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The flow channel is a balance between challenge and skill. Anxiety arises when challenges cannot be met with one's skills. If challenges are inadequate for one's skills, boredom accrues. Adapted from "The concept of flow", by J. Nakamura and M.  

The flow channel is a balance between challenge and skill. Anxiety arises when challenges cannot be met with one's skills. If challenges are inadequate for one's skills, boredom accrues. Adapted from "The concept of flow", by J. Nakamura and M.  

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In human-computer interaction, the trend towards gamification is part of the shift of focus from usability to the more holistic approach of user experience. Gamification is "the use of game elements in non-game contexts" and is increasingly used in a variety of domains such as crowd sourcing, health care, sustainability, sports and learning. In tod...

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... balance is called flow channel. As Figure 2 depicts, if one is above the flow channel (i. e., the skill cannot meet the challenge) anxiety is likely to occur. ...

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... The individual's tendency to do his/her activities freely is called autonomy, whereas competence alludes to the individual's ability to do a task. Relatedness is the beseech to interact with others as a form of social influences (Brühlmann, 2013;Csikszentmihalyi, 1990;Ryan & Deci, 2000) (Figure 2). ...
... Csikszentmihaily stated this flow as a buoyed experience, i.e., doing something for its own sake that was in concordance with Brühlmann in 2013 defined it as "the optimal experience, a state of mind and body with absorption and enjoyment" so when everything comes together, and we feel focused and involved in the task, we experience flow (Brühlmann, 2013). He hypothesized the theory based on three factors Personal factors based on causality orientation ; Situational factors based on rewards & Contextual factors based on goals (Figure 3). ...
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... The theoretical framework for assessing the impact of gamification in students' training programs at Universitas Muhammadiyah Surakarta draws from Self-Determination Theory, Flow Theory, and Expectancy-Value Theory (Brühlmann, 2013). It aims to investigate how gamification elements such as points, badges, leaderboards, challenges, and rewards influence student engagement, motivation, and learning outcomes. ...
... • Flow Theory: This theory suggests that optimal engagement occurs when students are fully immersed in activities that balance challenge and skill. Gamification can create such conditions through well-designed challenges and feedback (Brühlmann, 2013 H.2 Positive engagement dynamics among students during gamified training at UMS. ...
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This research study examines the impact of gamification on student training programs at Universitas Muhammadiyah Surakarta (UMS). Gamification, which integrates game-like elements into educational contexts, is increasingly recognized for its potential to enhance engagement, motivation, and learning outcomes. Employing a quantitative approach, the study collected data through google form from 102 UMS students. Data was analyzed using SPSS and SmartPLS Software. Analysis focused on assessing how gamification influences student engagement, motivation, and learning outcomes. Results indicate that gamification significantly enhances these aspects within UMS training programs. Elements such as points, badges, leaderboards, and challenges were found to increase student engagement, motivation, and improve learning outcomes. The study also highlights increased participation, attendance, and collaboration levels among students participating in gamified training. The findings contribute empirically grounded insights supporting Self-Determination Theory, Flow Theory, and ExpectancyValue Theory. Practical implications include guidance for educators, program designers, and administrators at UMS and other institutions in developing effective gamified educational activities and training programs tailored to diverse student preferences. Acknowledging limitations such as the study's focus on self-reported data and the specific context of UMS, future research avenues include exploring long-term effects, demographic differences, and incorporating objective performance metrics to further understand gamification's educational impact.
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... One such strategy is the implementation of gamification within libraries or organizations. Given that the primary objective of gamification efforts is to enhance enjoyment and satisfaction in performing a task or activity while achieving high productivity for both users and staff (Brühlmann, Mekler, and Opwis 2013), focusing on innovative gamification technologies can improve the competitive edge and appeal of libraries. This is essential for the quantitative and qualitative development of public libraries. ...
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