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Exploring college students' behavioral engagement intentions towards gamified online interactive platforms: based on Technology Acceptance Model and Theory of Planned Behavior.

, , , and . ICDTE, page 43-50. ACM, (2023)

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Exploring college students' behavioral engagement intentions towards gamified online interactive platforms: based on Technology Acceptance Model and Theory of Planned Behavior., , , and . ICDTE, page 43-50. ACM, (2023)Subjective Behavior and Technological Perception: Exploring University Students' Engagement Intention in Online Gamified Learning., , , , , and . ICEMT, page 243-251. ACM, (2023)Research on the innovative integration application of metaverse and education., , , and . ICETT, page 18:1-18:6. ACM, (2023)The Path of Cultural Education Construction with Virtual Base in Macao: Normative Analysis and Model Explication., , , and . ICEEL, page 204-212. ACM, (2022)A Game Model Analysis of University Science and Technology Innovation Construction within Region: Taking Macao as an Example., , and . ICDEL, page 300-307. ACM, (2023)The Influence of Quizizz-online Gamification on Vocabulary Learning Effectiveness and Engagement among College EFL Learners in China., , , , , and . ICETT, page 10:1-10:8. ACM, (2023)China's farm film utilization efficiency during 2001-2015: based on the total factor productivity., , , , , and . BIC, page 305-309. ACM, (2022)The Mechanism Research of Teacher's Quality Formation in Multicultural Education: - - Taking Macau's Basic Education as an Example., , , and . ICDEL, page 279-285. ACM, (2022)