SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Effect of Flow and Motivation on Users’ Learning Outcomes in Second Life
10 references·0 citing·46 second hop
The Effect of Flow and Motivation on Users’ Learning Outcomes in Second Life (2012)The Effect of Flow and Motivation on User…The Concept of Flow (2014)The Concept of FlowHow can one amplify the effect of e-learning? An examination of high-tech employees’ computer attitude and flow experience (2009)How can one amplify the effec…Extending the Classroom through Second Life. (2009)Extending the Classroom throu…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Multi-Period Performance Persistence Analysis of Hedge Funds (2000)Multi-Period Performance Pers…Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Marketing in Hypermedia Compu…Flow in Computer-Mediated Communication (1992)Flow in Computer-Mediated Com…Self-Efficacy and Academic Motivation (1991)Self-Efficacy and Academic Mo…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Case Study Research: Design and Methods (1984)Applications of case study research (1993)Case Study Research (2004)Death, Social Networks and Virtual Worlds: A Look Into the Digital Afterlife (2011)Teach Them How They Learn: Learning Styles and Information Systems Education (2011)Challenges Experienced by Public Higher Education Institutions of Learning in the Implementation of Training and Development: A Case Study of Saudi Arabian Higher Education (2021)Scale Development : Theory and Applications (1991)A systematic literature review of empirical evidence on computer games and serious games (2012)Assessment in and of Serious Games: An Overview (2013)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Understanding Attitudes and Predicting Social Behavior (1980)Structural Equations with Latent Variables. (1991)Understanding the effect of e-learning on individual performance: The role of digital literacy (2014)How smartphone advertising influences consumers' purchase intention (2018)The virtual reality hardware acceptance model (VR-HAM): Extending and individuating the technology acceptance model (TAM) for virtual reality hardware (2018)Significance tests and goodness of fit in the analysis of covariance structures. (1980)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Computer-Mediated Communication (1996)Handbook of Positive Psychology (2001)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)E-S-QUAL (2004)Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)What Good Are Positive Emotions? (1998)Expectancy–Value Theory of Achievement Motivation (2000)The Principles of Psychology (1891)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Student engagement in high school classrooms from the perspective of flow theory. (2003)The Meaning of Employee Engagement (2008)The benefits of playing video games. (2013)Returns from Investing in Equity Mutual Funds 1971 to 1991 (1995)Another Puzzle: The Growth in Actively Managed Mutual Funds (1996)On Persistence in Mutual Fund Performance (1997)Risks and Portfolio Decisions Involving Hedge Funds (2003)An econometric model of serial correlation and illiquidity in hedge fund returns (2004)Hedge Funds and the Technology Bubble (2004)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,655 cited
  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 1991Self-Efficacy and Academic Motivation5,112 cited
  • 2014The Concept of Flow1,748 cited
  • 1992Flow in Computer-Mediated Communication896 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games836 cited
  • 2000Multi-Period Performance Persistence Analysis of Hedge Funds600 cited
  • 2009How can one amplify the effect of e-learning? An examination of high-tech employees’ computer attitude and flow experience183 cited
  • 2009Extending the Classroom through Second Life.86 cited

Cited by

No citing works inside the corpus for this window.

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work