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Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective

Purpose: There is a general consensus that games are effective as learning tools. There is however, a lack of knowledge regarding what makes games effective as a learning tool. The purpose of this study is therefore to answer the question: what are the antecedents of an effective game-based learning...

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Main Author: Mosiane, Segomotso
Other Authors: Brown, Irwin
Format: Thesis
Language:English
Published: Department of Information Systems 2017
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access_status_str Open Access
author Mosiane, Segomotso
author2 Brown, Irwin
author_browse Brown, Irwin
Mosiane, Segomotso
author_facet Brown, Irwin
Mosiane, Segomotso
author_sort Mosiane, Segomotso
collection Thesis
description Purpose: There is a general consensus that games are effective as learning tools. There is however, a lack of knowledge regarding what makes games effective as a learning tool. The purpose of this study is therefore to answer the question: what are the antecedents of an effective game-based learning environment for the Net generation? The Net generation comprises individuals who prefer to learn using games as a tool. Aim: The aim of this dissertation is to develop a conceptual framework that reflects the antecedents of an effective game-based learning environment for the Net generation. The conceptual framework combines the IS Success Model, and the Task-Technology Fit and Flow theory. Method: The study used a quantitative method. Data was collected using an online instrument. The study used 125 participants from mainly the United Kingdom, United States and South Africa. The model was validated using confirmatory factor analysis and tested using multiple regression analysis. Key Findings: The identified antecedents of effectiveness are Game-Task Fit and Flow, where Flow consists of Clear Goals, Feedback and Concentration. Additionally, the Use factor in the model is replaced by Perceived Usefulness. The Conceptual Framework can be used as an evaluation tool for effective game-based learning environments for the Net generation.
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institution University of Cape Town (South Africa)
language eng
last_indexed 2026-06-10T12:32:07.214Z
license_str Not specified — see source repository
provenance_str_mv Harvested via OAI-PMH from UCTD — University of Cape Town Open Access Repository
publishDate 2017
publishDateRange 2017
publishDateSort 2017
publisher Department of Information Systems
publisherStr Department of Information Systems
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source_str UCTD — University of Cape Town Open Access Repository
spelling oai:open.uct.ac.za:11427/25408 Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective Mosiane, Segomotso Brown, Irwin Information Systems Purpose: There is a general consensus that games are effective as learning tools. There is however, a lack of knowledge regarding what makes games effective as a learning tool. The purpose of this study is therefore to answer the question: what are the antecedents of an effective game-based learning environment for the Net generation? The Net generation comprises individuals who prefer to learn using games as a tool. Aim: The aim of this dissertation is to develop a conceptual framework that reflects the antecedents of an effective game-based learning environment for the Net generation. The conceptual framework combines the IS Success Model, and the Task-Technology Fit and Flow theory. Method: The study used a quantitative method. Data was collected using an online instrument. The study used 125 participants from mainly the United Kingdom, United States and South Africa. The model was validated using confirmatory factor analysis and tested using multiple regression analysis. Key Findings: The identified antecedents of effectiveness are Game-Task Fit and Flow, where Flow consists of Clear Goals, Feedback and Concentration. Additionally, the Use factor in the model is replaced by Perceived Usefulness. The Conceptual Framework can be used as an evaluation tool for effective game-based learning environments for the Net generation. 2017-09-26T14:56:55Z 2017-09-26T14:56:55Z 2017 Master Thesis Masters MCom http://hdl.handle.net/11427/25408 eng application/pdf Department of Information Systems Faculty of Commerce University of Cape Town
spellingShingle Information Systems
Mosiane, Segomotso
Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective
thesis_degree_str Master's
title Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective
title_full Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective
title_fullStr Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective
title_full_unstemmed Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective
title_short Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective
title_sort antecedents to the effectiveness of game based learning environments for the net generation a game task fit and flow perspective
topic Information Systems
url http://hdl.handle.net/11427/25408
work_keys_str_mv AT mosianesegomotso antecedentstotheeffectivenessofgamebasedlearningenvironmentsforthenetgenerationagametaskfitandflowperspective