United Kingdom
University of Bath - Department of Psychology
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performance management, performance appraisal, Balanced Score Card, higher education, academic productivity
Mobile, Mobile Learning, Technology Acceptance Model, Technology Innovation Principal Component Analysis, Stepwise Regression Analysis
technology acceptance model, theory of planned behavior, unified theory of acceptance and use of technology, perceived usefulness, perceived enjoyment, games
Education, Blended Learning, Education Technologies, Game Based Learning, Digital Games, Serious Games, Digital Stories
Serious Games, Technology in Education, Digital Games, Digital Game-Based Learning, Games, Simulation Games, Storytelling
Mobile Learning, Technology in Education, Mobile Learning Technologies, Educational Apps, Simulation Games, Storytelling
Sustainable Development Goal, Quality Education, Social Cohesion, Social Inclusion, Social Capital, Europa2020, Malta
Mobile, Mobile Learning, Technology Acceptance Model, Technology Innovation, Principal Component Analysis, Stepwise Regression Analysis
education technology, mobile, mobile learning, simulation games, storytelling, primary education
technology acceptance, theory of planned behavior, higher education, mobile, mobile learning, virtual learning, virtual learning environment
mobile learning, technology acceptance model, perceived ease of use, perceived usefulness, perceived enjoyment, normative pressures, behavioral intention, educational apps.
Education, Technology in Education, Blended Learning, Digital Learning Resources, Information, Communications Technology in Education, Technology Acceptance Model, Principal Component Analysis, Stepwise Regression Analysis
Technology Acceptance Model, Theory of Planned Behavior, Unified Theory of Acceptance and Use of Technology, Mobile Learning, M-Learning, University, Higher Education
Education, Education Technology, Synchronous Learning, Asynchronous Learning, Learning Management Systems, Conferencing Technologies, COVID-19.
Social Cohesion, Social Inclusion, Social Capital, Social Equity, Labour Market, Employment, Social Policy, Social Responsibility, Women, Child Care Centers
perceived usefulness, perceived interactivity, facilitating conditions, video conferencing, learning management systems, SEM-PLS.
technology acceptance model, perceived ease of use, perceived usefulness, perceived enjoyment, normative pressures, behavioral intention, educational games
Video conferencing, remote learning, facilitating conditions, perceived interactivity, unified theory of acceptance and use of technology, UTAUT, UTAUT2, attitudes toward technology
Technology Acceptance Model, mobile learning, perceived enjoyment, educational apps, higher education.