concept based on the psychological
concept of flow: learners 'are so engaged in learning, that time and
fatigue disappear' [
        <xref ref-type="bibr" rid="ref1 ref2">1,2</xref>
        ]. We mostly know this experience from
online and offline games. The challenge is to create e-learning
offers that can lead to a similar intense involvement. This seems
to be an impossible challenge for educational software, and thus
represents almost a 'holy grail' for online education. This is
especially relevant now, with the rising of MOOCs, such as
Corsera in the US and FutureLearn in Europe, backed up strongly,
in a top-down fashion, by current politicians, but which suffer
greatly from extremely high dropout rates.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Flow Components</title>
      <p>
        The noted psychologist Csikszentmihalyi identified 4 key
components of flow: control (learner's control over the
experience); attention (learner's dedication to the task at hand);
intrinsic interest (motivated by the desired outcome) and
curiosity (leading them forward) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Specifically,
      </p>
      <p>Csikszentmihalyi recommends as flow antecedents clear goals &amp;
immediate feedback, and a good challenge &amp; skills balance.
3</p>
    </sec>
    <sec id="sec-4">
      <title>IMMERSION FEATURES</title>
      <p>
        An appropriate source for extracting immersion and flow-related
features are games. It is easy, at first glance, to attribute the
typically high level of immersion in game environments to
advanced computer graphics (such as Halo 51), or 3D interactivity
(such as in EVE Online2); however, this is only part of the answer.
It also represents the part that is more difficult to implement,
requiring large teams of dedicated programmers. In the following
I identify some tangible features of current game environments
that are much more straightforward to implement, but that are
currently missing in current e-learning environments (even in
more advanced adaptive or personalised ones [
        <xref ref-type="bibr" rid="ref4 ref5">4,5</xref>
        ]), which may
trigger immersion [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The focus here is mainly on feedback,
which is considered an essential aspect to be supported in
elearning [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
1) Game environments, unlike TEL environments, often have
multi-dimensional levels of interactivity and feedback. Thus,
unlike in a learning system, where feedback often relates to
scores, marks, or percentage of progress, which all reflect, in
principle, the single dimension of knowledge-increase, in game
environments various parameters can be tracked, and the user can
progress in various ways, as defined by these parameters.
2) Next, in game environments, the feedback is frequent. At each
‘kill’ or ‘success’, for instance, the popular first-player-shooter
games immediately display on-screen the experience feedback.
Opposed to that, most learning environments, adaptive or not,
give delayed feedback, often significantly so, only, e.g., when a
whole chapter is read, or an important concept is mastered.
3) Moreover, the feedback is highly visible. Games often place
their feedback in the middle of the screen, as in the previous
example, with perhaps strong colours, or even graphics. In
learning environments, especially in adaptive settings, a lot of
discussions have centred on the benefits of high level of feedback.
4) Furthermore, in game environments, the feedback is
finegrained. At each event, popular games immediately display
experience feedback. A player feels at all times that she is making
some progress. Opposed to that, most learning environments,
adaptive or not, display quite a coarse-grained feedback.
5) Additionally, feedback is volatile. This means, feedback
doesn’t linger on the screen for very long.
1 https://www.halopedia.org/Halo_5:_Guardians
2 https://www.eveonline.com/
6) Moreover, feedback is traceable. Whilst the information can
flash quickly in front of the user, a user in a game environment
can usually find, for instance, information about a certain
achievement, when desired. Adaptive learning environments are
more concerned with keeping track of the current state (e.g., the
percentage of current knowledge) instead of storing minor
achievements.
7) Adaptive educational environments may often track the
distance to achievement, instead of challenges conquered. I.e., as
in the above example, the percentage of knowledge as compared
to the desired state of knowledge may be displayed. Instead, game
environments display achievements, experience levels, ranking in
a leader board etc.
8) Furthermore, interactivity with other players is often used in
multi-player games as an extra dimension for exploration.
Competition and collaboration are encouraged via reward
systems. Whilst interactivity and collaboration have been explored
in previous work on TEL environments (e.g., the ALS EU project3
led by Warwick), its effect on the learning immersion is not yet
fully explored and exploited.
