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Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library Instruction
16 references·1 citing·25 second hop
Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library Instruction (2009)Using Diffusion of Innovations to Explore…4 What Is Web 2.0? Design Patterns and Business Models for the Next Generation of Software (2012)4 What Is Web 2.0? Design Pat…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Computing Machinery and Intelligence (1950) (2004)Computing Machinery and Intel…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Predicting User Intentions: Comparing the Technology Acceptance Model with the Theory of Planned Behavior (1991)Predicting User Intentions: C…Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)Development of an Instrument …User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Social Foundations of Thought…Naturalistic inquiry (1985)Naturalistic inquiryMixing Qualitative and Quantitative Methods: Triangulation in Action (1979)Mixing Qualitative and Quanti…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Features of similarity. (1977)Features of similarity.Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…How We Think (1910)How We ThinkCompatibility as a Prerequisite: Research on the Factors Influencing the Continuous Use Intention of In-vehicle Games Based on Diffusion of Innovations Theory (2023)Compatibility as a Prerequisi…Self-efficacy mechanism in human agency. (1982)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Understanding Attitudes and Predicting Social Behavior (1980)On the psychology of prediction. (1973)Family resemblances: Studies in the internal structure of categories (1975)Basic objects in natural categories (1976)In-group bias in the minimal intergroup situation: A cognitive-motivational analysis. (1979)Structure‐Mapping: A Theoretical Framework for Analogy* (1983)A Continuum of Impression Formation, from Category-Based to Individuating Processes: Influences of Information and Motivation on Attention and Interpretation (1990)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)A Coefficient of Agreement for Nominal Scales (1960)Understanding Information Technology Usage: A Test of Competing Models (1995)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Situated Cognition and the Culture of Learning (1989)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Three Approaches to Qualitative Content Analysis (2005)Seeking Qualitative Rigor in Inductive Research (2012)Thematic Analysis (2017)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1985Naturalistic inquiry45,666 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 1985Social Foundations of Thought and Action : A Social Cognitive Theory19,175 cited
  • 1991Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation9,145 cited
  • 1977Features of similarity.7,414 cited
  • 1979Mixing Qualitative and Quantitative Methods: Triangulation in Action7,082 cited
  • 1910How We Think6,764 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2004Computing Machinery and Intelligence (1950)6,119 cited
  • 20124 What Is Web 2.0? Design Patterns and Business Models for the Next Generation of Software

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5,601 cited
  • 1991Predicting User Intentions: Comparing the Technology Acceptance Model with the Theory of Planned Behavior4,215 cited
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    • 2023Compatibility as a Prerequisite: Research on the Factors Influencing the Continuous Use Intention of In-vehicle Games Based on Diffusion of Innovations Theory13 cited