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Zhuoyao Cui; Haochen Yang – SAGE Open, 2023
This study investigates the influence of game elements on active learning intentions within digital learning platforms. Drawing from a situational perspective, we developed a model and validated it using data from 492 respondents collected via questionnaires. Our findings suggest that while social elements enhance active learning intentions, both…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Active Learning
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Senad Becirovic; Mersad Dervic; Boris Mattoš – SAGE Open, 2025
This research seeks to investigate the variables that might affect university-level students' internet habits, their e-learning self-efficacy and academic achievement in a technology-enhanced teaching and learning environment. To attain the aforementioned objective the Information System Success (ISS) and Technology Acceptance Model (TAM) were…
Descriptors: College Students, Behavior Patterns, Internet, Self Efficacy
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Dakduk, Silvana; Santalla-Banderali, Zuleima; van der Woude, David – SAGE Open, 2018
This article evaluates the factors involved in the acceptance of Blended Learning (BL) with executives based on the Extended Unified Theory of Acceptance and Use of Technology (UTAUT2) model in executive education. The empirical analysis uses data from 307 responses to an online questionnaire by senior and middle-ranking managers. The confirmatory…
Descriptors: Blended Learning, Management Development, Administrator Attitudes, Motivation