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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
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Nair, Pradeep Kumar; Ali, Faizan; Leong, Lim Chee – Interactive Technology and Smart Education, 2015
Purpose: This study aims to explain the factors affecting students' acceptance and usage of a lecture capture system (LCS)--ReWIND--in a Malaysian university based on the extended unified theory of acceptance and use of technology (UTAUT2) model. Technological advances have become an important feature of universities' plans to improve the…
Descriptors: Foreign Countries, Predictor Variables, College Students, Likert Scales
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McNeill, Margot; Diao, Ming Ming; Gosper, Maree – Interactive Technology and Smart Education, 2011
Purpose: In their 2007 article, "Miranda in the brave new world: learning in a Web 2.0 millennium", Barnes and Tynan tell the story of an imaginary British student who uses technology seamlessly to stay connected almost 24 x 7 with friends, peers and teachers in a global learning environment. Whether she is representative of the majority of…
Descriptors: Technology Uses in Education, College Students, Student Attitudes, Computer Attitudes