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Kashive, Neerja; Mohite, Sayali – Interactive Technology and Smart Education, 2023
Purpose: This study aims to look at the integration of gamification in an e-learning model based on the technology acceptance model. The data was collected from respondents residing in India and elements of gamification (achievement, immersion and social) and personal characteristics of learners (self-efficacy, computer anxiety and enjoyment) and…
Descriptors: Gamification, Electronic Learning, Learning Experience, Foreign Countries
Thongsri, Nattaporn; Chootong, Chalothon; Tripak, Orawan; Piyawanitsatian, Piyaporn; Saengae, Rungtip – Interactive Technology and Smart Education, 2021
Purpose: This study aims to study the adoption of online learning in higher education through the perspective of the readiness of the following factors: self-directed learning (SDL), motivation for learning (ML), online communication self-efficacy (OCE) and learner control (LC). This was an empirical study in the context of developing countries,…
Descriptors: Electronic Learning, Higher Education, Independent Study, Learning Motivation