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1. Failure to decrease the addictive usage of information technologies: A theoretical model and empirical examination of smartphone game users.

2. Girls' video gaming behaviour and undergraduate degree selection: A secondary data analysis approach.

3. Group norms, media preferences, and group meeting success: A longitudinal study

4. Individualized learning potential in stressful times: How to leverage intensive longitudinal data to inform online learning.

5. Studying student differentiation in gamified education: A long-term study.

6. The structure of support: Mapping network evolution in an online support group.

7. Longitudinal relationships between school burnout, compulsive Internet use, and academic decrement: A three-wave cross-lagged study.

8. Digital engagement and its association with adverse psychiatric symptoms: A longitudinal cohort study utilizing latent class analysis.

9. Evaluating Active and Assisted Living technologies: Critical methodological reflections based on a longitudinal randomized controlled trial.

10. Psychological and physiological responses to stressful situations in immersive virtual reality: Differences between users who practice mindfulness meditation and controls.

11. Understanding the evolution of mathematics performance in primary education and the implications for STEM learning: A Markovian approach.

12. Exploring older adults' perception and use of smart speaker-based voice assistants: A longitudinal study.

13. The changing nature of user attitudes toward virtual world technology: A longitudinal study

14. Coping with information overload in email communication: Evaluation of a training intervention

15. How pre-service teachers perceive their 21st-century skills and dispositions: A longitudinal perspective.

16. Gender variability in E-learning utility essentials: Evidence from a multi-generational higher education cohort.

17. Can gamification help to improve education? Findings from a longitudinal study.

18. An odyssey of virtual global team activity in the experiential learning environment of the Global Enterprise Experience (GEE).