Exploring students' learning styles in relation to their acceptance and attitudes towards using Second Life in education: A case study in Hong Kong.
Gary ChengPublished in: Comput. Educ. (2014)
Keyphrases
- hong kong
- attitudes toward
- students learning
- grade students
- game based learning
- perceived usefulness
- technology acceptance model
- statistically significant
- higher education
- high school
- educational technology
- virtual world
- computer technology
- science education
- college students
- digital games
- language learning
- computer assisted language learning
- learning outcomes
- cognitive style
- distance learning
- virtual learning environments
- student learning
- experimental group
- learning platform
- distance education