2011
DOI: 10.1016/j.chb.2011.07.001
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The role of social motivations in e-learning: How do they affect usage and success of ICT interactive tools?

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Cited by 104 publications
(80 citation statements)
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“…The main finding of the current study is that, even without affecting their self-efficacy level, playing Pokémon GO significantly affects players' physical activity levels. Previous results showing that recognition [23,55,56], ease of use [34,35], and competition [60] positively influence enjoyment are verified by the results of our study. Additionally, this study shows that flow has a positive effect on enjoyment when Unlike previous studies [39,44,45], this study finds self-efficacy to be a nonsignificant factor in determining the intention to use of users but there is an increase in physical activity, as described in Table 1.…”
Section: Discussionsupporting
confidence: 76%
See 1 more Smart Citation
“…The main finding of the current study is that, even without affecting their self-efficacy level, playing Pokémon GO significantly affects players' physical activity levels. Previous results showing that recognition [23,55,56], ease of use [34,35], and competition [60] positively influence enjoyment are verified by the results of our study. Additionally, this study shows that flow has a positive effect on enjoyment when Unlike previous studies [39,44,45], this study finds self-efficacy to be a nonsignificant factor in determining the intention to use of users but there is an increase in physical activity, as described in Table 1.…”
Section: Discussionsupporting
confidence: 76%
“…Recognition is defined as a measure of social motivation generated by the perception of being recognized by others, whether in the form of "likes" or praise for one's achievements [33,55,56]. Since people sharing their achievements in the game of Pokémon GO on their SNS, such as Facebook, is one of the trends that followed the popularity of the game, it is reasonable to hypothesize that recognition affects enjoyment of the game.…”
Section: Hypothesis 1 Enjoyment Influences Attitude Significantly Anmentioning
confidence: 99%
“…Since e-learning provides learners with educational practices available anywhere at anytime, which is not possible in traditional classroom settings, it appears as a more noteworthy method (Cigdem, 2015). E-learning programs have been used by educational institutions to serve three main purposes: improving their educational systems; meeting their students' needs; and preparing the new generation for challenges of tomorrow's world (Hernandez, Montaner, Sese, & Urquizu, 2011). Today, one of the most widespread innovations used in e-learning practices is learning management systems (LMSs).…”
Section: Introductionmentioning
confidence: 99%
“…This argument has received support from extant research. There are a variety of definitions and associated operations of social influence which have been proposed and explored in e-learning research (e.g., Bhuasiri et al, 2012;Cheng, 2011;Garrison, 2011;Hernandez et al, 2011;Sun et al, 2008). Based upon the perspective of Ajzen and Fishbein (1980), in this study, social influence was defined as a student's perception of the social pressures put on him to perform or not perform the specific behaviors in BEL.…”
Section: The Effects Of Social Influencementioning
confidence: 99%