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Second Life (SL) in Education: The Intensions to Use at University of Bahrain
8 references·0 citing·39 second hopsampled
Second Life (SL) in Education: The Intensions to Use at University of Bahrain (2013)Second Life (SL) in Education: The Intens…Web 3D simulation-based application in tourism education: A case study with Second Life (2012)Web 3D simulation-based appli…Massively multiplayer online role-playing games as arenas for second language learning (2010)Massively multiplayer online …Language acquisition in second life: improving self-efficacy beliefs (2009)Language acquisition in secon…Intentions to Use Virtual Worlds for Education (2009)Intentions to Use Virtual Wor…Dead Or Alive? The Development, Trajectory And Future Of Technology Adoption Research. (2007)Dead Or Alive? The Developmen…3D Role-Playing Games as Language Learning Tools (2006)3D Role-Playing Games as Lang…Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Gender Differences in the Perception and Use of E-Mail: An Extension to the Technology Acceptance Model1 (1997)Exploring factors of media characteristic influencing flow in learning through virtual worlds (2011)Using theoretical models to examine the acceptance behavior of mobile phone messaging to enhance parent–teacher interactions (2012)Adoption intention and effectiveness of digital collaboration platforms for online learning: the Indian students’ perspective (2020)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)A Guide to Conducting a Systematic Literature Review of Information Systems Research (2011)Synthesizing information systems knowledge: A typology of literature reviews (2014)A Guide to Conducting a Standalone Systematic Literature Review (2015)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 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)The Role of the Linguistic Environment in Second Language Acquisition (1996)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)The impact of a serious game on vocabulary and content learning (2019)The effect of Google Expeditions virtual reality on EFL learners’ willingness to communicate and oral proficiency (2020)The Cambridge Handbook of Task-Based Language Teaching (2021)Experiential Learning : Experience as the Source of Learning and Development (1983)Case Study Research: Design and Methods (1984)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Examining the usability of an online virtual tour-guiding platform for cultural tourism education (2018)Travelers’ intention to adopt virtual reality: A consumer value perspective (2020)Exploring the factors influencing the adoption and usage of Augmented Reality and Virtual Reality applications in tourism education within the context of COVID-19 pandemic (2022)Motivational and self-regulated learning components of classroom academic performance. (1990)Motivation in Education: Theory, Research, and Applications (1995)Self-Efficacy: The Exercise of Control (1999)The impact of Chinese language lessons in a virtual world on university students' self-efficacy beliefs (2012)Designing interaction tasks in Second Life for Chinese as a foreign language learners: A preliminary exploration (2013)Motivation in Second Language Acquisition (2014)Situated Learning: Legitimate Peripheral Participation. (1994)Life on the Screen: Identity in the Age of the Internet (1997)The impact of adventure video games on foreign language learning and the perceptions of learners (2012)Play games or study? Computer games in eBooks to learn English vocabulary (2013)A comparative study on the effects of a VR and PC visual novel game on vocabulary learning (2021)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,658 cited
  • 2007Dead Or Alive? The Development, Trajectory And Future Of Technology Adoption Research.789 cited
  • 2010Massively multiplayer online role-playing games as arenas for second language learning213 cited
  • 2009Intentions to Use Virtual Worlds for Education135 cited
  • 20063D Role-Playing Games as Language Learning Tools131 cited
  • 2012Web 3D simulation-based application in tourism education: A case study with Second Life68 cited
  • 2009Language acquisition in second life: improving self-efficacy beliefs65 cited

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