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Japanese Students’ Perceptions of Digital Game Use for English-Language Learning in Higher Education
16 references·3 citing·29 second hop
Japanese Students’ Perceptions of Digital Game Use for English-Language Learning in Higher Education (2015)Japanese Students’ Perceptions of Digital…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…A meta-analysis of the technology acceptance model (2006)A meta-analysis of the techno…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…What video games have to teach us about learning and literacy (2003)What video games have to teac…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Why do people use information technology? A critical review of the technology acceptance model (2002)Why do people use information…The Relative Importance of Perceived Ease of Use in IS Adoption: A Study of E-Commerce Adoption (2000)The Relative Importance of Pe…A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A Theoretical Extension of th…Self-Efficacy: The Exercise of Control (1999)Self-Efficacy: The Exercise o…Qualitative Research for Education: An Introduction to Theory and Methods (1997)Qualitative Research for Educ…Scale Development: Theory and Applications. (1992)Scale Development: Theory and…Perceived Usefulness, Ease of Use, and Usage of Information Technology: A Replication (1992)Perceived Usefulness, Ease of…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…The Theory of Reasoned Action: A Meta-Analysis of Past Research with Recommendations for Modifications and Future Research (1988)The Theory of Reasoned Action…Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research (2023)Perceptions and factors affec…Students’ perceptions of the use of Kahoot! in English as a foreign language classroom learning context (2021)Students’ perceptions of the …Gamification for Education: Review of Current Publications (2018)Gamification for Education: R…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Understanding Attitudes and Predicting Social Behavior (1980)The theory of planned behavior (1991)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)Attitude-behavior relations: A theoretical analysis and review of empirical research. (1977)From Intentions to Actions: A Theory of Planned Behavior (1985)Does changing behavioral intentions engender behavior change? A meta-analysis of the experimental evidence. (2006)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)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)A Guide to Conducting Consensual Qualitative Research (1997)Techniques to Identify Themes (2003)Understanding Reliability and Validity in Qualitative Research (2015)The Technology Acceptance Model: Past, Present, and Future (2003)The Technology Acceptance Model: Its past and its future in health care (2009)Trust and TAM in Online Shopping: An Integrated Model1 (2003)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1999Self-Efficacy: The Exercise of Control46,779 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 2000A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies22,991 cited
  • 1997Qualitative Research for Education: An Introduction to Theory and Methods14,936 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2002Why do people use information technology? A critical review of the technology acceptance model4,200 cited
  • 1988The Theory of Reasoned Action: A Meta-Analysis of Past Research with Recommendations for Modifications and Future Research3,866 cited
  • 1992Scale Development: Theory and Applications.3,634 cited
  • 1992Perceived Usefulness, Ease of Use, and Usage of Information Technology: A Replication3,083 cited
  • 2006A meta-analysis of the technology acceptance model2,903 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited

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  • 2000The Relative Importance of Perceived Ease of Use in IS Adoption: A Study of E-Commerce Adoption1,833 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • Cited by

    • 2018Gamification for Education: Review of Current Publications49 cited
    • 2023Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research45 cited
    • 2021Students’ perceptions of the use of Kahoot! in English as a foreign language classroom learning context43 cited