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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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| Format: | Thesis |
| Language: | English |
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Department of Information Systems
2017
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| _version_ | 1867613184760741888 |
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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. |
| format | Thesis |
| id | oai:open.uct.ac.za:11427/25408 |
| 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 |
| record_format | dspace |
| 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 |