Factors Influencing Online Game‑Based Learning Effectiveness

Segomotso Mosiane, I. Brown
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引用次数: 4

Abstract

There is a general consensus that games are effective as learning tools. There is however, a lack of knowledgeregarding what makes online games effective as learning tools. The purpose of this study is therefore to answer the question:What are the factors influencing online game‑based learning effectiveness? The aim of this paper is to develop a conceptualframework that reflects the factors influencing online game‑based learning effectiveness. The conceptual frameworkcombines concepts from the Information Systems Success Model, Task‑Technology Fit Model and Flow theory. The studyused a quantitative method. Data was collected using an online instrument. The study used 134 respondents from mainlythe United Kingdom, United States and South Africa. The model was validated using confirmatory factor analysis and testedusing Smart‑PLS to assess path coefficients. The identified factors influencing Knowledge Improvement, the key measurechosen for learning effectiveness with online game‑based learning, are Game‑Task Fit, Flow (where Flow consists ofdimensions of Goal Orientation/Feedback and Concentration) and Perceived Usefulness. The utilitarian factors of Game‑TaskFit and Perceived Usefulness have a stronger effect on Knowledge Improvement than Flow. On the other hand Flow was theonly one of these three variables to have an influence on intensity and frequency of game use, suggesting a hedonicmotivation for intense and frequent game usage. These increases in game usage do not necessarily translate into KnowledgeImprovement suggesting that the link between game use and Knowledge Improvement may not be a simple linearrelationship. Game Quality influences Game‑Task Fit, while Information Quality influences both Flow and Game‑Task Fit.
影响网络游戏学习效果的因素
人们普遍认为游戏是有效的学习工具。然而,人们对如何使网络游戏成为有效的学习工具缺乏认识。因此,本研究的目的是回答这个问题:影响网络游戏学习效果的因素是什么?本文的目的是建立一个概念框架,反映影响网络游戏学习效果的因素。概念框架结合了信息系统成功模型、任务-技术契合模型和流程理论的概念。本研究采用了定量方法。使用在线仪器收集数据。这项研究调查了134名受访者,主要来自英国、美国和南非。使用验证性因子分析对模型进行验证,并使用Smart - PLS评估路径系数。已确定的影响知识改进的因素是基于在线游戏的学习有效性的关键衡量标准,包括游戏-任务契合度、心流(其中心流由目标导向/反馈和集中的维度组成)和感知有用性。游戏任务契合和感知有用性的功利因素对知识改进的影响比心流更强。另一方面,心流是这三个变量中唯一一个影响游戏使用强度和频率的变量,这表明高强度和频繁的游戏使用存在享乐动机。游戏使用的增加并不一定转化为知识提升,这表明游戏使用与知识提升之间的联系可能不是简单的线性关系。游戏质量影响游戏-任务契合度,而信息质量影响心流和游戏-任务契合度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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