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A Study on the Effect of Continuing Education with Digital Technology on Professional Growth and Job Satisfaction of Librarians
4 references·1 citing·28 second hop
A Study on the Effect of Continuing Education with Digital Technology on Professional Growth and Job Satisfaction of Librarians (2018)A Study on the Effect of Continuing Educa…Library Services for the Poor: Theoretical Framework for Library Social Responsibility (2018)Library Services for the Poor…Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes. (2014)Digital Game-Based Learning S…Learning cultural heritage by serious games (2013)Learning cultural heritage by…Acceptance of game-based learning by secondary school teachers (2013)Acceptance of game-based lear…Impact of Continuing Education on Employee Productivity and Financial Performance of Banks (2023)Impact of Continuing Educatio…Experiential Learning : Experience as the Source of Learning and Development (1983)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A systematic literature review of empirical evidence on computer games and serious games (2012)Information and Communication Technologies in Tourism 2014 (2013)Using Gamification to Enhance Second Language Learning. (2015)Cultural tourism: A review of recent research and trends (2018)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Conflict, arousal, and curiosity. (1960)Multimedia Learning (2002)ANALYZING THE EFFICACY OF THE TESTING EFFECT USING KAHOOTTM ON STUDENT PERFORMANCE (2017)Cognitive Load and Working Memory in Multimedia Learning: Conceptual and Measurement Issues (2019)The development and evaluation of an educational game integrating augmented reality, ARCS model, and types of games for English experiment learning: an analysis of learning (2019)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Teacher perceptions of the value of game-based learning in secondary education (2017)Gamification and serious games: A literature meta-analysis and integrative model (2018)Teacher competencies in game-based pedagogy (2018)Diffusion of Innovations 1 (2019)Corporate Social Responsibility Theories: Mapping the Territory (2004)Critical Discourse Analysis (2005)The market for virtue: the potential and limits of corporate social responsibility (2006)The relationship between social responsibility and public libraries accountability: The mediating role of professional ethics and conscientiousness (2021)Intellectual freedom and social responsibility in library and information science: A reconciliation (2023)Library Corporate Social Responsibility: A Systematic Literature Review (2023)An empirical investigation of the relationship between intellectual capital and firms’ market value and financial performance (2005)The Effect of Training on Employee Performance (2013)Expanding competitive advantage through organizational culture, knowledge sharing and organizational innovation (2021)Unveiling training effectiveness through behavior and performance evaluations: A case from developing country (2025)
this work references cited by second hop

References

  • 2013Learning cultural heritage by serious games702 cited
  • 2013Acceptance of game-based learning by secondary school teachers300 cited
  • 2014Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes.156 cited
  • 2018Library Services for the Poor: Theoretical Framework for Library Social Responsibility19 cited

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  • 2023Impact of Continuing Education on Employee Productivity and Financial Performance of Banks5 cited

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