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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
Oluwanife Segun Falebita; Petrus Jacobus Kok – Journal for STEM Education Research, 2025
This study investigates the relationship between undergraduates' technological readiness, self-efficacy, attitude, and usage of artificial intelligence (AI) tools. The study leverages the technology acceptance model (TAM) to explore the relationships among the study's variables. The study's participants are 176 undergraduate students from a public…
Descriptors: Artificial Intelligence, Technology Uses in Education, Structural Equation Models, Undergraduate Students