Cited by 35Educational Games and GamificationTechnology Adoption and User BehaviourEducation and Technology Integration

Lifestyles, innovation attributes, and teachers' adoption of game-based learning: Comparing non-adopters with early adopters, adopters and likely adopters in Taiwan

Li, Shu-Chu Sarrina, Huang, Wei-Chun·2016·Computers & Education

Integrity signals

Registry

Crossref · 10.1016/j.compedu.2016.02.009

Cites

49 of 49 references verified0 citation errors · 0 not checkable

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  • Prior work has shown that adoption within higher education is a non-linear process, with marked differences in use by early adopters, likely adopters, and non-adopters.

    “Prior work has shown that, as with any technology, the adoption within higher education is a non-linear process, with marked differences in use by early adopters, likely adopters, and non-adopters [30].”

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Authors
Li, S.-C. S., & Huang, W.-C.
Affiliations
National Yang Ming Chiao Tung University (TW)
Corresponding author
Li, Shu-Chu Sarrina
Venue
Computers & Education
Publisher
Elsevier BV
Published
2016-05
Volume
96
Pages
29-41
ISSN
0360-1315 (ISSN-L)
OpenAlex
W2514437872
Cited by
35
References
50
Citations by year
2026: 1 · 2025: 4 · 2024: 3 · 2023: 4 · 2022: 2 · 2021: 5 · 2020: 7 · 2019: 1 · 2018: 1 · 2017: 4 · 2016: 3
FWCI
7.02
Type
journal article
Language
en
Open access
closed
Locations
Computers & Education (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Decision Sciences › Information Systems and Management › Technology Adoption and User Behaviour
  • Social Sciences › Education › Education and Technology Integration
Keywords
game-based learning, teacher technology adoption, diffusion of innovations, lifestyle, non-adopters, early adopters, primary school teachers, video game experience, teacher demographics, Taiwan

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