9)VAccess to information (such as feedback) can be obtained in
multiple, redundant ways in game environments. In such cases,
redundancy is no undesirable feature, but the contrary: users can
get to the information in whichever way they are more
comfortable with. Contrary to this, educational environments
rarely introduce redundancy in their paths.
4
      </p>
    </sec>
    <sec id="sec-5">
      <title>DISCUSSION</title>
      <p>
        Analysing how the features above map onto the theory provides
the reassurance that these are indeed features which could be
scaffolding flow and ultimately immersion in a learning
environment, as follows.
1a) multi-dimensional levels of interactivity: in terms of flow
antecedents, it maps onto 'challenge &amp; skills balance'. In terms of
the key components, it maps best onto 'control', although it allows
also the learner to follow their 'intrinsic interest' and nurture
'curiosity', which could enhance 'attention'.
1b) multi-dimensional feedback: in terms of flow antecedents, it
maps well onto the 'immediate feedback'. In terms of the key
components, it maps onto 'attention' (as it keeps a learner's
attention by the various type of feedback), gives a feeling of
'control', which could increase 'intrinsic interest' and 'curiosity'.
2) frequent feedback: directly maps to 'immediate feedback', and
is generally related to 1b) above.
3) highly visible feedback: spurs 'attention', potentially increasing
'curiosity' and 'intrinsic interest', as well as giving a greater feeling
of 'control'.
4) fine-grained feedback: allows clearly for 'control' - the learner
is in charge and aware of most aspects of her learning.
Importantly, in opposition to previous research, which was
concerned about learning overhead [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], in fact, modern learners
are well equipped to deal with a multitude of inputs online,
without losing focus [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ].
5) volatile feedback: this feature supports 'immediate feedback' by
still allowing for learner's 'attention' to the task at hand (instead of
interrupting with interaction demands).
6) traceable feedback: this features supports 'immediate feedback'
by helping, when 'interest' and 'attention' are caught, to easily be
in 'control' and find the required information.
7) challenges conquered, not distance to achievement: this deals
with the 'challenge &amp; skills balance', in that, even harder
problems, are presented in a manner in which they can be
perceived as simpler and approachable, where skills and challenge
are matched.
8) social aspects: interestingly, instead of detracting from a
learner's attention', social interaction can actually help to improve
the 'challenge &amp; skills' balance, and lower achievement
thresholds, by involving help from peers, tutors, etc. Such aspects,
if well-implemented, can increase the level of perceived learner
'control', and thus increase the motivation and 'interest'.
9) redundant access to information: a less intuitive outcome, the
availability of multiple paths to the same piece of information (be
it feedback, or learning content, or social interaction) helps
towards learner 'control', adjusting to the learner's mental model
of the information organisation, and lowers the challenge from a
system perspective, thus achieving a better 'challenge &amp; skills
balance'.
5
      </p>
    </sec>
    <sec id="sec-6">
      <title>IMMERSION FRAMEWORK</title>
    </sec>
    <sec id="sec-7">
      <title>CONCLUSIONS</title>
      <p>
        In summary, this paper has proposed a new method of adding
flow-related features to an e-learning environment, by extracting
relevant flow-inducing features from games environments, which
reflect the quintessence of user immersion, and creating an initial
framework for researchers. However, instead of being stuck at a
superficial level - such as assuming that e-learning has to be
delivered via games, in order to induce flow, or that it has to
include high resolution 2D or even 3D graphics, the focus was on
the more often overlooked aspects of games. Still, the results are
not comprehensive. Results mainly centre on 'feedback', and, for
instance, 'goals' have not been studied at all. This study thus
encourages researchers to further explore such features, to better
reflect the intrinsic requirements of flow theory, and achieve the
immersive environments for the learners of the future. Recently, a
new generation of e-learning tools are incorporating such
elements that are aimed at flow [
        <xref ref-type="bibr" rid="ref11 ref12 ref13 ref14 ref15 ref16 ref17 ref18 ref19 ref20">11-20</xref>
        ]. However, these
researches are few and far between, and a broader effort of the
research community in general is needed, to get closer to this
'holy grail' of online education.
      </p>
    </sec>
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