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Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
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Moore, Christina – TechTrends: Linking Research and Practice to Improve Learning, 2016
Because students enroll in higher education to become competitive in the job market, university courses emphasize transferrable skills such as strong communication and critical thinking. How do these skills transfer in the knowledge work environment that characterizes most careers? In this paper the author reviews the literature of the current and…
Descriptors: Online Systems, Computer Mediated Communication, Literature Reviews, Work Environment
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Tsai, Ming-Tien; Cheng, Nai-Chang – Behaviour & Information Technology, 2012
The research includes various constructs based on social exchange theory and social cognitive theory. This study mainly explored the relationships among organisational justice, trust, commitment and knowledge-sharing cognition and verified their mediating effects through two variables of trust and commitment. A survey utilising a questionnaire was…
Descriptors: Foreign Countries, Epistemology, Structural Equation Models, Self Efficacy