Gender-based differences in attitudes toward computers
Computers & Education
Developing and validating an instrument for measuring user-perceived web quality
Information and Management
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
What video games have to teach us about learning and literacy
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A grounded theory of the flow experiences of web users
International Journal of Human-Computer Studies - Incorporating knowledge acquisition
Knowledge Sourcing Effectiveness
Management Science
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Evaluation of computer-assisted instruction in histology
Evaluation of computer-assisted instruction in histology
The relationship between computer attitudes, usability, and transfer of training in e-learning settings
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Trends and Issues in Instructional Design and Technology (2nd Edition)
Trends and Issues in Instructional Design and Technology (2nd Edition)
Computerized adaptive testing and the experience of flow in examinees
Computerized adaptive testing and the experience of flow in examinees
E-Learning technologies: A key to Dynamic Capabilities
Computers in Human Behavior
Examining mobile banking user adoption from the perspectives of trust and flow experience
Information Technology and Management
A cognitive-experiential approach to modelling web navigation
International Journal of Human-Computer Studies
Understanding continuance usage of mobile services
International Journal of Mobile Communications
An empirical examination of the determinants of mobile purchase
Personal and Ubiquitous Computing
An empirical examination of user adoption of location-based services
Electronic Commerce Research
Understanding the effect of flow on user adoption of mobile games
Personal and Ubiquitous Computing
Evaluating multiple aspects of a digital educational problem-solving-based adventure game
Computers in Human Behavior
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While numerous studies have focused on the effectiveness and benefits of e-learning, this study elicits the determinants of the IT professionals' e-learning outcomes by investigating the effect of IT professionals' computer attitudes on two personal outcomes: self-perceived flow experience and learning outcomes. Data collected from 50 technological companies which located in Hsinchu Science Parks in Taiwan (N=239) were analyzed using structural equation modeling. Results confirm that both computer attitude and flow experience generate positive and direct influence on learning outcome. Specially, the effect of personal computer attitude is amplified on learning outcome through experience of flow in an e-learning environment. Managerial implications are proposed and research limitations are discussed.