Please use this identifier to cite or link to this item:
http://hdl.handle.net/10397/100894
DC Field | Value | Language |
---|---|---|
dc.contributor | Department of Applied Social Sciences | en_US |
dc.creator | Wan, K | en_US |
dc.creator | King, V | en_US |
dc.creator | Chan, K | en_US |
dc.date.accessioned | 2023-08-11T03:14:57Z | - |
dc.date.available | 2023-08-11T03:14:57Z | - |
dc.identifier.uri | http://hdl.handle.net/10397/100894 | - |
dc.language.iso | en | en_US |
dc.publisher | Academic Conferences Ltd | en_US |
dc.rights | Copyright (c) 2021 Kelvin Wan, Vivian King, Kevin Chan. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. (https://creativecommons.org/licenses/by-nc-nd/4.0/) | en_US |
dc.rights | The following publication Wan, K., King, V., & Chan, K. (2021). Examining Essential Flow Antecedents to promote students’ Self-Regulated Learning and Acceptance of Use in a Game-Based Learning classroom. Electronic Journal of e-Learning, 19(6), pp531-547 is available at https://doi.org/10.34190/ejel.19.6.2117. | en_US |
dc.subject | Flow | en_US |
dc.subject | Game-based learning | en_US |
dc.subject | Self-regulated learning | en_US |
dc.subject | Serious game | en_US |
dc.subject | Technology acceptance | en_US |
dc.title | Examining flow antecedents in game-based learning to promote self-regulated learning and acceptance | en_US |
dc.type | Journal/Magazine Article | en_US |
dc.identifier.spage | 531 | en_US |
dc.identifier.epage | 547 | en_US |
dc.identifier.volume | 19 | en_US |
dc.identifier.issue | 6 | en_US |
dc.identifier.doi | 10.34190/ejel.19.6.2117 | en_US |
dcterms.abstract | Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted a conceptual framework of flow in computer-mediated environments to examine the roles of specific flow antecedents, such as concentration, feedback, immersion, and challenge affecting students’ self-regulated learning (SRL) and acceptance of use in a higher education GBL context. Six simple board-game style educational games covering topics at the introductory level of psychology were built for learners to play asynchronously. When students entered the games, they were given an instruction page that explained the game rules as well as the topic area if appropriate. A simple pop-up window would emerge, informing the students whether they had answered the questions correctly or incorrectly. The participants were 275 students from an undergraduate level social science class in a research participation pool. Students’ opinions on the GBL were measured by validated scales that emphasized their flow experience, acceptance of use and SRL. After fitting the data to the hypothesis model, a path model was generated. The model demonstrated an excellent fit of the data with interrelations among constructs about flow antecedents, acceptance of use, SRL (consist of motivation and metacognition). The findings revealed that learners place a higher value on GBL with flow antecedents like concentration and challenge, which is linked to their learning motivation and metacognitive outcomes. Aid by GBL on knowledge gain and immersive experience are considered as the underpinnings of performance expectancy before students consider adopting GBL for their learning. In contrast to what is typical of GBL, learners primarily use GBL to improve their academic performance rather than for its immersive experience. Future studies could use the current model to develop and examine a different learning artefact, depending on its nature and study goals. | en_US |
dcterms.accessRights | open access | en_US |
dcterms.bibliographicCitation | Electronic journal of e-Learning, 2021, v. 19, no. 6, p. 531-547 | en_US |
dcterms.isPartOf | Electronic journal of e-Learning | en_US |
dcterms.issued | 2021 | - |
dc.identifier.scopus | 2-s2.0-85121851615 | - |
dc.identifier.eissn | 1479-4403 | en_US |
dc.description.validate | 202305 bcww | en_US |
dc.description.oa | Version of Record | en_US |
dc.identifier.FolderNumber | APSS-0609 | - |
dc.description.fundingSource | Self-funded | en_US |
dc.description.pubStatus | Published | en_US |
dc.identifier.OPUS | 60027129 | - |
dc.description.oaCategory | CC | en_US |
Appears in Collections: | Journal/Magazine Article |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
005_Wan_OJS.pdf | 1.04 MB | Adobe PDF | View/Open |
Page views
232
Citations as of May 11, 2025
Downloads
191
Citations as of May 11, 2025
SCOPUSTM
Citations
17
Citations as of May 15, 2025

Google ScholarTM
Check
Altmetric
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.