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Special Issue on the theoretical foundations of Generative AI and Agentic AI

Delighted to share that the University of Malta has promoted my Call for Papers through NewsPoint:

Prof. Mark Anthony Camilleri is a leading guest editor of a special issue, entitled: Theoretical perspectives on Generative and Agentic AI adoption in service environments, that will be published by the Journal of Services Marketing.

Prof. Camilleri is supported by internationally recognised experts in services marketing and management, comprising Prof. Levent Altinay, Editor of The Services Industries Journal; Prof. Sang M. Lee, Editor of Service Business and Prof. Cheng Lu (Charles) Wang, Editor of the Journal of Research in Interactive Marketing.

The full text of the Call for Papers is presented below. It provides background to the special issue. It outlines the theoretical perspectives that prospective contributors may adopt. It highlights illustrative research topics and also includes the submission guidelines for authors.

Introduction

Generative Artificial Intelligence (GenAI) and Agentic Artificial Intelligence (Agentic AI) are transforming how services are designed, delivered, experienced and led. While GenAI refers to systems, such as large language models (LLMs), that produce content in response to human prompts; Agentic AI technologies may be considered as active agents that can implement tasks (rather than merely functioning as passive generators) (Acharya et al., 2025). The latter can monitor situations, allocate resources, initiate and manage processes as well as co-ordinate multiple activities (Gonzalez et al., 2026). Hence, Agentic AI algorithms and their governance affect service outcomes.

Generative AI capabilities often constitute the communicative and cognitive foundations of Agentic AI. In other words, many Agentic AI systems rely on GenAI models to reason, communicate and interact. Together, these AI technologies challenge conventional assumptions about agency, control, responsibility and value creation in service environments (Ferraro et al., 2024; Wirtz & Stock-Homburg, 2025). Unlike earlier forms of automation and analytics, these AI systems can engage in social interactions, reason in a contextual manner and may dynamically adapt to changing situations. As such, they raise profound theoretical questions about anthropomorphism, social presence, trust, autonomy, creativity, emotion, accountability, responsibility and moral agency (Banh & Strobel, 2023; Ng et al., 2026; Sun et al., 2026).

These capabilities indicate that Generative and Agentic AI represent more than incremental advances in automated technologies. They introduce different forms of interaction and agency that cannot be fully explained by utility-driven adoption frameworks (Camilleri, 2024).

Consequently, there is a growing need for theory-driven and conceptually rigorous research that explains how, why and under what conditions Generative and Agentic AI are deployed, adapted, governed, or even resisted in service environments.

This special issue seeks to advance services marketing research by encouraging scholars to utilise, extend, integrate or critically evaluate existing theories to investigate user engagement with Generative and Agentic AI across diverse service settings. In this light, the guest editorial team particularly welcomes submissions that move beyond descriptive accounts. Prospective contributions are expected to offer strong theoretical explanations of AI acceptance and usage in services.

Theoretical perspectives

The editors of this special issue particularly welcome submissions that explicitly draw upon, refine or combine well-established theories that have been influential in service and technology research, including (but not limited to) the following ones (as discussed in Camilleri & Troise, 2023):

  • Anthropomorphism theory (e.g., human-likeness, emotional attachment and/or moral attributions to AI).
  • Affordance theory (perceived action possibilities enabled or constrained by GenAI and/or Agentic AI interfaces).
  • Assemblage theory (AI as part of dynamic socio-technical service systems).
  • Behavioural reasoning theory (reasons for and against AI use in service encounters).
  • Cognitive fit theory (task–AI alignment and decision quality).
  • Commitment–consistency theory (habit formation and sustained AI use).
  • Communication accommodation theory (linguistic and stylistic adaptation in human–AI interaction).
  • Contingency theory (contextual conditions that can have an impact on AI effectiveness).
  • Diffusion of innovations theory (organisational and market-level adoption trajectories).
  • Expectancy and expectation-violation theories (surprise, delight, discomfort or distrust in AI services).
  • Flow theory in computer-mediated environments (engagement, creativity and immersion).
  • Functionalist theory of emotion (affective responses to AI-enabled services).
  • Human–computer interaction / human–machine communication theories.
  • Information systems success model (service quality, satisfaction and net benefits of AI).
  • Politeness theory (face-management and social norms in AI communication).
  • Self-determination theory (autonomy, competence and relatedness in AI use).
  • Situational theories of problem-solving and publics.
  • Social cognitive theory (learning AI use through observation and social influence).
  • Social presence and social response theories.
  • Structural role theory (AI as role-performing service actors).
  • Technology acceptance model (TAM) and unified theory of acceptance and use of technology (UTAUT).
  • Theory of conversation.
  • Theory of planned behaviour (TPB) and its related theory of reasoned action (TRA).
  • Trust–commitment theory.
  • Uses and gratifications theory.

Submissions that integrate multiple perspectives, compare existing conceptual frameworks and develop new theoretical models specific to GenAI and Agentic AI in services are especially encouraged for this special issue.

Illustrative research questions may include (but are not limited to): How and to what extent do customers and employees anthropomorphise Generative versus Agentic AI in service encounters? Which GenAI and Agentic AI affordances drive value co-creation, trust, reliance or resistance in services? How do emotional cues, social presence and politeness strategies influence engagement with AI-driven service agents? Under what contingencies does AI adoption enhance or undermine service quality, relationships and well-being? How do expectations and expectation violation aspects influence satisfaction and continued use of AI-enabled services? How do organisations implement Agentic AI within broader service systems? What ethical, relational, psychological and accountability tensions emerge from sustained human–AI interactions, particularly when AI acts autonomously?

The special issue welcomes conceptual, qualitative, quantitative, experimental or mixed-methods approaches, provided that the contributing authors demonstrate strong theoretical grounding and relevance to the underlying objectives of this journal.

List of topic areas

  • Theoretical perspectives on Generative and Agentic AI adoption in service environments.
  • Comparative or multi-theoretical frameworks for studying human-AI interaction in services.
  • Anthropomorphism, social presence and human-AI relationships.
  • Perceived affordances, interface design and service experiences.
  • Emotions, expectations and psychological responses to AI.
  • Adoption, acceptance and continued use of AI in services.
  • Trust, ethics, accountability and relational governance.
  • AI as a service actor within socio-technical systems.
  • Contextual and contingency-based perspectives.
  • Value co-creation, value co-destruction and service outcomes.
  • Organisational, strategic and policy implications of Generative and Agentic AI in services.

