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A Conceptual Model to Investigate the Role of Mobile Game Applications in Education during the COVID-19 Pandemic
16 references·1 citing·47 second hop
A Conceptual Model to Investigate the Role of Mobile Game Applications in Education during the COVID-19 Pandemic (2021)A Conceptual Model to Investigate the Rol…The Role of Compatibility and Task-Technology Fit (TTF): On Social Networking Applications (SNAs) Usage as Sustainability in Higher Education (2020)The Role of Compatibility and…Investigating the main determinants of mobile cloud computing adoption in university campus (2020)Investigating the main determ…Factors influencing the adoption of e-government services among Jordanian citizens (2020)Factors influencing the adopt…Exploring the critical challenges and factors influencing the E-learning system usage during COVID-19 pandemic (2020)Exploring the critical challe…Analysis of the Effect of Course Design, Course Content Support, Course Assessment and Instructor Characteristics on the Actual Use of E-Learning System (2019)Analysis of the Effect of Cou…RETRACTED ARTICLE: Acceptance and usage of a mobile information system services in University of Jordan (2018)RETRACTED ARTICLE: Acceptance…Examination of factors influencing the use of mobile learning system: An empirical study (2018)Examination of factors influe…The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy (2017)The effects of a mobile gamif…Investigating gameplay intention of the elderly using an Extended Technology Acceptance Model (ETAM) (2016)Investigating gameplay intent…Exploring how individual traits influence enjoyment in a mobile learning game (2016)Exploring how individual trai…Investigating elementary school students' technology acceptance by applying digital game-based learning to environmental education (2013)Investigating elementary scho…Digital Natives, Digital Immigrants (2013)Digital Natives, Digital Immi…Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education (2012)Digital games in the classroo…Leveraging Mobile Games for Place-Based Language Learning (2011)Leveraging Mobile Games for P…Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)Mobile game‐based learning in…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…Usefulness of Digital Serious Games in Engineering for Diverse Undergraduate Students (2022)Usefulness of Digital Serious…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)First year students' experiences with technology: Are they really digital natives? (2008)H. 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References

  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 2013Digital Natives, Digital Immigrants3,238 cited
  • 2020Exploring the critical challenges and factors influencing the E-learning system usage during COVID-19 pandemic1,208 cited
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  • 2018Examination of factors influencing the use of mobile learning system: An empirical study226 cited
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  • 2020Investigating the main determinants of mobile cloud computing adoption in university campus110 cited
  • 2016Investigating gameplay intention of the elderly using an Extended Technology Acceptance Model (ETAM)98 cited
  • 2018RETRACTED ARTICLE: Acceptance and usage of a mobile information system services in University of Jordan

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96 cited
  • 2020The Role of Compatibility and Task-Technology Fit (TTF): On Social Networking Applications (SNAs) Usage as Sustainability in Higher Education94 cited
  • 2016Exploring how individual traits influence enjoyment in a mobile learning game93 cited
  • 2020Factors influencing the adoption of e-government services among Jordanian citizens90 cited
  • Cited by

    • 2022Usefulness of Digital Serious Games in Engineering for Diverse Undergraduate Students31 cited