3,060 research outputs found

    Motivation, optimal experience and flow in first year computing science.

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    We examine the concept of motivation from the perspective of Self Determination Theory and give a brief overview of relevant results. We also consider the optimal state known as Flow and give an account of its conceptualisation in the theory due to Csikszentmihalyi. After discussion of ways in which these concepts can be measured, we describe a set of preliminary studies that investigate motivation and flow in the context of a first year computing class. We analyse student responses to enquiries about perceptions of motivation and flow experiences and look at links between them. We also discuss intrinsic motivation within the subject

    The Janus-Faced Role of Gambling Flow in Addiction Issues

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    YesFlow experience has been widely investigated in experiential activities such as sports, the performing arts, gaming and Internet usage. Most studies focus on the positive aspects of flow experience and its effect on performance. In stark contrast, gambling research focusing on the negative side of addiction lacks an in-depth investigation of gamblers’ (positive) flow encounters. This separation of research lines seems out of place given that recent research indicates connections between flow and addiction. Joining both constructs in a causal effects model helps to gain a better understanding of their relationship and its contingencies. This paper empirically investigates whether and how it is possible to observe a “Janus face” of flow with its various sub-dimensions in online gambling. Empirical data was collected from 500 online gamblers by applying a structured questionnaire with established scales. The data was analyzed with a confirmatory factor analysis and a double-hurdle model to separate casual gamblers who are unsusceptible to any addiction issues from gamblers affected by initiatory addiction issues. The findings indicate that online gambling addiction is negatively influenced by two sub-dimensions of flow experience, namely a sense of control and concentration on the task at hand, while enhanced by a transformation of time and autotelic experience

    “It gave me something big in my life to wonder and think about which took over the space 
 and not MS”: Managing well-being in multiple sclerosis through art-making

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ 2014 Informa UK Ltd.Background and aim: Individuals living with Multiple Sclerosis (MS) often face progressive loss of function, uncertainty and disruption to self-image and valued roles. Previous studies show that creative self-expression is valued by some people living with long-term illness, yet its meaning for people living with MS is unclear. This research study explored the meanings of leisure-based visual art-making for people living with MS. Method: This qualitative study followed guidelines for Interpretative Phenomenological Analysis (IPA). Single semi-structured interviews were conducted with five adults (2 males; 3 females; 40–65 years), recruited from MS Ireland. Findings: Participants valued art-making for contributing to a more satisfying way of life; for filling occupational voids and using time well. Deep immersion offered respite from worry about illness. Creative classes offered social camaraderie and opportunities for learning and development. Art-making processes and products were highly affirmative, increasing emotional well-being and promoting self-worth. Most felt that they expressed valued aspects of self through their art. Art-making appeared to assist with identity maintenance, accommodating functional losses associated with MS whilst opening “new doors”. Conclusion: Art-making offered a multi-faceted means of supporting identity and increasing fulfilment in lives that were restricted in many ways by MS

    Information scraps: how and why information eludes our personal information management tools

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    In this paper we describe information scraps -- a class of personal information whose content is scribbled on Post-it notes, scrawled on corners of random sheets of paper, buried inside the bodies of e-mail messages sent to ourselves, or typed haphazardly into text files. Information scraps hold our great ideas, sketches, notes, reminders, driving directions, and even our poetry. We define information scraps to be the body of personal information that is held outside of its natural or We have much still to learn about these loose forms of information capture. Why are they so often held outside of our traditional PIM locations and instead on Post-its or in text files? Why must we sometimes go around our traditional PIM applications to hold on to our scraps, such as by e-mailing ourselves? What are information scraps' role in the larger space of personal information management, and what do they uniquely offer that we find so appealing? If these unorganized bits truly indicate the failure of our PIM tools, how might we begin to build better tools? We have pursued these questions by undertaking a study of 27 knowledge workers. In our findings we describe information scraps from several angles: their content, their location, and the factors that lead to their use, which we identify as ease of capture, flexibility of content and organization, and avilability at the time of need. We also consider the personal emotive responses around scrap management. We present a set of design considerations that we have derived from the analysis of our study results. We present our work on an application platform, jourknow, to test some of these design and usability findings

    On the conceptualization and measurement of flow

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    This chapter introduces in chronological order the three main measurement methods – the Flow Questionnaire, the Experience Sampling Method, and the standardized scales of the componential approach – that researchers developed and used in conducting research on the flow state. Each measurement method and underlying conceptualization is explained, and its strengths and limitations are then discussed in relation to the other measurement methods and associated conceptualizations. The analysis reveals that, although the concept of flow remained stable since its inception, the models of flow that researchers developed in conjunction with the measurement methods changed substantially over time. Moreover, the findings obtained by applying the various measurement methods led to corroborations and disconfirmations of the underlying models, and hence provided indications on how to interpret and possibly modify flow theory. The chapter then analyzes the emerging process approach, which conceptualizes and measures flow as a dynamic path rather than an object, and highlights its potential for integrating flow and creativity within the same conceptual framework. The final section outlines new directions for developing more valid and useful measurement methods that can help to advance the understanding of flow, its antecedents, and its consequences

    Creativity and the computer nerd: an exploration of attitudes

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    This study arises from our concern that many of our best art and design students are failing to make the most of the opportunities provided by IT because of their fear or dislike of computers. This not only deprives them of useful skills, but, even more importantly, deprives many IT based developments of their input. In this paper we investigate the relationship between attitudes to creativity and to computers among students. We quickly discard an approach based on theories of personality types as philosophically and educationally problematic. An approach based on the self-concept of artists and designers, in relation to their own creativity and to their feelings about computers, offers more hope of progress. This means that we do not try to define the attributes of "creative people". Rather, we ask what creativity means to students of art and design and relate these responses to their attitudes to computers. Self-concept depends on how the subjects see themselves within society and culture, and is liable to change as culture changes. One major instrument of cultural change at the present time is the growth of IT itself. We then describe a first attempt at using a psychological method - Kelly's Repertory Grids - to investigate the self-concept of artists and designers. It is hoped to continue with this approach in further studies over the next few years

    Flow experiences across adulthood : preliminary findings on the continuity hypothesis

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    Flow experience is a psychological state characterized by simultaneous absorption, concentration, and enjoyment. Examining the change and continuity of the flow experience––an optimal state that contributes to well-being––is critical to the understanding of the lifelong trajectory of human flourishing. Nevertheless, to date there has been no systematic investigation of the relationship between age and flow experiences across adulthood. Developmental models of flow experiences suggest the continuity hypothesis that people are motivated to sustain a high level of flow experiences as long as conditions permit. We conducted two studies to investigate flow experiences among adults of different ages. Study 1 (N=1,162; age range 30–80) used longitudinal data from the Midlife in the United States (MIDUS) project, investigating the changes in flow experiences at work over a 10-year span. Study 2 (N=393; age range 20–82) was an online survey that examined age-related differences in flow experiences. Both studies revealed minimal relationships between age and flow experiences. Post-hoc analyses revealed no significant moderating effect of common demographics including gender, race, and education on the age–flow relationship. Taken together, these studies elucidate the "flow profile" in adulthood that is consistent with the continuity hypothesis. We discuss relations of the findings to the literature on flow experiences and well-being
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