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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
Reshaping Computer Literacy Teaching in Higher Education: Identification of Critical Success Factors
Taylor, Estelle; Goede, Roelien; Steyn, Tjaart – Interactive Technology and Smart Education, 2011
Purpose: Acquiring computer skills is more important today than ever before, especially in a developing country. Teaching of computer skills, however, has to adapt to new technology. This paper aims to model factors influencing the success of the learning of computer literacy by means of an e-learning environment. The research question for this…
Descriptors: Foreign Countries, Higher Education, Electronic Learning, Computer Literacy