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S. Wu, “The Development and Challenges of Computational Thinking Board Games,” 2018 1st International Cognitive Cities Conference (IC3), Okinawa, 2018, pp. 129-131.
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Use of a board game format to promote interprofessional learning. Heather Schmucka, Mary KayArvinb
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Kosa M., Spronck P. (2019) Towards a Tabletop Gaming Motivations Inventory (TGMI). In: Zagalo N., Veloso A., Costa L., Mealha Ó. (eds) Videogame Sciences and Arts. VJ 2019. Communications in Computer and Information Science, vol 1164. Springer, Cham
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ERP Implementation in an SME: A Failure Case
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+infos: http://link.springer.com/chapter/10.1007%2F978-3-642-38244-4_11
Gostava de ter acesso ao seguinte artigo/I would liked to gain access to the following paper:
Expectation Confirmation in Technology Use
abstract:
We propose a model to study expectation confirmation in information systems. The proposed model is based on the assimilation-contrast model and prospect theory, and suggests that both are needed to account for the magnitude and direction of the deviations between experiences and expectations. Using the technology acceptance model’s (TAM) primary construct—namely, perceived usefulness—expectations and experiences were conceptualized and operationalized to test our model. Data were collected in a field study from 1,113 participants at two points in time. Using polynomial modeling and response surface analysis, we demonstrated that our model offers a good explanation of the relationship among information systems expectations, experiences, and use. We discuss theoretical and practical implications.
http://isr.journal.informs.org/content/early/2011/06/16/isre.1110.0357.abstract