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Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions
12 references·1 citing·44 second hop
Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions (2021)Mobile game-based learning as a solution …International Journal of Engineering and Technology (2024)International Journal of Engi…Students’ perception and preference for online education in India during COVID -19 pandemic (2021)Students’ perception and pref…Emergency remote teaching and students’ academic performance in higher education during the COVID-19 pandemic: A case study (2021)Emergency remote teaching and…Sustainability Analysis of the E-Learning Education System during Pandemic Period—COVID-19 in Romania (2020)Sustainability Analysis of th…Motivation and Continuance Intention towards Online Instruction among Teachers during the COVID-19 Pandemic: The Mediating Effect of Burnout and Technostress (2020)Motivation and Continuance In…Exploring the critical challenges and factors influencing the E-learning system usage during COVID-19 pandemic (2020)Exploring the critical challe…Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes (2019)Mobile game-based learning in…Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education (2019)Collaboration and fuzzy-model…Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016 (2018)Trends in digital game-based …Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Modeling Teacher Supports Toward Self-Directed Language Learning Beyond the Classroom: Technology Acceptance and Technological Self-Efficacy as Mediators (2021)Modeling Teacher Supports Tow…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)Need-supporting gamification in education: An assessment of motivational effects over time (2018)The Impact of Environmental Factors on Academic Performance of University Students Taking Online Classes during the COVID-19 Pandemic in Mexico (2020)Teachers’ experiences of using game-based learning methods in project management higher education (2022)The use of a personalized learning approach to implementing self-regulated online learning (2022)Basics of qualitative research (1990)Basics of Qualitative Research (1992)Using thematic analysis in psychology (2006)Students’ Perception towards E-Learning during COVID-19 Pandemic in India: An Empirical Study (2020)COVID-19 and Higher Education: First-Year Students’ Expectations toward Distance Learning (2021)Students’ online learning challenges during the pandemic and how they cope with them: The case of the Philippines (2021)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Teacher efficacy for online teaching during the COVID-19 pandemic (2021)Teachers’ mental health during the first two waves of the COVID-19 pandemic in Poland (2021)The effect of the online flipped classroom on self-directed learning readiness and metacognitive awareness in nursing students during the COVID-19 pandemic (2022)Self-efficacy: Toward a unifying theory of behavioral change. 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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
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,231 cited
  • 2020Exploring the critical challenges and factors influencing the E-learning system usage during COVID-19 pandemic1,208 cited
  • 2021Students’ perception and preference for online education in India during COVID -19 pandemic1,049 cited
  • 2021Emergency remote teaching and students’ academic performance in higher education during the COVID-19 pandemic: A case study693 cited
  • 2024International Journal of Engineering and Technology328 cited
  • 2019Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education275 cited
  • 2020Motivation and Continuance Intention towards Online Instruction among Teachers during the COVID-19 Pandemic: The Mediating Effect of Burnout and Technostress247 cited
  • 2018Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016160 cited
  • 2020Sustainability Analysis of the E-Learning Education System during Pandemic Period—COVID-19 in Romania152 cited
  • 2019Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes103 cited

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Modeling Teacher Supports Toward Self-Directed Language Learning Beyond the Classroom: Technology Acceptance and Technological Self-Efficacy as Mediators
43 cited