Submissions Information

Submissions are made using ScholarOne Manuscripts. Registration and access are available here.

Author guidelines must be strictly followed which are available online.

Authors should select (from the drop-down menu) the special issue title at the appropriate step in the submission process, i.e. in response to ““Please select the issue you are submitting to”.

Submitted articles must not have been previously published, nor should they be under consideration for publication anywhere else, while under review for this journal.

Key deadlines

Opening date for manuscripts submissions: 23 June 2026

Closing date for manuscripts submission: 26 February 2027

Email for submissions: mark.a.camilleri@um.edu.mt

In January 2026, Professor Camilleri launched another call for papers for a special issue focused on ethical AI. The latter one, entitled: ‘Ethical implications of artificial intelligence (AI) and automation in service industries’, will be published by The Service Industries Journal. In this case, the deadline for submission will be on 31 January 2027.

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Filed under academia, Agentic AI, AI, Generative AI, Marketing, Services Marketing

The winning formula for edutainment games: Storytelling, design and user engagement

By Mark Anthony Camilleri | 3rd June 2026

Educational technology has evolved far beyond digital textbooks and online quizzes. Today’s learners are increasingly engaging with edutainment mobile applications that combine learning with leisure activities through storytelling, game mechanics and immersive audiovisual experiences. These technologies are transforming how people learn both inside and outside of the classroom, from language-learning apps to quiz-based platforms and via interactive games.

A recent study published in Technology, Knowledge and Learning provides important new insights into what makes learners embrace and continue using educational and entertaining gaming applications. The research introduces a robust new framework, the Experiential Design-Engagement Model that explains how game design and psychological factors work together to influence user engagement with edutainment apps.

Moving beyond traditional technology adoption models

For many years, researchers have relied on models such as the Theory of Planned Behaviour (TPB) and the Technology Acceptance Model (TAM) to understand why people adopt digital technologies. These frameworks typically focus on factors such as attitudes, social influences, perceived usefulness and ease of use.

While these theories have usually proven to be valuable in some contexts, they do not fully capture the unique characteristics of educational games. Unlike many traditional educational technologies, edutainment applications blend learning and entertainment. Their users are influenced by practical considerations and by the enjoyment and quality of the experience itself.

To address this knowledge gap in the extant academic literature, the researchers of this study have developed the Experiential Design-Engagement Model, a framework that combines established behavioural factors with two important dimensions of game design, namely, game narratives and game aesthetics.

Game narratives refer to the stories, characters, themes and progression that create meaningful and engaging experiences for players. Game aesthetics, on the other hand, encompass the visual design, graphics, animations, sound effects and other sensory elements that enhance the overall gaming experience. Together, these factors provide a more comprehensive understanding of what drives users to adopt and what triggers them to continue engaging with edutainment games.

The result is a more comprehensive explanation of why learners choose to engage with certain educational gaming applications.

What did the study investigate?

Drawing on responses from 186 university students with experience in edutainment applications, this research explored the factors that are influencing the players’ ongoing engagement with educational games. Specifically, it examined the roles of game narratives, aesthetics, attitudes, social influences and perceived behavioural control. The results highlight the importance of experiential designs. They show that well-crafted gaming experiences can significantly enhance the learners’ willingness to keep using edutainment applications.

They report that the learners’ attitudes towards edutainment apps are the strongest predictor of their intention to continue using them. In simple terms, students who find these games to be enjoyable, tend to develop an emotional connection with them. As a result, they are more likely to return to these games and to engage with them on a regular basis.

This finding suggests that sustained engagement is not solely driven by functionality and/or by convenience. Rather, positive feelings such as enjoyment, excitement, satisfaction and emotional connection play a decisive role in determining whether learners return to an educational app or not.

For educators and developers, this means that creating positive learning experiences should be a central objective. Interestingly, design matters more than they realise. One of the most significant contributions of the study is that it confirmed that game design features have a powerful influence on user attitudes.

This research found that game aesthetics exerted one of the strongest effects on learner attitudes. Participants clearly appreciated high-quality audiovisual experiences, immersive graphics, expressive characters and engaging soundscapes.

These design elements do much more than make a game look attractive. They create emotional engagement, increase immersion and enhance the overall learning experience.

Hence, educational technologies should not treat design as an afterthought. Well-crafted aesthetics can significantly influence the  learners’ willingness to engage with educational content.

Game narratives also played a significant role in shaping positive attitudes. Strong stories help learners connect emotionally with educational content. Notwithstanding, educational games can transform abstract concepts into engaging activities, by embedding learning objectives within meaningful adventures, challenges and character-driven experiences.

The study confirms that compelling narratives make educational experiences more enjoyable and memorable. Learners are more likely to remain engaged when they feel that they are part of a meaningful journey rather than by simply completing isolated tasks.

Moreover, this research also examined two established factors drawn from the Theory of Planned Behavior, including, perceived behavioural control (in plain words, this construct measures the ease of use of the app) and subjective norms (this is related to the influence of friends, family, peers, educators, et cetera, on the individuals’ perceptions, beliefs and interpretations of the world around them).

In this case, neither perceived behavioural control nor the subjective norms were having a direct impact on the learners’ intentions to continue using edutainment apps. However, both had important indirect effects, as the ease of use as well as social encouragement first shaped the learners’ attitudes. Afterwards, the latter factor (attitudes) had a significant effect on the students’ intentions to engage with edutainment games.

This finding emphasises that: making a game easy to use or receiving recommendations from other gamers are not enough on their own. The students must also develop positive emotional responses toward their gameplay experience. In other words, technical usability and social endorsement are valuable, but they only become effective when they can contribute to create favourable attitudes towards the game.

Why the Experiential Design-Engagement Model matters?

One of the strongest aspects of this research is the robustness of the proposed Experiential Design-Engagement Model. The model explained: 64.5% of the variance in learner attitudes as well as 43.2% of the variance in behavioural intentions. These results are substantial explanatory levels for behavioural research. They clearly demonstrate the model’s strong predictive power.

