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Models and constructs to predict students’ digital educational games acceptance: A systematic literature review
16 references·0 citing·36 second hop
Models and constructs to predict students’ digital educational games acceptance: A systematic literature review (2022)Models and constructs to predict students…When to use and how to report the results of PLS-SEM (2018)When to use and how to report…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model (2013)Determinants of player accept…Learning science through computer games and simulations (2012)Learning science through comp…Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Consumer Acceptance and Use o…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Learning with digital games : a practical guide to engaging students in higher education (2009)Learning with digital games :…Procedures for Performing Systematic Reviews (2004)Procedures for Performing Sys…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…User Acceptance of Information Technology: Toward a Unified View (2003)User Acceptance of Informatio…User acceptance of information technology (2001)User acceptance of informatio…Understanding Information Systems Continuance: An Expectation-Confirmation Model1 (2001)Understanding Information Sys…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions (1980)A Cognitive Model of the Ante…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)The Theory of Buyer Behavior (1971)Effect of expectation and disconfirmation on postexposure product evaluations: An alternative interpretation. (1977)Disconfirmation of consumer expectations through product trial. (1979)Developing Buyer-Seller Relationships (1987)Measuring Service Quality: A Reexamination and Extension (1992)The theory of planned behavior (1991)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Weighted kappa: Nominal scale agreement provision for scaled disagreement or partial credit. (1968)A systematic review of gamification in e-Health (2017)ROSES RepOrting standards for Systematic Evidence Syntheses: pro forma, flow-diagram and descriptive summary of the plan and conduct of environmental systematic reviews and systematic maps (2018)Towards Sustainable Energy: A Systematic Review of Renewable Energy Sources, Technologies, and Public Opinions (2019)PLS-SEM: Indeed a Silver Bullet (2011)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Partial Least Squares Structural Equation Modeling (2017)Assessing measurement model quality in PLS-SEM using confirmatory composite analysis (2019)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (2021)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Why Don’t Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior1 (2000)Unified Theory of Acceptance and Use of Technology: A Synthesis and the Road Ahead (2016)Re-examining the Unified Theory of Acceptance and Use of Technology (UTAUT): Towards a Revised Theoretical Model (2017)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)The Technology Acceptance Model: Past, Present, and Future (2003)Quo vadis TAM? (2007)Consumer acceptance and use of information technology: Extending the unified theory of acceptance and use of technology (2012)
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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
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 2018When to use and how to report the results of PLS-SEM27,424 cited
  • 2012Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology115,720 cited
  • 1980A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions14,475 cited
  • 2001Understanding Information Systems Continuance: An Expectation-Confirmation Model18,741 cited
  • 2004Procedures for Performing Systematic Reviews5,198 cited
  • 2003User Acceptance of Information Technology: Toward a Unified View3,068 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2015Foundations of Game-Based Learning1,754 cited
  • 2009Students’ perceptions about the use of video games in the classroom510 cited
  • 2012Learning science through computer games and simulations401 cited
  • 2013Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model274 cited

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  • 2009Learning with digital games : a practical guide to engaging students in higher education268 cited
  • 2001User acceptance of information technology223 cited
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