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dc.contributor.authorMosiane, Segomotsoen_NZ
dc.contributor.authorBrown, Irwinen_NZ
dc.date.accessioned2014-12-04T01:20:18Z
dc.date.available2014-12-04T01:20:18Z
dc.date.copyright2014en_NZ
dc.date.issued2014-12-08en_NZ
dc.identifier.citationProceedings of the 25th Australasian Conference on Information Systems, 8th - 10th December, Auckland, New Zealand
dc.identifier.isbn978-1-927184-26-4
dc.identifier.urihttp://hdl.handle.net/10292/8152
dc.description.abstractThe 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.en_NZ
dc.publisherACIS
dc.titleExploring antecedents of game-based learning effectivenessen_NZ
dc.typeConference Contribution
dc.rights.accessrightsOpenAccess


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