Arguably, Experiential Design-Engagement Model provides a practical bridge between educational technology research and game design theory. Rather than viewing educational games as learning tools, this model recognises them as experiential products. This research indicates that students are emotionally engaged with edutainment apps. They appreciate their gaming design elements, in terms of their aesthetics, narratives and storytelling, among other factors.

This integrated perspective offers a richer understanding of learner engagement than traditional technology acceptance models alone.

Implications for media and education

The findings carry important implications for educational institutions, developers and policymakers.

For developers, the message is clear. They need to invest in immersive designs, compelling storytelling and high-quality audiovisual experiences, as this research reported that these features directly contribute to learner engagement and continued usage.

For educators, the study suggests that selecting educational apps should involve evaluating both pedagogical value and experiential quality. Even the most educationally sound platform may struggle to sustain engagement if it lacks emotional appeal.

For policymakers, the research proves that successful educational technologies require more than content delivery. Therefore, funding and evaluation frameworks ought to encourage the development of engaging, evidence-based learning experiences that combine educational effectiveness with strong user-centred designs.

A new direction for educational gaming research

The study’s most important contribution is its recognition that learner engagement emerges from the interaction between behavioural psychology and experiential design.

This contribution’s Experiential Design-Engagement Model offers a powerful new framework for understanding why individuals (including students) adopt and continue using educational games. This framework provides valuable guidance for the next generation of edutainment applications by raising awareness of gaming narratives, aesthetics, the players’ attitudes and their emotional engagement.

As educational technologies continue to evolve, this research delivers a clear message: The most effective learning games do more than simply impart knowledge. They captivate learners, spark their curiosity and foster meaningful emotional connections. They  transform learning into an insightful experience that is not only educational, but also engaging, enjoyable and memorable.

Ultimately, the true measure of success lies in creating learning experiences that learners willingly return to, not because they have to, but because they want to.

The full, open access paper is available here: https://link.springer.com/article/10.1007/s10758-026-09991-6#


Suggested citation: Camilleri, M.A. & Camilleri, A.C. (2026). User Acceptance of Edutainment Mobile Applications: Advancing an Experiential Design-Engagement Model (EDEM). Technology, Knowledge and Learning, https://doi.org/10.1007/s10758-026-09991-6

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Filed under academia, digital games, Digital Learning Resources, education technology, edutainment

Learning from anywhere, anytime: The use of mobile technologies for educational purposes

This contribution is a excerpt from my latest article that was published by Springer’s Technology, Knowledge and Learning (Journal). The content has been adapted for this blog post.

Suggested citation: Camilleri, M.A. & Camilleri, A.C. (2022). Learning from anywhere, anytime: Utilitarian motivations and facilitating conditions to use mobile learning applications. Technology, Knowledge and Learninghttps://doi.org/10.1007/s10758-022-09608-8

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University students are using mobile technologies to improve their learning outcomes. In the past years, a number of academic authors contended that educational apps were supporting many students in different contexts Butler et al., 2021; Crompton & Burke, 2018; Hamidi & Chavoshi, 2018; Sung et al., 2016; Tosuntas et al., 2015). In the main, they maintained that ubiquitous technologies enable them to access learning management systems and to engage in synchronous conversations with other individuals (Camilleri & Camilleri, 2021).

One may argue that the m-learning paradigm is associated with the constructivist approaches (Chang et al., 2018), including those related with discovery-based learning (Camilleri & Camilleri, 2019c). Relevant theoretical underpinnings suggest that the use of mobile apps can improve the delivery of quality, student-centered education (Camilleri & Camilleri, 2021; Camilleri, 2021b; Chang et al., 2018; Crompton & Burke, 2018; Furió et al., 2015; Lameu, 2020; Nikolopoulou et al., 2021; Sung et al., 2016; Swanson, 2020). This research raises awareness on m-learning technologies that enable students to search for solutions for themselves through the Internet and via learning management systems. It also indicated that mobile apps like Microsoft Teams or Zoom, among others, allow them to engage in synchronous conversations with course instructors and with their peers, in real time.

This study explored the users’ perceptions about m-learning technologies. It validated key constructs from TAM Briz-Ponce et al., 2017; Cheung & Vogel, 2013; Granić & Marangunić, 2019; Ngai et al., 2007; Scherer et al., 2019; Thong Hong & Tam, 2002) and UTAUT (Gunasinghe et al., 2019; Yang et al., 2019), as shown in Table 1.

The descriptive statistics clearly indicated that the research participants felt that m-learning technologies were useful for them to continue their course programs. The principal component analysis confirmed that the students’ engagement with their educational apps was primarily determined by their ease of use. This is one of the main factors that influenced their intentions to engage with m-learning apps.

The findings revealed that higher education students were using m-learning apps as they considered them as useful tools to enhance their knowledge. Evidently, their perceptions about the ease of use of m-learning technologies were significantly correlated with their perceived usefulness. In addition, it transpired that both constructs were also affecting their attitudes towards usage, that in turn preceded their intentions to use m-learning apps.

The results also revealed that the respondents were satisfied by the technical support they received during COVID-19. Apparently, their university provided appropriate facilitating conditions that allowed them to engage with to m-learning programs during the unexpected pandemic situation and even when the preventative restrictions were eased.

The stepwise regression analyses shed light on the positive and significant relationships of this study’s research model. Again, these results have proved that the respondents were utilizing m-learning apps because their university (and course instructors) supported them with adequate and sufficient resources (i.e. facilitating conditions). The findings indicated that they were assisted (by their institution’s helpdesk) during their transition to emergency remote learning. In fact, the study confirmed that there was a positive and significant relationship between facilitating conditions and the students’ engagement with m-learning technologies.

On the other hand, this empirical research did not yield a statistically significant relationship between the students’ social influences and their intentions to use the mobile technologies. This is in stark contrast with the findings from past contributions, where other researchers noted that students were pressurized by course instructors to use education technologies (Camilleri & Camilleri, 2020; Teo & Zheng, 2014). The researchers presume that in this case, the majority of university students indicated that they were not coerced by educators or by their peers, to use m-learning apps. This finding implies that students became accustomed or habituated with the use of mobile technologies to continue their course programs.

