The Electronic Journal of Information Systems Evaluation provides critical perspectives on topics relevant to Information Systems Evaluation, with an emphasis on the organisational and management implications
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Journal Issue
Volume 23 Issue 1 / Feb 2020  pp1‑167

Editor: Prof Shaun Pather

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Evaluating Factors Affecting User Satisfaction in University Enterprise Content Management (ECM) Systems  pp1‑16

Daha Tijjani Abdurrahaman, Acheampong Owusu, Akeem Soladoye Bakare

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Cultural Influence on e‑Government Development  pp17‑33

Sushant Kumar, Kuldeep Baishya, Pradip H Sadarangani, Harsh V Samalia

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Sandbox Environments in an ERP System Context: Examining User Attitude and Satisfaction  pp34‑44

Tim Klaus, Chuleeporn Changchit

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Big Data Analytics Usage and Business Performance: Integrating the Technology Acceptance Model (TAM) and Task Technology Fit (TTF) Model  pp45‑64

Hemlata Gangwar

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O2O Adoption Benefits: A Managerial Perspective of Customer Benefits  pp65‑78

Jiwat Ram, Ashokkumar Manoharan, Siyao Sun

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Factors Influencing Online Game‑Based Learning Effectiveness  pp79‑95

Segomotso Mosiane, Irwin Brown

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Abstract

There is a general consensus that games are effective as learning tools. There is however, a lack of knowledge regarding 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 conceptual framework that reflects the factors influencing online game‑based learning effectiveness. The conceptual framework combines concepts from the Information Systems Success Model, Task‑Technology Fit Model and Flow theory. The study used a quantitative method. Data was collected using an online instrument. The study used 134 respondents from mainly the United Kingdom, United States and South Africa. The model was validated using confirmatory factor analysis and tested using Smart‑PLS to assess path coefficients. The identified factors influencing Knowledge Improvement, the key measure chosen for learning effectiveness with online game‑based learning, are Game‑Task Fit, Flow (where Flow consists of dimensions of Goal Orientation/Feedback and Concentration) and Perceived Usefulness. The utilitarian factors of Game‑Task Fit and Perceived Usefulness have a stronger effect on Knowledge Improvement than Flow. On the other hand Flow was the only one of these three variables to have an influence on intensity and frequency of game use, suggesting a hedonic motivation for intense and frequent game usage. These increases in game usage do not necessarily translate into Knowledge Improvement suggesting that the link between game use and Knowledge Improvement may not be a simple linear relationship. Game Quality influences Game‑Task Fit, while Information Quality influences both Flow and Game‑Task Fit. 

 

Keywords: Game-Based Learning, Effectiveness, IS Success, Task-Technology Fit, Flow

 

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Augmenting the Business Intelligence Lifecycle Model with Usability: Using eye‑Tracking to Discover the why of Usability Problems  pp96‑111

T.R. Beelders, J.E. Kotzé

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The Impact of IT‑Business Alignment on SME Performance: The Mediating Effects of Strategic Collaboration, Coordination, and Responsiveness  pp112‑125

Rui Bi

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The Relationship Between Strategic Information Systems Planning (SISP) and Facilitators to Achieve Successful Business Outcomes in South Korean Organizations  pp126‑149

Jungho Yang, Nelson K. Y. Leung, Bill Young

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Information Systems Values: A Study of the Intranet in Three French Higher Education Institutions  pp150‑167

Philippe Cohard

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