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Engagement in multimedia training systems
16 references·4 citing·43 second hop
Engagement in multimedia training systems (2003)Engagement in multimedia training systemsAptitude, Learning, and Instruction (2021)Aptitude, Learning, and Instr…Play and Intrinsic Rewards (2014)Play and Intrinsic RewardsAudience engagement in multimedia presentations (1997)Audience engagement in multim…Using IT to Reengineer Business Education: An Exploratory Investigation of Collaborative Telelearning (1995)Using IT to Reengineer Busine…Instructional effectiveness of video media (1995)Instructional effectiveness o…Pseudoscience in Computer-Based Instruction: The Case of Learner Control Research. (1993)Pseudoscience in Computer-Bas…Computers as Theatre (1993)Computers as TheatreFACTORS AFFECTING THE OPPORTUNITY TO PERFORM TRAINED TASKS ON THE JOB (1992)FACTORS AFFECTING THE OPPORTU…Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…Optimal experience in work and leisure. (1989)Optimal experience in work an…Human Factors Psychology (1987)Human Factors PsychologyOrganizational Information Requirements, Media Richness and Structural Design (1986)Organizational Information Re…Television is "easy" and print is "tough": The differential investment of mental effort in learning as a function of perceptions and attributions. (1984)Television is "easy" and prin…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Play and Intrinsic Rewards (1975)Play and Intrinsic RewardsBeyond boredom and anxiety (1975)Beyond boredom and anxietyThe effect of novelty in in-game advertising: examining the moderating role of interactivity and congruency (2021)The effect of novelty in in-g…Mobile Augmented Reality Elements for Museum Hearing Impaired Visitors’ Engagement (2017)Mobile Augmented Reality Elem…On the value of Second Life for students’ engagement in blended and online courses: A comparative study from the Higher Education in Greece (2013)On the value of Second Life f…Interrupting people at home (2005)Interrupting people at homeThe Social Construction of Reality (1967)Achieving transformative sustainability learning: engaging head, hands and heart (2008)Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives (2009)Mind, Self, and Society (2015)Toward a theory of customer engagement marketing (2016)Childhood and Society (2026)Science and Human Behavior (1953)Human Problem Solving (1972)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Understanding Information Technology Usage: A Test of Competing Models (1995)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)Statistical principles in experimental design. (1962)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy mechanism in human agency. (1982)Differential engagement of self-reactive influences in cognitive motivation (1986)Self-efficacy and achievement behaviors (1989)SELF-EFFICACY FOR READING AND WRITING: INFLUENCE OF MODELING, GOAL SETTING, AND SELF-EVALUATION (2003)The social psychology of organizing (1969)A Garbage Can Model of Organizational Choice (1972)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Using Technology and Constituting Structures: A Practice Lens for Studying Technology in Organizations (2000)Users of the world, unite! The challenges and opportunities of Social Media (2009)External Control of Organizations: Resource Dependence Perspective (2011)Conflict, arousal, and curiosity. (1960)Toward a Psychology of Being (1962)7 Emotion in Organizations (2007)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)The Effects of Progressive Levels of Interactivity and Vividness in Web Marketing Sites (2001)EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION (2003)Patterns of engagement in authentic online learning environments (2003)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)Positive education: positive psychology and classroom interventions (2009)Examining Pedagogical Content Knowledge (2002)International Handbook of Information Technology in Primary and Secondary Education (2008)The role of achievement goals in the development of interest: Reciprocal relations between achievement goals, interest, and performance. (2008)
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References

  • 1986Organizational Information Requirements, Media Richness and Structural Design9,719 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,231 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1989Optimal experience in work and leisure.1,942 cited
  • 1993Computers as Theatre1,251 cited
  • 1984Television is "easy" and print is "tough": The differential investment of mental effort in learning as a function of perceptions and attributions.1,015 cited
  • 1975Play and Intrinsic Rewards725 cited
  • 2014Play and Intrinsic Rewards601 cited
  • 2021Aptitude, Learning, and Instruction555 cited
  • 1992FACTORS AFFECTING THE OPPORTUNITY TO PERFORM TRAINED TASKS ON THE JOB498 cited
  • 1995Using IT to Reengineer Business Education: An Exploratory Investigation of Collaborative Telelearning473 cited
  • 1997Audience engagement in multimedia presentations382 cited
  • 1995Instructional effectiveness of video media275 cited
  • 1993Pseudoscience in Computer-Based Instruction: The Case of Learner Control Research.184 cited

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1987
Human Factors Psychology
164 cited

Cited by

  • 2013On the value of Second Life for students’ engagement in blended and online courses: A comparative study from the Higher Education in Greece76 cited
  • 2021The effect of novelty in in-game advertising: examining the moderating role of interactivity and congruency30 cited
  • 2005Interrupting people at home9 cited
  • 2017Mobile Augmented Reality Elements for Museum Hearing Impaired Visitors’ Engagement3 cited