This research builds on previous technology adoption models Davis et al., 1989; Venkatesh et al., 2003; 2012) to better understand the students’ dispositions to engage with m-learning apps. It integrated constructs from TAM with others that were drawn from UTAUT/UTAUT2. To the best of the researchers’ knowledge, currently, there are no studies that integrated facilitating conditions and social influences (from UTAUT/UTAUT2) with TAM’s perceived ease of use, perceived usefulness and attitudes. This contribution addresses this knowledge gap in academia. In sum, it raises awareness on the importance of providing appropriate facilitating conditions to students (and educators). This way, they will be in a better position to use educational technologies to improve their learning outcomes.

Practical implications

This research indicated that students held positive attitudes and perceptions on the use of m-learning technologies in higher educational settings. Their applications allow them to access course material (through Moodle or other virtual learning environments) and to avail themselves from video conferencing facilities from everywhere, and at any time. The respondents themselves considered the mobile technologies as useful tools that helped them improve their learning journeys, even during times when COVID-19’s preventative measures were eased. Hence, there is scope for university educators and policy makers to create and adopt m-learning approaches in addition to traditional teaching methodologies, to deliver quality education (Camilleri, 2021).

Arguably, m-learning would require high-quality wireless networks with reliable connections. Course instructors have to consider that their students are accessing their asynchronous resources as well as their synchronous apps (like Zoom or Microsoft Teams) on campus or in other contexts. Students using m-learning technologies should have appropriate facilitating conditions in place, including adequate Wi-Fi speeds (that enable access to high-res images, and/or interactive media, including videos, live streaming, etc.). Furthermore, higher education institutions ought to provide ongoing technical support to students and to their members of staff (Camilleri & Camilleri, 2021).

This study has clearly shown that the provision of technical support, as well as the utilization of user-friendly, m-learning apps, among other factors, would probably improve the students’ willingness to engage with these remote technologies. Thus, course instructors are encouraged to create attractive and functional online environments in formats that are suitable for the screens of mobile devices (like tablets and smartphones). There can be instances where university instructors may require technical training and professional development to learn how to prepare and share customized m-learning resources for their students.

Educators should design appealing content that includes a good selection of images and videos to entice their students’ curiosity and to stimulate their critical thinking. Their educational resources should be as clear and focused as possible, with links to reliable academic sources. Moreover, these apps could be developed in such a way to increase the users’ engagement with each other and with their instructors, in real time.

Finally, educational institutions ought to regularly evaluate their students’ attitudes and perceptions toward their m-learning experiences, via quantitative and qualitative research, in order to identify any areas of improvement.

Research limitations and future research directions

To date, there have been limited studies that explored the institutions’ facilitating conditions and utilitarian motivations to use m-learning technologies in higher education, albeit a few exceptions. A through review of the relevant research revealed that researchers on education technology have often relied on different research designs and methodologies to capture and analyze their primary data. In this case, this study integrated measures that were drawn from TAM and UTAUT. The hypotheses were tested through stepwise regression analyses. The number of respondents that participated in this study was adequate and sufficient for the statistical purposes of this research.

Future research could investigate other factors that are affecting the students’ engagement with m-learning technologies. For example, researchers can explore the students’ intrinsic and extrinsic motivations to use educational apps. These factors can also have a significant effect on their intentions to continue their learning journeys. Qualitative research could shed more light on the students’ in-depth opinions, beliefs and personal experiences on the usefulness and the ease of use of learning via mobile apps, including serious games and simulations. Inductive studies may evaluate the effectiveness as well as the motivational appeal of gameplay. They can possibly clarify how, where and when mobile apps can be utilized as teaching resources in different disciplines. They can also identify the strengths and weaknesses of integrating them in the curricula of specific subjects.

Prospective researchers can focus on the design, structure and content of m-learning apps that are intended to facilitate the students’ learning experiences. Furthermore, longitudinal studies may provide a better understanding of the students’ motivations to engage with such educational technologies. They can measure their progress and development, in the long term. The students’ perceptions, attitudes and intentions to use m-learning technologies can change over time, particularly as they become experienced users.

A prepublication of the full article is available here: https://www.researchgate.net/publication/360541461_Learning_from_anywhere_anytime_Utilitarian_motivations_and_facilitating_conditions_to_use_mobile_learning_applications

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Filed under Conferencing Technologies, Education, education technology, internet technologies, internet technologies and society, Learning management systems, Mobile, mobile learning, online streaming, Remote Learning

The acceptance of learning management systems and video conferencing technologies

The following texts are excerpts from one of my latest articles.

Suggested Citation: Camilleri, M.A. & Camilleri, A.C. (2021). The Acceptance of Learning Management Systems and Video Conferencing Technologies: Lessons Learned from COVID-19, Technology, Knowledge and Learning, https://doi.org/10.1007/s10758-021-09561-y

Introduction

An unexpected Coronavirus (COVID-19) pandemic has disrupted the provision of educational services in various contexts around the globe (Rahiem, 2020; Johnson, Veletsianos & Seaman, 2020; Bolumole, 2020). During the first wave of COVID-19, several educational institutions were suddenly expected to interrupt their face-to-face educational services. They had to adapt to an unprecedented situation. This latest development has resulted in both challenges and opportunities to students and educators (Howley, 2020; Araújo, de Lima, Cidade, Nobre, & Neto, 2020). Education service providers, including higher education institutions (HEIs) were required to follow their respective governments’ preventative social distancing measures and to increase their hygienic practices, to mitigate the spread of the pandemic. Several HEIs articulated contingency plans, disseminated information about the virus, trained their employees to work remotely, and organized virtual sessions with students or course participants.

Course instructors were expected to develop a new modus operandi to deliver their higher education services, in real time (Johnson et al., 2020). During the pandemic, many HEIs migrated from traditional and blended teaching approaches to fully virtual and remote course delivery. However, their shift to online, synchronous classes did not come naturally. COVID-19 has resulted in different problems to course instructors and to their students. In many cases, during the pandemic, educators were compelled to utilize online learning technologies to continue delivering their courses (Fitter, Raghunath, Cha, Sánchez, Takayama & Matarić, 2020). In the main, educators have embraced the dynamics of remote learning technologies to continue delivering educational services to students, amid peaks and troughs of COVID-19 cases.

