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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
Sivakumar, Paramasivan Sethuraman; Parasar, Bibudha; Das, Raghu Nath; Anantharaman, Mathevanpillai – Journal of Agricultural Education and Extension, 2014
Purpose: Information technology (IT) has tremendous potential for fostering grassroots development and the Indian government has created various capital-intensive computer networks to promote agricultural development. However, research studies have shown that information technology investments are not always translated into productivity gains due…
Descriptors: Foreign Countries, Information Technology, Computer Networks, Agriculture