The influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life.
Nikolaos PellasPublished in: Comput. Hum. Behav. (2014)
Keyphrases
- virtual world
- computer self efficacy
- student engagement
- learning outcomes
- online learning
- distance learning
- virtual learning environments
- learning experience
- learning environment
- virtual environment
- learning strategies
- collaborative learning
- learning processes
- e learning
- game based learning
- learning styles
- open ended
- distance education
- higher education
- university students
- computer mediated
- blended learning
- online course
- learning management systems
- instructional design
- student learning
- active learning
- computer mediated communication
- content analysis
- statistically significant
- contextual information
- factors affecting
- game playing
- learning process
- factors that affect
- user interface
- reinforcement learning