Subsequently, policy makers have eased their restrictions when they noticed that there were lower contagion rates in their communities. After a few months of lockdown (or partial lock down) conditions, there were a number of HEIs that were allowed to open their doors. They instructed their visitors to wear masks, and to keep socially distant from each other. Most HEIs screened individuals for symptoms as they checked their temperatures and introduced strict hygienic practices like sanitization facilities in different parts of their campuses.  

However, after a year and a half, since the outbreak of COVID-19, some academic members of staff were still relying on the use of remote learning technologies like learning management systems (like Moode) and video conferencing software to teach their courses (Cesco, Zara, De Toni, Lugli, Betta, Evans & Orzes, 2021). During the pandemic, they became acquainted with online technologies that facilitated asynchronous learning through text and/or recorded video (Sablić, Mirosavljević & Škugor, 2020). Moreover, many of them, organized interactive sessions with their students in real time. Very often, they utilized video conferencing platforms including Microsoft Teams, Google Meet, Zoom, D2L, Webex, Adobe Connect, Skype for Business, Big Blue Button and EduMeet, among others. COVID-19 has triggered them to use these remote technologies to engage in two-way communications with their students.

Although in the past year, there were a number of researchers who have published discursive articles about the impacts of COVID-19 on higher education, for the time being, there are just a few empirical studies on the subject (Bergdahl & Nouri, 2020; Aguilera-Hermida, 2020; Gonzalez, de la Rubia, Hincz, Comas-Lopez, Subirats, Fort & Sacha, 2020). This contribution addresses this gap in academia. Specifically, it investigates the facilitating conditions that can foster the students’ acceptance and usage of remote learning technologies. It examines the participants’ utilitarian motivations to utilize asynchronous learning resources to access course material, and sheds light on their willingness to engage with instructors and/or peers through synchronous, video conferencing software, to continue pursuing their educational programs from home, during an unexpected pandemic situation.

This study builds on previous theoretical underpinnings on technology adoption (Cheng & Yuen, 2018; Al-Rahmi, Alias, Othman, Marin & Tur, 2018; Merhi, 2015; Schoonenboom, 2014; Lin, Zimmer & Lee, 2013; Chen, Chen & Kazman, 2007; Ngai, Poon & Chan, 2007; Davis, 1989). At the same time, it explores the students’ perceptions about the interactivity (McMillan & Jang-Sun Hwang, 2002) of LMS as well as video conferencing software, and sheds light on their HEI’s facilitating conditions (Hoi, 2020; Dečman, 2015; Venkatesh, Thong & Xu, 2012; Venkatesh, Morris, Davis & Davis, 2003). The rationale of this study is to better understand the research participants’ intentions to use remote technologies, to improve their learning journey. To the best of our knowledge, there are no other contributions that have integrated the same measures that have been used in this research. Therefore, this study differentiates itself from the previous literature, and puts forward a research model that is empirically tested.

The development of remote learning

According to the social constructivist theory, individuals necessitate social interactions (Fridin, 2014; Lambropoulos, Faulkner & Culwin, 2012; Ainsworth, 2006; Tam, 2000). They develop their abilities by interacting with others. Therefore, online learning environments ought to be designed to support and challenge the students’ reflective and critical skills, by including interactive learning and collaborative approaches (Rienties & Toetenel, 2016; Dabbagh & Kitsantas, 2012; Wang, 2009; Wang, Woo, & Zhao, 2009). Social constructivism and discovery-based learning techniques emphasize the importance of having students who are actively involved in their learning process. This is in stark contrast with previous educational viewpoints where the responsibility rested with the instructor to teach, and where the learner played a passive, receptive role (Lambropoulos et al., 2012).

Today’s students are increasingly using online technologies to learn, both in and out of their higher educational institutions (Al-Maroof, Al-Qaysi, & Salloum, 2021). They are using interactive media to acquire formal and informal skills (Dabbagh & Kitsantas, 2012), particularly when they take part in constructivist activities with their peers and course instructors (Fridin, 2014). This argumentation is consistent with the collaborative learning theory (Lambropoulos et al., 2012; Khalifa & Kwok, 1999). Students can use digital technologies to access recorded podcasts (Merhi, 2015; Lin et al., 2013), watch videos (Hung, 2016) and interact together through live streaming technologies in real time (Payne, Keith, Schuetzler & Giboney, 2017). Hence, online education has fostered collaborative learning approaches (Wang, 2009). Computer mediated education enables students to search for solutions, to share online information with their peers, to evaluate each other’s ideas, and to monitor one another’s work (Lambić, 2016; Sung et al., 2015; Soflano, et al., 2015). 

Course participants can use remote technologies, including their personal computers, smart phones and tablets to access their instructors’ asynchronous, online resources including course notes, power point presentations, videos clips, case studies, et cetera (Butler, Camilleri, Creed & Zutshi, 2021; Hung, 2016; Ifenthaler & Schweinbenz, 2013). Moreover, in this day and age, they are utilizing video conferencing technologies to attend virtual meetings, and to engage in one-to-one conversations, or in group discussions and debates with their course instructor and with other students. These virtual programs enable students to engage in synchronous communications with course instructors, to ask questions, and receive feedback, in real time.

A critical review of the relevant literature reported that university students were already using asynchronous technologies, in different contexts, before the outbreak of COVID-19 (Butler et al., 2021; Sánchez-Prieto et al., 2017; Hung, 2016; Liu et al., 2010; Sánchez & Hueros, 2010). Many authors held that online technologies were improving the students’ experiences (Crompton & Burke, 2018; Kurucay & Inan, 2017; Sánchez-Prieto et al., 2016). Before the outbreak of COVID-19, many practitioners blended traditional learning methodologies with digital and mobile applications to improve learning outcomes (Al-Maroof et al., 2021; Boelens et al., 2018; Furió et al., 2015). Course instructors can design and develop online learning environments to support their students with asynchronous resources (Wang et al., 2009). They may allow them to engage in collaborative learning activities through virtual environments (Rienties & Toetenel, 2016; Dabbagh & Kitsantas, 2012). These contemporary approaches are synonymous with the social constructivist theory (Fridin, 2014; Lambropoulos et al., 2012) and with discovery-based learning (Ifenthaler, 2012; Lambropoulos et al., 2012).

