“…In the higher education context, Yang (2013) found negatively moderated relationships between HT and intention to adopt m-learning, suggesting the negative influence of mobile device technical limitations (slow network speeds, small screens and keyboard) and use of mobile devices for hedonic purposes, such as gaming or texting friends; similar results were evidenced by Lewis et al (2013) in terms of classroom technology use. Nevertheless, Faizan et al (2016) established a strong relationship between HM and BI regarding classroom collaboration technology, implying that students can interact with other students, which is more entertaining and enjoyable when compared to traditional lectures; according to some authors (Cotner et al, 2008;Stowell & Nelson, 2007), instant feedback is enjoyable; learning by means of videos was another educational technology where HM significantly predicted BI (Aria & Archer, 2018); finally, teamwork and gamification, a possible way to use CRS, also increases entertainment and enjoyment (Hung, 2017).…”