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1. The impact of paper-based, computer-based and mobile-based self-assessment on students' science motivation and achievement.

2. Metaverse for service industries: Future applications, opportunities, challenges and research directions.

3. A study of the influence of altruism, social responsibility, reciprocity, and the subjective norm on online prosocial behavior in adolescence.

4. The interplay between humans, technology and user authentication: A cognitive processing perspective.

5. To you who (I think) are listening: Imaginary audience and impression management on Facebook.

6. Collaborative e-learning systems using semantic data interoperability.

7. Interactivia.ro – A study of a gamification framework using zero-cost tools.

8. Viewers' behavior when exposed to overlay advertising on AVoD platforms.

9. Understanding moderating effects of collectivist cultural orientation on the knowledge sharing attitude by email

10. Assessing learners' satisfaction in collaborative online courses through a big data approach.

11. Intentions to trust and share online health rumors: An experiment with medical professionals.

12. When frequent media multitaskers perform worse and when they do not: The role of self-regulation ability and strategy manipulation.

13. The persuasion of borrowers’ voluntary information in peer to peer lending: An empirical study based on elaboration likelihood model.

14. On the credibility perception of news on Twitter: Readers, topics and features.

15. Contribution of internet celebrities' self-disclosure to fan-perceived interpersonal attraction and enduring involvement.

16. Validation of indicators for implementing an adaptive platform for MOOCs.

17. Untagging on social media: Who untags, what do they untag, and why?

18. A case study of undergraduate engineering students' computational literacy and self-beliefs about computing in the context of authentic practices.

19. Using tablets in medical consultations: Single loop and double loop learning processes.

20. Correlation between Facebook use for educational purposes and academic performance of students.

21. “I like them, but won't ‘like’ them”: An examination of impression management associated with visible political party affiliation on Facebook.

22. Novices' need for exploration: Effects of goal specificity on hypertext navigation and comprehension.

23. Phishing threat avoidance behaviour: An empirical investigation.

24. Trolling the trolls: Online forum users constructions of the nature and properties of trolling.

25. Understanding consumer intention to participate in online travel community and effects on consumer intention to purchase travel online and WOM: An integration of innovation diffusion theory and TAM with trust.

26. Weaving the internet together: Imagined communities in newspaper comment threads.

27. Augmented places: An impact of embodied historical experience on attitudes towards places.

28. Developing a General Extended Technology Acceptance Model for E-Learning (GETAMEL) by analysing commonly used external factors.

29. Investigating attitudes towards the use of mobile learning in higher education.

30. Understanding the effects of trust and risk on individual behavior toward social media platforms: A meta-analysis of the empirical evidence.

31. A multi-analytical approach to predict the Facebook usage in higher education.

32. Points, stories, worlds, and diegesis: Comparing player experiences in two citizen science games.

33. Characterization of web browser usage on smartphones.

34. A framework for human interaction with mobiquitous services in a smart environment.

35. The effects of self-monitoring tendency on young adult consumers’ mobile dependency.

36. The ontological and functional status of robots: How firm our representations are?

37. Gender effects and cooperation styles in the Facebook community: A quasi-experimental assessment.

38. Satisfaction and continuous use intention of e-learning service in Brazilian public organizations.

39. Exploring persistence in gaming: The role of self-determination and social identity.

40. A cross-cultural analysis of the effect of language on perceived risk online

41. Player–Avatar Identification in video gaming: Concept and measurement

42. The effects of individual differences and visual instructional aids on disorientation, learning performance and attitudes in a Hypermedia Learning System

43. Characteristics and usage patterns of older people in a 3D online multi-user virtual environment

44. A digital revolution: Comparison of demographic profiles, attitudes and gambling behavior of Internet and non-Internet gamblers

45. The impact of forced use on customer adoption of self-service technologies

46. Exploring factors influencing consumers’ behavioral intention to adopt broadband in Malaysia

47. The development of a general Internet attitudes scale

48. Explaining students’ attitudes toward books and computers

49. Levels of abstraction in designs of human–computer interaction: The case of e-mail

50. Students' attitudes toward books and computers