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Abstract--The user’s emotional involvement plays an important role in adopting new technologies. The level of engagement with and adoption of new digital applications depends on various personal, contextual, and emotional factors. In our study, we…

Digital technologies have become powerful tools in today society in many aspects. However, without proper knowledge and guidance, youth is   being challenged with potential hazards of cybercrimes. Hence, the purpose of this study was to compare who…

In the employment market, hiring processes in the organisations are often considered to perpetuate gender equality. The discrimination prevails through implicit and in-group biases. During hiring decisions, marked gender differences in the hiring…

Effective study plan is a predictor of good academic performance. However, there are few evidences available on the role of gender and age in the study plan for students. This paper investigated the role of gender and age in the adoption of study…

The present study investigates the difference effect of problem solving model with or without game-based learning (GBL) on lower and higher achievers’. Ninety-one students of grade eight (M = 13.9; SD = 0,5 year) from Indonesia were randomly…

This paper seeks to understand the nature of development through an examination of the gastronomic tradition. The Kuta Maha Jagat (KMJ) or the Great Universe of Kota, a cluster of 14 villages in the Udupi District of Karnataka State, is the…

The purpose of this research is to determine the response of teachers and students towards the use of computer-based games as a medium for learning Sciences. Data were obtained from students of two ninth-grade classes of Junior high school in…

Depression is a critical public health problem, mainly when it affects young people (adolescents). This condition is most challenging to detect in this group because they tend to think about other people's negative assumptions. Adolescents with…

Our paper advocates the preparation of future mathematics teachers for the use of game-based learning and gamification technologies. For this purpose, we created a university course that is dedicated to familiarizing the students with basic concepts…
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