2020
DOI: 10.3233/hsm-190543
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A framework for evaluating the impact of mobile games, technological innovation and collaborative learning on students’ motivation

Abstract: BACKGROUND: Recently, information technology has had a deep effect on managing of human resources (HR), especially on the youngers. Also, the present generation of students is growing up with innovative technologies that are embedded in their daily lives. These students can promote their daily activities using digital information where they can be connected to each other via mobile technologies and can do many cooperative tasks simultaneously. OBJECTIVE: Innovations and mobile-based technologies can provide wi… Show more

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Cited by 17 publications
(12 citation statements)
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“…However, these studies not only signified the extensive use of TAM in examining students' acceptance of digital games, but also indicated the lack of scholarly attention to the critical role of some other important factors such as enjoyment, efficiency and effectiveness behind students' utilization of mobile games applications. In fact, one of the main concerns in the literature of educational digital games adoption is assuring students utilization and of the mobile games [12]. Several studies have investigated the following question: what are the main factors affecting students' utilization of educational mobile games.…”
Section: Theoretical Background and Research Modelmentioning
confidence: 99%
“…However, these studies not only signified the extensive use of TAM in examining students' acceptance of digital games, but also indicated the lack of scholarly attention to the critical role of some other important factors such as enjoyment, efficiency and effectiveness behind students' utilization of mobile games applications. In fact, one of the main concerns in the literature of educational digital games adoption is assuring students utilization and of the mobile games [12]. Several studies have investigated the following question: what are the main factors affecting students' utilization of educational mobile games.…”
Section: Theoretical Background and Research Modelmentioning
confidence: 99%
“…To generalize, our findings show that the individual's adoption of PSNs is more inclined to be recreational-oriented in individual's original participation while individual's adoption of ESNs is more inclined to be utilitarian-oriented, although both of them are proved to be dual-purpose. If our research results about the similar adoption mechanism between PSNs and ESNs are not in conformity with people's common experience, here, the different roles of PP and PU in the adoption processes of PSNs and ESNs are in line with people's common experience [47][48][49].…”
Section: Theoretical Implicationsmentioning
confidence: 63%
“…In this scenario, new teaching techniques [48] highlight the importance of collective dynamics and the effectiveness of form of cooperation not only for educational purpose but also aimed at social inclusion, in support of frailty and heterogeneity. In this sense, on one hand, the gamification [5] exploits the form of the game and dynamics of cooperation or competition as a way to carry out activities generally considered boring and to encourage social skills within the class-group.…”
Section: Introductionmentioning
confidence: 99%
“…In this sense, on one hand, the gamification [5] exploits the form of the game and dynamics of cooperation or competition as a way to carry out activities generally considered boring and to encourage social skills within the class-group. On the other hand, methods based on Cooperative Learning (CL) [39,48] which show that students' academic performance improves when CL groups are activated. The improvements are particularly interesting in problem solving, social, leadership skills [19], decision-making processes, etc.…”
Section: Introductionmentioning
confidence: 99%
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