5 CONCLUSIONS
In order to evaluate the use of mobile devices and
desktops and the potential of mobile devices in
collaborative environments versus desktops, it was
performed an experiment involving students of
higher education. This study has the main objective
to validate if the students that use laptops (mobile
device) or desktops are in the flow experience and
which of them are more in the flow experience.
The analysis of data allows us to conclude that the
majority of the students were males, had ages
between sixteen and twenty four years and that most
of the students have already used discussion forums.
When going further to the analysis of the data, we
verified that the variables described all the same
characteristic (threw the determination of the
Cronbhach’s alpha), that is, the variables describe
the flow experience.
We can conclude from the correlation analysis that
the correlation between the variables, for laptops,
has a greater number of variables positively
correlated than the desktop.
From the factor analysis it was possible to isolate
two factors that explain the majority of the total
variation. Such factors had been Factor group 1:
(Intrinsic Interest, Control and Curiosity), Factor
group 2: (Attention Focus and Sense of time) for the
laptops and Factor group 1: (Attention Focus, Sense
of time, Intrinsic Interest and Curiosity) Factor
group 2: (Control) for the desktops.
In order to determine the presence of the flow
experience for each type of device, it was verified
that, on average, the students were above value three
(Likert scale of five points), that is, the majority of
the students, in each of the different devices (laptop
and desktop) used, are in the presence of the flow
experience, for the five variables mentioned for this
study (attention focus, curiosity, control, intrinsic
interest and sense of time). We can also see, that the
average of the five variables associated with the
flow experience, for students who used the laptops,
were greater than those using the desktop to access
the tools of the project development.
From this study we can conclude that the flow
experience exists for people that use Google Groups,
both for people that used the laptop or even the
desktop, but having a more positively effect for
users of the laptop. Considering that people use
mobile device for m-learning and desktops for e-
learning, we can conclude that people that use m-
learning have a more positive effect on learning than
the people that use e-learning.
REFERENCES
Chen, H., Wigand, R. T. & Nilan, M. (2000) Exploring
Web users' optimal flow experiences. Information
Technology & People, 12.
Corbeil, J. R. & Valdes-Corbeil, M. E. (2007) Are You
Ready for Mobile Learning? Educause Quarterly, 30,
51-58.
Csikszentmihalyi, M. (1975) Beyond Boredom and
anxiety, San Francisco, CA.
Csikszentmihalyi, M. (1982) Towards a Psychology of
Optimal Experience. Annual Review of Personality
and Social Psychology.
Csikszentmihalyi, M. (1990) The psychology of optimal
experience, Harper Collins.
Ghani, J. & Deshpande, S. (1994) Task Characteristics and
the Experience of Optimal Flow in Human-Computer
Interaction. The Journal of Psychology, 128, 381-391.
Mckenna, K. & Lee, S. (2005) A Love Affair with MUDs:
Flow and Social Interaction in Multi-UserDungeons.
Novak, T. P. & Hoffman, D. L. (1997) Measuring the
Flow Experience Among Web Users. Vanderbilt
University.
Novak, T. P., Hoffman, D. L. & Yung, Y. (2000)
Measuring the Customer Experience in Online
Environments: A Structural Modeling Approach.
Marketing Science, 19, 22-42.
Pereira, P. A. (2002) Complementos de Estatística.
Pestana, M. & Gagueiro, J. (2005) Análise de dados para
Ciências Sociais - A complementaridade do SPSS.
Trevino, L. K. & Webster, J. (1992) Flow in computer-
mediated communication. Communication Research,
19, 539-573.
Webster, J., Trevino, L. K. & Ryan, L. (1993) The
dimensionality and correlates of flow in human-
computer interaction. computer game research, 9,
411-426.
ICE-B 2010 - International Conference on e-Business
202