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Do Teachers Attitudes, Perception of Usefulness, and Perceived Social Influences Predict their Behavioral Intentions to Use Gamification in EFL Classrooms? Evidence from the Middle East
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Do Teachers Attitudes, Perception of Usefulness, and Perceived Social Influences Predict their Behavioral Intentions to Use Gamification in EFL Classrooms? Evidence from the Middle East (2019)Do Teachers Attitudes, Perception of Usef…Gamification, collaborative learning and transversal competences: analysis of academic performance and students’ perceptions (2025)Gamification, collaborative l…Developing an integrated model to explore key factors influencing university students' behavioral intentions to use ChatGPT in enhancing higher education in the hail region (2025)Developing an integrated mode…Investigating Pre-Service Teachers’ Behavioral Intentions to Use Web 2.0 Gamification Tools (2022)Investigating Pre-Service Tea…Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction (2022)Game-Based Learning in Higher…The Relationship between National Culture and Succession Planning in Malaysian Public Universities (2020)The Relationship between Nati…Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2009)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Organizational justice as a predictor of organizational citizenship behaviour (2020)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)What video games have to teach us about learning and literacy (2003)From game design elements to gamefulness (2011)Online and Remote Learning in Higher Education Institutes: A Necessity in light of COVID-19 Pandemic (2020)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)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)A primer on partial least squares structural equation modeling (PLS-SEM) (2015)When to use and how to report the results of PLS-SEM (2018)
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  • 2022Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction42 cited
  • 2025Gamification, collaborative learning and transversal competences: analysis of academic performance and students’ perceptions30 cited
  • 2022Investigating Pre-Service Teachers’ Behavioral Intentions to Use Web 2.0 Gamification Tools27 cited
  • 2020The Relationship between National Culture and Succession Planning in Malaysian Public Universities18 cited
  • 2025Developing an integrated model to explore key factors influencing university students' behavioral intentions to use ChatGPT in enhancing higher education in the hail region10 cited

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