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EDUCATIONAL TECHNOLOGIES IN TRAINING FUTURE MANAGERS
3 references·0 citing·18 second hopsampled
EDUCATIONAL TECHNOLOGIES IN TRAINING FUTURE MANAGERS (2020)EDUCATIONAL TECHNOLOGIES IN TRAINING FUTU…Influence of online computer games on the academic achievement of nontraditional undergraduate students (2018)Influence of online computer …GAMIFICATION IN HIGHER EDUCATION: EXPERIENCE OF POLAND AND UKRAINE (2018)GAMIFICATION IN HIGHER EDUCAT…Exploring students’ acceptance of educational computer games from the perspective of learning strategy (2018)Exploring students’ acceptanc…Mind in Society: The Development of Higher Psychological Processes (1978)Situated Cognition and the Culture of Learning (1989)The SAGE handbook of qualitative research (2005)SERIOUS GAMES IN ONLINE LEARNING (2018)Serious games in future skills development: A systematic review of the design approaches (2022)Infusing Communication Skills into Financial Accounting Curriculum: A Perspective from the Digital Era (2023)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)A Conceptual Model to Investigate the Role of Mobile Game Applications in Education during the COVID-19 Pandemic (2021)Models and constructs to predict students’ digital educational games acceptance: A systematic literature review (2022)“Extending the Technology Acceptance Model (TAM) to Predict University Students’ Intentions to Use Metaverse-Based Learning Platforms” (2023)Gamification (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Benefits of Gamification in the English Learning Context (2020)The effect of using Kahoot! for learning – A literature review (2020)Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects (2021)
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References

  • 2018Influence of online computer games on the academic achievement of nontraditional undergraduate students64 cited
  • 2018GAMIFICATION IN HIGHER EDUCATION: EXPERIENCE OF POLAND AND UKRAINE49 cited
  • 2018Exploring students’ acceptance of educational computer games from the perspective of learning strategy40 cited

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