Theoretical implications

This contribution investigated the students’ perceived usefulness, perceived interactivity, attitudes toward use, facilitating conditions and behavioral intentions to utilize remote technologies. It posited that higher education students perceived the usefulness of remote learning technologies including LMS and video conferencing programs during COVID-19. The findings clearly indicated that they valued their interactive attributes. These factors have led them to embrace these programs during their learning journey. This study also confirmed that the universities’ facilitating conditions had a significant effect on their perceptions about the interactivity of these online learning resources and on their attitudes towards these technologies, as reported in Figure 1. This finding is consistent with previous research that reported that facilitating conditions is positively related to the students’ intentions to continue using digital and mobile learning resources (Gangwar et al., 2015; Teo, 2009).

This image has an empty alt attribute; its file name is the-use-of-learning-management-systems-and-conferencing-technologies.png
Figure 1

This study has differentiated itself from previous contributions as it integrated facilitating conditions (Hoi, 2020; Dečman, 2015; Venkatesh et al. 2003; 2012) and perceived interactivity (Chattaraman et al., 2019; Chen et al., 2007; McMillan & Jang-Sun Hwang, 2002) with perceived usefulness (of technology) and attitudes (toward the use of technology) to better understand the students’ intentions to utilize remote learning technologies to improve their learning journey (Cheng & Yuen, 2018; Al-Rahmi et al., 2018; Merhi, 2015; Schoonenboom, 2014; Lin et al., 2013; Ngai et al., 2007; Davis, 1989) during an unexpected pandemic situation.

A bibliographic analysis revealed that there are a number of theoretical papers that have been published in the last eighteen months on this hot topic (Cesco et al., 2021; Fitter et al., 2020; Howley, 2020; Rahiem, 2020). Yet, to date, there are just a few rigorous studies, that examined the utilization of synchronous video conferencing technologies, in addition to conventional, asynchronous content, like LMS, in the context of higher education (Aguilera-Hermida, 2020; Gonzalez et al., 2020).

The findings from this research shed light on the utilitarian factors that were influencing the students’ engagement with interactive learning resources. According to the descriptive statistics, the students felt that remote technologies were useful to achieve their learning outcomes. They indicated that they were provided with appropriate facilitating conditions that enabled them to migrate to a fully virtual learning environment from face-to-face or blended learning approaches. During the pandemic’s lockdown or partial lockdown conditions, and even when the preventative measures were eased, many students were still using remote learning technologies to access online educational resources. They also kept using video conferencing technologies to attend to virtual classes, and to engage with their course instructor(s) and with their peers, in real time.

The confirmatory composite analysis reported that there were positive and highly significant effects that predicted the students’ intentions to use remote learning technologies. Evidently, educators have provided them with the necessary resources, knowledge and technical support to avail themselves of remote learning technologies. The respondents indicated that they accessed their course instructors’ online resources and regularly interacted with them through live conferencing facilities. The findings from SEM-PLS confirmed that the perceived usefulness and perceived interactivity with online technologies had a positive effect on their attitudes toward remote learning. This research implies that the students were confident with the utilization of interactive technologies to continue their educational programs. In fact, this research model proved that they were likely to use synchronous and asynchronous learning technologies in the foreseeable future, in a post COVID-19 context.

Implications of study for educators and policy makers

The COVID-19 pandemic and its preventative measures urged HEIs and other educational institutions to embrace video conferencing technologies to continue delivering student-centered education. This research suggests that educators ought to monitor their students’ engagement during their virtual sessions. It revealed that the students’ perceived interactivity as well as their higher education institutions’ facilitating conditions were having an effect on their perceptions about the usefulness of remote learning, on their attitudes as well as on their intentions to use them. These digital technologies were supporting the research participants in their learning journeys, whether they were at home or on campus. The students themselves perceived the usefulness of asynchronous LMS as well as of synchronous communications, including video conferencing software like Zoom or Microsoft Teams, among others.

These virtual technologies were already utilized in various contexts, before the outbreak of COVID-19. However, they turned out to be important learning resources in the realms of education. Course instructors are expected to support their students, by developing attractive digital learning resources (e.g. interactive presentations, online articles and recorded video clips) in appropriate formats that can be accessed with ease, through different media, including mobile technologies (Sablić et al., 2020). In this day and age, they can also use video conferencing technologies to interact with course participants in real time. When engaging with online resources, instructors should consider their students’ facilitating conditions, particularly if they are including high-res images, interactive media, including podcasts, videos, etc., in their LMSs. Their asynchronous content should be as clear and focused as possible, with links to relevant sources, including notes, case studies, quizzes, rubrics and formative assessments, among others.

COVID-19 has taught us that the individuals’ engagement with LMS and video conferencing software necessitate high‐quality wireless networks. There may be situations where students as well as their instructors may require online technical support, whether they are working from home of from university premises. Educational institutions including HEIs ought to regularly evaluate their students’ experiences with remote teaching in order to identify any issues that are affecting their academic performance (Camilleri, 2021b). HEI leaders are not always in a position to evaluate the quality and standards of their instructors’ online learning methods and to determine with absolute certainty whether their students have achieved their learning outcomes. During remote course delivery, students may not always have access to appropriate interactive technologies, learning materials or to adequate productive environments (Bao, 2020). There can be instances where course instructors and students could require facilitating conditions like technical support or training and development to enhance their competences and capabilities with the use of remote technologies.

