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The Effect of Self-Regulation and Metaverse Features on Generation Z’s Adoption of Gamified Learning Platforms
16 references·0 citing·45 second hop
The Effect of Self-Regulation and Metaverse Features on Generation Z’s Adoption of Gamified Learning Platforms (2024)The Effect of Self-Regulation and Metaver…Examining perceptions of academic stress and its sources among university students: The Perception of Academic Stress Scale (2015)Examining perceptions of acad…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …No A 4 U: The relationship between multitasking and academic performance (2012)No A 4 U: The relationship be…From game design elements to gamefulness (2011)From game design elements to …An assessment of the use of partial least squares structural equation modeling in marketing research (2011)An assessment of the use of p…Measuring self-regulation in online and blended learning environments (2008)Measuring self-regulation in …Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…The role of moderating factors in user technology acceptance (2005)The role of moderating factor…Test Anxiety and Academic Performance in Undergraduate and Graduate Students. (2005)Test Anxiety and Academic Per…Self‐Regulation in the Classroom: A Perspective on Assessment and Intervention (2005)Self‐Regulation in the Classr…Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…The technology acceptance model and the World Wide Web (2000)The technology acceptance mod…Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Cutoff criteria for fit index…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…A social cognitive view of self-regulated academic learning. (1989)A social cognitive view of se…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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References

  • 1999Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives110,919 cited
  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology75,250 cited
  • 2011From game design elements to gamefulness11,928 cited
  • 2011An assessment of the use of partial least squares structural equation modeling in marketing research8,372 cited
  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,751 cited
  • 1989A social cognitive view of self-regulated academic learning.4,334 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2008Measuring and defining the experience of immersion in games2,207 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,016 cited
  • 2005Self‐Regulation in the Classroom: A Perspective on Assessment and Intervention1,611 cited
  • 2000The technology acceptance model and the World Wide Web1,323 cited
  • 2005The role of moderating factors in user technology acceptance1,002 cited
  • 2008Measuring self-regulation in online and blended learning environments975 cited
  • 2005Test Anxiety and Academic Performance in Undergraduate and Graduate Students.

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868 cited
  • 2012No A 4 U: The relationship between multitasking and academic performance864 cited
  • 2015Examining perceptions of academic stress and its sources among university students: The Perception of Academic Stress Scale832 cited
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