Lifestyles, innovation attributes, and teachers' adoption of game-based learning: Comparing non-adopters with early adopters, adopters and likely adopters in Taiwan
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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].”
From Engineering Educators' Perspectives on the Impact of Generative AI in Higher Education (2025) · cites this paper as [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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