A prepublication copy of this contribution can be downloaded through: https://www.researchgate.net/publication/353859136_The_Acceptance_of_Learning_Management_Systems_and_Video_Conferencing_Technologies_Lessons_Learned_from_COVID-19

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Filed under Conferencing Technologies, Education, education technology, Learning management systems, Remote Learning

Motivations to subscribe to streaming services

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Understanding motivations to use online streaming services

Prof. Mark Anthony Camilleri has recently co-authored an academic contribution that explored the consumers’ perceptions, motivations and intentions to use online streaming technologies. The following text is an adapted version of an open-access article that was accepted for publication in the Spanish Journal of Marketing – ESIC. The full paper can be accessed online through: 

https://www.emerald.com/insight/content/doi/10.1108/SJME-04-2020-0074/full/html

The unprecedented outbreak of COVID-19 has led to a considerable increase in the number of subscriptions to paid streaming services. Media and entertainment companies including Amazon’s Prime Video and Netflix, among others, are responding to these latest developments in the marketing environment. These service providers may usually acquire exclusive licensing rights to stream a variety of TV shows and movies through their online platforms. In many cases, they are also investing in resources, competences and capabilities to produce and distribute their own content. They do so to offer their subscribers a wide selection of streaming services that can be accessed through digital devices and mobile applications (apps).

In this light, the researchers explored the online users’ motivations and gratifications from watching movies, TV series and/or live broadcasts through new media devices. From the outset, the researchers hypothesised that the individuals’ acceptance of streaming technologies, as well as their ritualised and instrumental motivations to use them, would have a positive effect on their intentions to continue using them.

The findings from this research indicated that the streaming software enhanced the respondents’ experience of watching informative and/or entertainment programmes. Hence, they were committed to continue watching recorded movies and TV series through digital media including mobile devices like smart phones and tablets.

The statistical analysis revealed that there were highly significant relationships between the individuals’ perceived ease of use of online programmes and their perceived usefulness. Both factors were also correlated with their intentions to use streaming technologies.

Moreover, the survey respondents’ ritualised motivations to use these online media was found to have a very significant effect on their intentions to use them. Evidently, they were utilising online streaming technologies on a habitual basis, to break the routine. It appears that they sought emotional gratifications from streaming services, as they considered them as a form of distraction.

The research participants also revealed that they used online streaming technologies for instrumental purposes to watch informative programmes, including news and talk shows in addition to entertainment programmes, including movies and series. Other studies also reported that there were many instances where individuals benefited of their smart phones and tablets’ instrumentality and ubiquity, as they enabled them to watch recorded videos, live streams as well as intermittent marketing content, when they were out and about.

During COVID-19, more businesses allocated significant marketing expenditures to online channels. As a result, many ads were also featured in different websites, including those that offer live streaming services. Video ads are usually presented to free-tier consumers as skippable or non-skippable streaming.

In this case, participants clearly indicated their agreement with the survey item that sought information about their preferences with regards to advertising options, whilst using streaming services. Respondents were aware that subscribed users of online streaming technologies can limit or block intrusive and repetitive advertisements. This finding suggests that there is scope for digital marketers to refine the quality of their video ads. Ultimately, it is in their interest to create engaging promotional clips that appeal to their target audiences.

In a similar vein, online streaming service providers ought to feature interactive content that enhances their customers’ overall online experience. This study revealed that the survey participants appreciated that the streaming programmes can be accessed from any place, at any time, through Internet networks and decent Wi-Fi connections.

Furthermore, respondents indicated that the streaming technologies were entertaining them in their free time. This factor affected their engagement with them. On the other hand, this study demonstrated that the research participants’ instrumental motivations were not predicting their intentions to continue using these media.

One of the plausible reasons for this finding is that respondents were using big screens to watch on-demand streaming services rather than accessing them via their mobile devices’ smaller screens.  The latest TVs offer high resolution images and better sound systems than smart phones and tablets.

Recap

This contribution sheds light on the factors that are motivating individuals to purchase online streaming services. It implied that online users were subscribing to these services to entertain themselves by watching new movies and TV series, in an ad-free environment. This study confirmed that consumers perceived the usefulness of online streaming technologies as they provided secure, reliable, low latency streaming infrastructures. Probably, consumers valued the service providers’ recommender systems as they reminded them about new or trending movies and TV series. Such alerts are usually related to the consumers’ personal preferences and previous consumption behaviours.

In conclusion, it is hoped that the findings from this research will open-up future research avenues to academia. Perhaps, other studies involving interpretative research can investigate the subscribers’ opinions and beliefs on streaming services. Inductive methodologies can possibly reveal important factors about the individuals’ consumption behaviours, and could also clarify why, where, when and how they are using online streaming technologies. This way, service providers of streaming services will be in a better position to retain customers and attract new ones.

Suggested Citation: Camilleri, M.A. & Falzon, L. (2021). Understanding motivations to use online streaming services: Integrating the technology acceptance model (TAM) and the uses and gratifications theory (UGT), Spanish Journal of Marketing – ESIC., Forthcoming, DOI: 10.1108/SJME-04-2020-0074

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Filed under digital media, Marketing, online, online streaming

The businesses’ interactive engagement through digital media

This is an excerpt from one of my latest contributions on corporate communication.

How to Cite: Camilleri, M.A. & Isaias, P. (2020). The corporate communications executives’ interactive engagement through digital media. In Camilleri, M.A. (Ed.) Strategic Corporate Communication in the Digital Age, Emerald, Bingley, UK .

Several businesses are increasingly promoting their products and services through different channels. Their marketing managers and executives are utilizing different digital media (including social networks, blogs, wikis, electronic fora, webinars, podcasts, videos, et cetera) to reach wider audiences (Camilleri, 2019a). Very often, they are publishing relevant, high quality content online, at the right place and at the right times. Such content may be targeted at particular segments, niches or individual prospects.  At times, they are also benefiting of digital content that is co-created by other online users (Harrigan & Miles, 2014), as the Internet’s lack of gatekeeping has led to an increased engagement from many users (Camilleri, 2018a). The interactive media have enabled the emergence of a new participatory public sphere where everybody can dialogically interact and collaborate in the co-creation of content (Lamberton & Stephen, 2016; Kaplan & Haenlein, 2010).

The communications through digital media can be dynamic and in real time. Therefore, online users can increase direct interactions with organizations and other audiences (Camilleri, 2018b; Schultz, Utz & Göritz, 2011). Such interactive communications are often referred to as “viral” because ideas and opinions can spread through the web via word‐of‐mouth (Hajarian, Camilleri, Diaz & Aedo, 2020). There are several online channels that incorporate highly scalable, product recommender systems that feature independent reviews and rankings. These channels are often perceived as highly trustworthy sources by prospective customers (Filieri, 2016). The emergence of user-generated content in newsgroups, social media and crowdsourcing have led to positive or negative word of mouth publicity on brands, products and services (Rios Marques, Casais & Camilleri, 2020).

