TY - JOUR
T1 - Examining flow antecedents in game-based learning to promote self-regulated learning and acceptance
AU - Wan, Kelvin
AU - King, Vivian
AU - Chan, Kevin
N1 - Funding Information:
H2 was partially supported by the data. Only knowledge improvement has a significant direct effect on all constructs of acceptance of use, including performance expectancy, facilitating conditions, effort expectancy, and social influence. Only social interaction has a significant direct and indirect effect on social influence. Immersion has a direct and significant effect on performance expectancy. Concentration, feedback, and challenge had no significant direct or indirect effects on acceptance of use.
Publisher Copyright:
© 2021, Academic Conferences and Publishing International Limited. All rights reserved.
PY - 2021/11/30
Y1 - 2021/11/30
N2 - 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.
AB - 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.
KW - Flow
KW - Game-based learning
KW - Self-regulated learning
KW - Serious game
KW - Technology acceptance
UR - http://www.scopus.com/inward/record.url?scp=85121851615&partnerID=8YFLogxK
U2 - 10.34190/ejel.19.6.2117
DO - 10.34190/ejel.19.6.2117
M3 - Journal article
AN - SCOPUS:85121851615
VL - 19
SP - 531
EP - 547
JO - Electronic Journal of e-Learning
JF - Electronic Journal of e-Learning
SN - 1479-4403
IS - 6
ER -