2020
DOI: 10.1080/10494820.2020.1753216
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What impacts learning with wearables? An integrated theoretical model

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Cited by 89 publications
(39 citation statements)
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“…Enjoyment refers to the degree to which using technology is perceived as fun in itself, regardless of any performance consequences that might be expected (Davis, Bagozzi & Warshaw 1992). Previous studies indicated that perceived enjoyment influenced users to improve their user intention (Al-Emran et al 2020;Ahmad et al, 2021). It is anticipated that ARSG will include elements of fun that will trigger users to adopt them.…”
Section: Enjoymentmentioning
confidence: 99%
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“…Enjoyment refers to the degree to which using technology is perceived as fun in itself, regardless of any performance consequences that might be expected (Davis, Bagozzi & Warshaw 1992). Previous studies indicated that perceived enjoyment influenced users to improve their user intention (Al-Emran et al 2020;Ahmad et al, 2021). It is anticipated that ARSG will include elements of fun that will trigger users to adopt them.…”
Section: Enjoymentmentioning
confidence: 99%
“…, questions 7 and 8 fromRauschnabel, He and Ro (2018), question 9 from Sun and Zhong (2020), question 10 from Leue, Tom-Dieck and Jung (2014) and question 11 fromAl-Emran et al (2020). The sample description is provided in Table1.…”
mentioning
confidence: 99%
“…Online learning defined as the process of transferring knowledge to the learner on a site residency or work rather than the learner's transfer to the educational institution, which is built on a foundation to Communicate knowledge, skills and educational materials to the learner through various technical means and techniques [1]. So, when the learner is away from the teacher, technology can be used to fill this gap between both parties, simulating face-to-face connection to improve knowledge reception among students [2].…”
Section: Introductionmentioning
confidence: 99%
“…The application of technology to assess stress and health outcomes in empirically supported studies has grown substantially since the 1970's and has included the use of ambulatory blood pressure machines, biofeedback equipment, and more recently, wearable technologies such as activity trackers and biosensors to assess physical activity, sleep, and heart rate (Motti, 2020). Rapid advancements and innovations in these health technologies in the past few years has led to greater interest by educators in different parts of the world to apply their use in classroom settings to enhance students’ learning experiences (Al-Emran et al, 2020). For instance, studies in Malaysia and Hong Kong have shown that the use of smart watches/activity trackers in the classroom help to improve students’ e-Health literacy and learning (Sobko & Brown, 2019) and students who perceive these health technologies as being useful are more likely to use them to access class materials (Al-Emran et al, 2020).…”
mentioning
confidence: 99%
“…Rapid advancements and innovations in these health technologies in the past few years has led to greater interest by educators in different parts of the world to apply their use in classroom settings to enhance students’ learning experiences (Al-Emran et al, 2020). For instance, studies in Malaysia and Hong Kong have shown that the use of smart watches/activity trackers in the classroom help to improve students’ e-Health literacy and learning (Sobko & Brown, 2019) and students who perceive these health technologies as being useful are more likely to use them to access class materials (Al-Emran et al, 2020). Another study in Australia provided undergraduate students majoring in cognitive and brain sciences with the opportunity to view their brain activity (i.e., EEG patterns using a portable headset) while completing a series of experimental tasks, with students reporting having a better understanding of theoretical concepts presented in class due to the use of this technology in the classroom (Alvarez et al, 2016).…”
mentioning
confidence: 99%