Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience.
Zachary Fitz-WalterDaniel M. JohnsonPeta WyethDian TjondronegoroBridie Scott-ParkerPublished in: Comput. Hum. Behav. (2017)
Keyphrases
- user experience
- user behavior
- user perceptions
- intrinsic motivation
- user interaction
- user engagement
- user studies
- cognitive style
- user interface
- mobile applications
- end users
- driven learning
- learning environment
- learning materials
- interface design
- statistically significant
- learning process
- m learning
- online advertising
- positive effects
- perceived risk