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Age and Computer Self-Efficacy in the Use of Digital Technologies: An Investigation of Prototypes for Public Self-Service Terminals
7 references·1 citing·29 second hop
Age and Computer Self-Efficacy in the Use of Digital Technologies: An Investigation of Prototypes for Public Self-Service Terminals (2013)Age and Computer Self-Efficacy in the Use…Video Modeling for Training Older Adults to Use New Technologies (2009)Video Modeling for Training O…Introduction to the Special Issue on Aging and Information Technology (2009)Introduction to the Special I…Self-Efficacy Beliefs of Adolescents (2006)Self-Efficacy Beliefs of Adol…Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). (2006)Factors predicting the use of…Possible implications of aging for interface designers (2000)Possible implications of agin…Self-Efficacy: The Exercise of Control (1999)Self-Efficacy: The Exercise o…Self-efficacy: the exercise of control (1997)Self-efficacy: the exercise o…Social acceptance of serious games for physical and cognitive training in older adults residing in ambient assisted living environments (2021)Social acceptance of serious …Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research (1988)Teach or Design? How Older Adults’ Use of Ticket Vending Machines Could Be More Effective (2016)Prediction of the use of mobile device interfaces in the progressive aging process with the model of Fitts’ law (2020)Massive IQ gains in 14 nations: What IQ tests really measure. (1987)The handbook of aging and cognition (1992)Usability in the real world: assessing medical information technologies in patients’ homes (2003)A study of web usability for older adults seeking online health resources (2004)Bridging the divide: Using UTAUT to predict multigenerational tablet adoption practices (2015)Handbook of the Psychology of Aging (2016)The CES-D Scale (1977)Older adults talk technology: Technology usage and attitudes (2010)Older Adults Perceptions of Technology and Barriers to Interacting with Tablet Computers: A Focus Group Study (2017)Understanding factors influencing the adoption of mHealth by the elderly: An extension of the UTAUT model (2017)User Acceptance of Information Technology: Toward A Unified View1 (2003)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Diffusion of Innovations 1 (2019)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Social Cognitive Theory: An Agentic Perspective (2001)Touch Screen User Interfaces for Older Subjects (2010)Ethical challenges in the use of social service robots for elderly people (2016)Comparison of prompting procedures to teach internet skills to older adults (2018)Effects on teachers' self-efficacy and job satisfaction: Teacher gender, years of experience, and job stress. (2010)On the Functional Properties of Perceived Self-Efficacy Revisited (2011)Motivation and social cognitive theory (2019)The Emerging Field of Emotion Regulation: An Integrative Review (1998)Expectancy–Value Theory of Achievement Motivation (2000)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)
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References

  • 1999Self-Efficacy: The Exercise of Control46,779 cited
  • 1997Self-efficacy: the exercise of control24,284 cited
  • 2006Self-Efficacy Beliefs of Adolescents3,535 cited
  • 2006Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create).2,100 cited
  • 2000Possible implications of aging for interface designers474 cited
  • 2009Introduction to the Special Issue on Aging and Information Technology36 cited
  • 2009Video Modeling for Training Older Adults to Use New Technologies32 cited

Cited by

  • 2021Social acceptance of serious games for physical and cognitive training in older adults residing in ambient assisted living environments14 cited

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