Continuance Intentions to Use Gamification for Training in Higher Education: Integrating the Technology Acceptance Model (TAM), Social Motivation, and Task Technology Fit (TTF).
Vanye Zira VanduheMuesser NatHasan Fahmi HasanPublished in: IEEE Access (2020)
Keyphrases
- higher education
- positive attitude
- online learning
- corporate training
- mobile learning
- social issues
- instructional strategies
- learning technologies
- distance learning
- formal and informal learning
- e learning
- learning management systems
- blended learning
- hong kong
- learning in higher education
- training set
- open university
- higher education institutions
- vocational education
- networked learning
- social interaction
- serious games
- user experience
- online teaching
- computer mediated
- conceptual framework
- learning environment
- social presence
- learning community
- distance education
- knowledge practices