移动学习包括正式和非正式两种学习环境,具有显著的交互特点,存在师生、生生、学生与学习资源的三类交互。由用户、工具和任务三个维度组成的 PAT 模型较好地展示了移动学习中影响学习成效的主体因素。能够在移动学习过程中获得心流体验的学生会更主动参与移动学习的互动,获得正向学习成效。通过提高学习资源的主体感知程度和学习任务的用户友好性,可以激发学生的心流体验,从而让他们更加黏着于移动学习。
[2]Looi,C.K.,Zhang,B.,Chen,W.,et al.1:1 Mobile Inquiry Learning Experience for Primary Science Students:A Study of Learning Effectiveness[J].Journal of Computer Assisted Learning,2011,27(3):269-287.
[6]Mihaly Csikszentmihalyi.Flow:the Psychology of Optimal Experience[M].New York:Harper & Row,1990.
[7]Jackson, S.A. & Csikszentmihalyi, M. Flow in sports:The keys to Optimal Experiences and Performances[M]. Champaign,IL: Human Kinetics,1999.
[8]Finneran C M,Zhang P.A Person-Artefact-Task(PAT) Model of Flow Antecedents in Computer-Mediated Environments[J].International Journal of Human-Computer Studies,2003,59(4):475-496.