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Gamification of E-Learning in African Universities
16 references·1 citing·32 second hop
Gamification of E-Learning in African Universities (2021)Gamification of E-Learning in African Uni…Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Between Level Up and Game Ove…The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning:…Continuance intention to use MOOCs: Integrating the technology acceptance model (TAM) and task technology fit (TTF) model (2016)Continuance intention to use …Understanding and Evaluating Survey Research (2015)Understanding and Evaluating …A primer on partial least squares structural equation modeling (PLS-SEM) (2015)A primer on partial least squ…“Working out for likes”: An empirical study on social influence in exercise gamification (2015)“Working out for likes”: An e…Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…An empirical study comparing gamification and social networking on e-learning (2014)An empirical study comparing …A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)A new criterion for assessing…PLS-SEM: Indeed a Silver Bullet (2011)PLS-SEM: Indeed a Silver Bull…From game design elements to gamefulness (2011)From game design elements to …User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A Theoretical Extension of th…Extending the technology acceptance model with task–technology fit constructs (1999)Extending the technology acce…Task-Technology Fit and Individual Performance (1995)Task-Technology Fit and Indiv…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Advancing Health Literacy in the Technological Era (2024)Advancing Health Literacy in …Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Self-efficacy mechanism in human agency. (1982)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)On the Evaluation of Structural Equation Models (1988)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Partial least squares structural equation modeling (PLS-SEM) (2014)When to use and how to report the results of PLS-SEM (2018)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The theory of planned behavior (1991)Extending the TAM for a World-Wide-Web context (2001)Why do people use information technology? A critical review of the technology acceptance model (2002)Consumer Acceptance of Electronic Commerce: Integrating Trust and Risk with the Technology Acceptance Model (2003)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Power of Feedback (2007)Introduction to Meta‐Analysis (2009)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Common Beliefs and Reality About PLS (2014)Assessing measurement model quality in PLS-SEM using confirmatory composite analysis (2019)Using PLS path modeling in new technology research: updated guidelines (2016)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (2021)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 2014A new criterion for assessing discriminant validity in variance-based structural equation modeling38,283 cited
  • 2000A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies22,991 cited
  • 2011PLS-SEM: Indeed a Silver Bullet21,614 cited
  • 2015A primer on partial least squares structural equation modeling (PLS-SEM)18,923 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1995Task-Technology Fit and Individual Performance5,991 cited
  • 1999Extending the technology acceptance model with task–technology fit constructs1,772 cited
  • 2019The Gamification of Learning: a Meta-analysis1,503 cited
  • 2016Continuance intention to use MOOCs: Integrating the technology acceptance model (TAM) and task technology fit (TTF) model1,133 cited
  • 2015Understanding and Evaluating Survey Research671 cited
  • 2014An empirical study comparing gamification and social networking on e-learning625 cited
  • 2021Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education508 cited

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2014
Gamification for Engaging Computer Science Students in Learning Activities: A Case Study
483 cited
  • 2015“Working out for likes”: An empirical study on social influence in exercise gamification473 cited
  • Cited by

    • 2024Advancing Health Literacy in the Technological Era17 cited