The purpose of this research is to understand the main factors that determine users' continuance intention to use social mobile Apps, considering two utilitarian (ie, perceived …
LM Putz, F Hofbauer, H Treiblmaier - Computers in Human Behavior, 2020 - Elsevier
A goal of any educational measure is to improve students' capability to retain teaching content. In this paper, we investigate the potential of gamification to foster knowledge …
There are many claims that gamification (ie, using game elements outside games) impact decreases over time (ie, the novelty effect). Most studies analyzing this effect focused on …
M Gil, M Rudy, P Duma-Kocan, R Stanisławczyk… - Sustainability, 2024 - mdpi.com
The manuscript was prepared to conduct a thorough analysis and deepen the understanding of sustainable food production and diets within the context of the challenges …
Adult learning is a complex phenomenon that takes place over an adult's lifetime and is not limited to a particular age. It includes a set of activities to enhance life through improving …
I Zadeja, J Bushati - … Symposium on Graphic Engineering and Design, 2022 - grid.uns.ac.rs
Gamification as a concept was defined for the first time two decades ago, as the use of game elements in a non-game context. Specific game elements like points, challenges, badges …
The end of the twentieth century saw increased research on sustainability issues, particularly consumer consumption patterns and their environmental impact. As consumers …
Social media marketing plays a relevant role in the brand promotion of enterprises owing to its advantages of rapid and diversified communication with consumers. The Chinese Internet …
R Fithriani - Journal of English Language Studies, 2023 - repository.uinsu.ac.id
Mobile devices are widely utilized today in language classrooms across the globe, and experts have studied this phenomenon. This study examines the use of mobile devices and …