2022
DOI: 10.1108/itse-06-2022-0076
|View full text |Cite
|
Sign up to set email alerts
|

How to encourage students continue learning English on podcast? The perspectives of stimulus-organism-response and interest driven creator theory

Abstract: Purpose Podcasting is a new mobile technology application for language learning. Drawing upon the stimulus–organism–response model and the interest driven creator (IDC) theory from e-learning, this study aims to develop and test an integrative conceptual framework. This study investigates contextual and environmental stimuli effects (content richness [CR], self-directed learning [SDL] and situational interest [SI]) from a podcast English learning context on learners’ experience states (cognitive absorption [CA… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
2

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(1 citation statement)
references
References 67 publications
0
1
0
Order By: Relevance
“…It is based on the concept of cognitive engagement [ 21 ] and the theory of flow [ 22 ] and has been extensively researched in various academic fields, such as psychology, education, and marketing. CA has been used as a construct to measure user engagement and immersion in various technologies [ 20 , 23 ], such as e-learning systems (Saadé & Bahli, 2005), online games (Hou & Li, 2014), social media platforms (Zhang et al, 2016), and VR applications (Chen et al, 2017). CA influences user attitudes and behaviors toward technology adoption and use [ 24 ].…”
Section: Introductionmentioning
confidence: 99%
“…It is based on the concept of cognitive engagement [ 21 ] and the theory of flow [ 22 ] and has been extensively researched in various academic fields, such as psychology, education, and marketing. CA has been used as a construct to measure user engagement and immersion in various technologies [ 20 , 23 ], such as e-learning systems (Saadé & Bahli, 2005), online games (Hou & Li, 2014), social media platforms (Zhang et al, 2016), and VR applications (Chen et al, 2017). CA influences user attitudes and behaviors toward technology adoption and use [ 24 ].…”
Section: Introductionmentioning
confidence: 99%