Mobile-devices are able to support a wide range of outdoor assessment activities. While there is a significant amount of research that investigates the acceptance of computer-based assessment from one side and the acceptance of mobile learning from…
This paper presents a study of the most successful games during the last 34 last years (1986 – 2019). We observed that the 100 most ranked games are represented by 16 genres (adventure, role-playing, shooter, platform, puzzle, strategy, hack and…
Academic and industry conferences have been used for years as a key method for sharing knowledge and ideas among academics and professionals in specific areas of study. Conferences provide a rare opportunity for people to form relationships with…
IoT technology's rapid enlargement is implemented in developing automated devices that monitor real-time data. The device design uses the ESP32 Microcontroller, SHTC3 Sensor, BMP180, Windspeed Anemometer, Wind Direction Anemometer, and Tipping Bucket…
Co-creation of value between the consumer and services providers is an idea that has been receiving much attention. The purpose of this study was to investigate the influence of consumer motivation on attitudes and adoption intention of co-creational…
The purpose of this study was to examine the factors which influence the purchase intentions of Smart wearable technology by students in South Africa. The researchers, guided by literature developed a conceptual framework with five constructs,…
Mobile governance enables citizens to comfortably do business with government anywhere, any time. This provides an enriching experience to users as they use these platforms in their convenience and with comfort. MyEG Services Berhad ("MyEG") is a…
Face-to-face learning is most prominent in higher education in developing countries of Africa, where learning is teacher-centred; this type of learning does not promote deep learning. Vodcasts and podcasts are increasingly becoming popular in higher…