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Exploring the influence of gender and gaming competence on attitudes towards using instructional games
16 references·13 citing·36 second hop
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References

  • 1980Understanding Attitudes and Predicting Social Behavior25,805 cited
  • 1963Diffusion of Innovations6,675 cited
  • 1997Handbook of educational psychology4,825 cited
  • 1993User acceptance of information technology: system characteristics, user perceptions and behavioral impacts4,751 cited
  • 1995The evolution of research on collaborative learning1,417 cited
  • 1990Epistemological Pluralism: Styles and Voices within the Computer Culture622 cited
  • 1984Reliability and Factorial Validity of Computer Attitude Scales617 cited
  • 1996Individual differences in affective and conative functions.363 cited
  • 1997The effects of age, gender and computer experience upon computer attitudes263 cited
  • 1998Computer use, confidence, attitudes, and knowledge: A causal analysis262 cited
  • 1997Students' attitudes toward computers: Validation of a computer attitude scale for 16–19 education233 cited
  • 1994Gender-Differences in Computer Experience and its Influence on Computer Attitudes210 cited
  • 1993An exploration of theoretical and practical foundations for assessing attitudes toward computers: The Computer Attitude Measure (CAM)198 cited
  • 2004Computational reticence: why women fear the intimate machine192 cited
  • 1970

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Social Attitudes and the Computer Revolution
151 cited
  • 2004Technology and Women's Voices150 cited
  • Cited by

    • 2011Review of Research on Computer Games122 cited
    • 2012A knowledge engineering approach to developing educational computer games for improving students' differentiating knowledge96 cited
    • 2015Learning with quizzes, simulations, and adventures: Students' attitudes, perceptions and intentions to learn with different types of serious games86 cited
    • 2018Teachers’ intention to use educational video games: The moderating role of gender and age71 cited
    • 2013Exploring Preschool Teachers' Technological Pedagogical Content Knowledge of Educational Games68 cited
    • 2017Mobile Gaming and Student Interactions in a Science Center: the Future of Gaming in Science Education62 cited
    • 2015Japanese Students’ Perceptions of Digital Game Use for English-Language Learning in Higher Education52 cited
    • 2017Impact of online flexible games on students’ attitude towards mathematics51 cited
    • 2020An Interactive Serious Mobile Game for Supporting the Learning of Programming in JavaScript in the Context of Eco-Friendly City Management48 cited
    • 2012A Game Scale to Evaluate Educational Computer Games42 cited
    • 2018Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students34 cited
    • 2023Does psychological ownership influence consumer happiness in playful consumption experience? Moderating role of consumer personality and game performance11 cited
    • 2017Effects of Individual and Social Learning Support on Employees’ Acceptance of Performance-Oriented e-Learning8 cited