Exploring antecedents of game-based learning effectiveness
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Abstract
The aim of this paper is to undertake a comprehensive review of literature in order to develop a conceptual framework that reflects the antecedents of an effective game-based learning environment for the Net generation; that is students who prefer to learn using games as a tool. The paper draws from theory on information systems effectiveness to conceptualise game-based learning effectiveness. Two key antecedents of effectiveness are identified – Game-Task Fit and Game Quality. Game-Task fit reflects the fit between the task that an instructor aims to teach and the game that will be used as the teaching tool. Game Quality is recognised through characteristics of Playability and Flow. The developed conceptual framework could be used as an evaluation tool for effective game learning environments for the Net generation.