SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Adoption of 3-D Virtual Worlds for Education
16 references·1 citing·24 second hop
Adoption of 3-D Virtual Worlds for Education (2008)Adoption of 3-D Virtual Worlds for Educat…User Acceptance of Hedonic Information Systems1 (2004)User Acceptance of Hedonic In…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION (2003)EXAMINING SOCIAL PRESENCE IN …Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior (2002)Applying the Technology Accep…Extending the TAM for a World-Wide-Web context (2001)Extending the TAM for a World…The Relative Importance of Perceived Ease of Use in IS Adoption: A Study of E-Commerce Adoption (2000)The Relative Importance of Pe…Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A Theoretical Extension of th…Assessing Social Presence In Asynchronous Text-based Computer Conferencing (1999)Assessing Social Presence In …Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment (1997)Social presence as a predicto…Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Marketing in Hypermedia Compu…Perceived Usefulness, Ease of Use, and Usage of Information Technology: A Replication (1992)Perceived Usefulness, Ease of…Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow. The Psychology of Optim…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)A technology acceptance model…Bridging virtual and real worlds: enhancing outlying clustered value creations (2010)Bridging virtual and real wor…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)The theory of planned behavior (1991)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Consumer Acceptance of Electronic Commerce: Integrating Trust and Risk with the Technology Acceptance Model (2003)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Consumer engagement in a virtual brand community: An exploratory analysis (2011)Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Comparative fit indexes in structural models. (1990)Alternative Ways of Assessing Model Fit (1992)Service Quality Delivery through Web Sites: A Critical Review of Extant Knowledge (2002)Using PLS Path Modeling for Assessing Hierarchical Construct Models: Guidelines and Empirical Illustration1 (2009)Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)
this work references cited by second hop

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology75,250 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View148,734 cited
  • 2000A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies24,321 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,331 cited
  • 1985A technology acceptance model for empirically testing new end-user information systems : theory and results6,184 cited
  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 2004User Acceptance of Hedonic Information Systems13,891 cited
  • 2001Extending the TAM for a World-Wide-Web context3,830 cited
  • 2002Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior3,205 cited
  • 2000Measuring the Customer Experience in Online Environments: A Structural Modeling Approach3,196 cited
  • 1992Perceived Usefulness, Ease of Use, and Usage of Information Technology: A Replication3,100 cited
  • 1997Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment2,012 cited
  • 2000The Relative Importance of Perceived Ease of Use in IS Adoption: A Study of E-Commerce Adoption1,865 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

1,852 cited
  • 1999Assessing Social Presence In Asynchronous Text-based Computer Conferencing1,782 cited
  • 2003EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION1,689 cited
  • Cited by

    • 2010Bridging virtual and real worlds: enhancing outlying clustered value creations6 cited