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Understanding mobile English-learning gaming adopters in the self-learning market: The Uses and Gratification Expectancy Model
16 references·7 citing·39 second hop
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Understanding users’ motivation toward the continuous use intention of Chinese adolescent social media users (2023)Why do users keep coming back…The effect of mobile business simulation games in entrepreneurship education: a quasi-experiment (2022)The effect of mobile business…Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital gaming contexts (2022)Incorporating teacher intelli…Fuzzy test model for performance evaluation matrix of service operating systems (2019)Fuzzy test model for performa…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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(2003)User Acceptance of Information Technology: Toward A Unified View1 (2003)Unified Theory of Acceptance and Use of Technology: A Synthesis and the Road Ahead (2016)Re-examining the Unified Theory of Acceptance and Use of Technology (UTAUT): Towards a Revised Theoretical Model (2017)The technology acceptance model (TAM): A meta-analytic structural equation modeling approach to explaining teachers’ adoption of digital technology in education (2018)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Leadership: The Cutting Edge. (1979)Organizational citizenship behavior: Its nature and antecedents. (1983)Research in Organizational Behavior. (1986)Accounting for common method variance in cross-sectional research designs. 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Anxiety and enjoyment in the foreign language classroom (2014)Review : Knowledge Management and Knowledge Management Systems: Conceptual Foundations And Research Issues1,2 (2001)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Design Science in Information Systems Research1 (2004)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1986Self-Reports in Organizational Research: Problems and Prospects17,092 cited
  • 1980A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions14,475 cited
  • 1970Back-Translation for Cross-Cultural Research14,051 cited
  • 1992Information Systems Success: The Quest for the Dependent Variable10,674 cited
  • 2001Understanding Information Systems Continuance: An Expectation-Confirmation Model18,741 cited
  • 2008Technology Acceptance Model 3 and a Research Agenda on Interventions8,138 cited
  • 1986Foreign Language Classroom Anxiety5,711 cited
  • 2004User Acceptance of Hedonic Information Systems13,849 cited
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  • 1992Perceived Usefulness, Ease of Use, and Usage of Information Technology: A Replication3,083 cited
  • 1997A Respecification and Extension of the DeLone and McLean Model of IS Success2,440 cited
  • 2001Web-Based Virtual Learning Environments: A Research Framework and a Preliminary Assessment of Effectiveness in Basic it Skills Training11,587 cited

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  • 2001An Empirical Investigation of the Factors Affecting Data Warehousing Success11,439 cited
  • 2006Understanding e-learning continuance intention: An extension of the Technology Acceptance Model1,398 cited
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    • 2024Art Students’ Technostress, Perceived Usefulness, Satisfaction, and Continuance Intention to Use Mobile Educational Applications17 cited
    • 2024Role of age, gender and cultural factors as moderator on technology acceptance of online entertainment11 cited
    • 2023Why do users keep coming back to TikTok? Understanding users’ motivation toward the continuous use intention of Chinese adolescent social media users8 cited
    • 2024Mobile learning using extended UTAUT model during COVID-19: evidence from developed countries7 cited