TY - GEN
T1 - The impact of online social games on E-learning usage among female students
AU - Mahmood, Alaa Ibrahim
AU - Yusof, Shafiz Affendi Mohd
AU - Jambak, Muhammad Ikhwan
N1 - Publisher Copyright:
© 2016 IEEE.
PY - 2017/9/27
Y1 - 2017/9/27
N2 - The momentum contemplate evaluates the relationship among online social recreations and the e-learning utilization by look at the impact of social, subjective and teaching nearness on e-learning use between female understudies by method for playing on the web social diversions. This study utilizes an exploratory research plan, comfort test procedure. The outcomes propose that all scales are basically related with E-learning use. It is found that E-learning uses is emphatically tremendous and has a direct related with social nearness. The relationship between E-learning use and psychological nearness has a decidedly strong enormous connection; in like manner, the relationship between E-learning use and teaching nearness has an emphatically strong colossal connection. The disclosures inferred that the characteristic of online social amusements; both intellectual and teaching nearness impact E-learning utilization.
AB - The momentum contemplate evaluates the relationship among online social recreations and the e-learning utilization by look at the impact of social, subjective and teaching nearness on e-learning use between female understudies by method for playing on the web social diversions. This study utilizes an exploratory research plan, comfort test procedure. The outcomes propose that all scales are basically related with E-learning use. It is found that E-learning uses is emphatically tremendous and has a direct related with social nearness. The relationship between E-learning use and psychological nearness has a decidedly strong enormous connection; in like manner, the relationship between E-learning use and teaching nearness has an emphatically strong colossal connection. The disclosures inferred that the characteristic of online social amusements; both intellectual and teaching nearness impact E-learning utilization.
KW - cognitive presencee
KW - community of inquiry model
KW - social games
KW - social presence
KW - teaching presence
UR - https://www.scopus.com/pages/publications/85034455150
U2 - 10.1109/ICGGAG.2016.8052647
DO - 10.1109/ICGGAG.2016.8052647
M3 - Conference contribution
AN - SCOPUS:85034455150
T3 - 2016 1st International Conference on Game, Game Art, and Gamification, ICGGAG 2016
BT - 2016 1st International Conference on Game, Game Art, and Gamification, ICGGAG 2016
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 1st International Conference on Game, Game Art, and Gamification, ICGGAG 2016
Y2 - 19 December 2016 through 21 December 2016
ER -