Such communicative features have become widely pervasive online (Tiago & Veríssimo 2014; Kaplan & Haenlein, 2010). For this reason, businesses need to acquaint themselves with the use of digital media in order to increase the impact of their communications. There is an opportunity for them to use interactive technologies to increase the frequency and reach of their messages (Camilleri, 2019a; Kaplan & Haenlein, 2010). Hence, their marketing executives ought to embrace the digital media to amplify the impact of their message. However, they need to create the right message to reach out to their chosen prospects. Notwithstanding, the businesses’ online engagement is neither automatic nor easy (Tiago & Veríssimo, 2014; Besiou, Hunter & Van Wassenhove, 2013). The dialogic features that are enabled by web pages, blogs, and other social media may prove difficult to apply (Camilleri, 2020a; Capriotti, Zeler & Camilleri, 2020).

To date, little empirical research has measured the corporate communications executives’ acceptance to use the digital media to promote products and/or to engage with online users. Previous studies reported that there are still many businesses that are not benefiting enough of social media, as they did not untap its full potential (Taiminen & Karjaluoto, 2015). Perhaps, they did not consider them as effective communications channels to promote products and services (Rather & Camilleri, 2019; Sin Tan, Choy Chong, Lin & Uchenna, 2010), or they depended on traditional advertising and promotions. Alternatively, businesses may lack the digital competences and skills to engage with online prospects; or may not possess sufficient resources to engage with them through the digital media (Camilleri, 2019b; Brouthers, Nakos & Dimitratos, 2015).

This contribution addresses a knowledge gap in academic literature as it examines the corporate communications executives’ technology acceptance and their behavioral intentions to engage in interactive technologies. It adapted valid and reliable measures that explored the respondents’ pace of technological innovation, social influences, as well as their perceptions on the usefulness and the ease of use of digital media. Moreover, this study examined the participants’ intentions to engage with interactive technologies. It investigated whether the chosen constructs of our research model, were affected by the demographic variables, including age, gender and experiences. It shed light on the causal path that explains the rationale behind the utilization of digital media for interactive engagement with online users.

_________________________

The study adapted the constructs from the technology acceptance model and from the theory of planned behavior. In sum, it hypothesizes that the individuals’ pace of technological innovation, perceived usefulness, ease of use and social influences are the antecedents of their behavioral intention to use the digital media for interactive engagement with online users. Moreover, it presumes that the demographic variables, including age, gender and experience mediate these relationships, as illustrated in Figure 1.

Figure 1. A research model on the users’ interactive engagement with digital media

References

Brouthers, K. D., Nakos, G. & Dimitratos, P. (2015). SME entrepreneurial orientation, international performance, and the moderating role of strategic alliances. Entrepreneurship Theory and Practice39(5), 1161-1187.

Camilleri, M. A. (2018a). The SMEs’ technology acceptance of digital media for stakeholder engagement. Journal of Small Business and Enterprise Development, 26(4), 504-521.

Camilleri, M. A. (2018b). The promotion of responsible tourism management through digital media. Tourism Planning & Development15(6), 653-671.

Camilleri, M. A. (2019a). Measuring the hoteliers’ interactive engagement through social media. In 14th European Conference on Innovation and Entrepreneurship (ECIE2019), University of Peloponnese, Kalamata, Greece.

Camilleri, M. A. (2019b). The online users’ perceptions toward electronic government services. Journal of Information, Communication and Ethics in Society, 18(2), 221-235.

Camilleri, M.A. (2020a). Strategic dialogic communication through digital media during COVID-19. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Capriotti, P., Zeler, I. & Camilleri, M.A. (2020). Corporate communication through social networks: The identification of key dimensions for dialogic communication. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Filieri, R. (2016). What makes an online consumer review trustworthy?. Annals of Tourism Research58, 46-64.

Hajarian, M., Camilleri, M.A.. Diaz, P & Aedo, I. (2020). A taxonomy of online marketing methods for corporate communication. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Harrigan, P. & Miles, M. (2014). From e-CRM to s-CRM. Critical factors underpinning the social CRM activities of SMEs. Small Enterprise Research21(1), 99-116.

Kaplan, A. M. & Haenlein, M. (2010). Users of the world, unite! The challenges and opportunities of Social Media. Business Horizons53(1), 59-68.

Lamberton, C. & Stephen, A. T. (2016). A thematic exploration of digital, social media, and mobile marketing: Research evolution from 2000 to 2015 and an agenda for future inquiry. Journal of Marketing80(6), 146-172.

Rather, R. A., & Camilleri, M. A. (2019). The effects of service quality and consumer-brand value congruity on hospitality brand loyalty. Anatolia30(4), 547-559.

Rios Marques, I., Casais, B. & Camilleri, M.A. (2020). The effect of macro celebrity and micro influencer endorsements on consumer-brand engagement on Instagram. In Camilleri, M.A. (Ed.), Strategic Corporate Communication in the Digital Age, Emerald, UK.

Schultz, F., Utz, S. & Göritz, A. (2011). Is the medium the message? Perceptions of and reactions to crisis communication via twitter, blogs and traditional media. Public Relations Review37(1), 20-27

Sin Tan, K., Choy Chong, S., Lin, B. & Cyril Eze, U. (2010). Internet-based ICT adoption among SMEs: Demographic versus benefits, barriers, and adoption intention. Journal of Enterprise Information Management23(1), 27-55.

Taiminen, H. M. & Karjaluoto, H. (2015). The usage of digital marketing channels in SMEs. Journal of Small Business and Enterprise Development22(4), 633-651.

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Filed under corporate communication, digital media, internet technologies, internet technologies and society, Marketing, online, social media, Stakeholder Engagement

Market Research – Whose job is it?

untitledWho should carry out the research is a very valid question. Do the marketing managers have the right skills and competences to do it themselves? Are they assigning an agency to do this job for them? These are basic considerations to take into account when addressing the captioned question.

Can the businesses dedicate sufficient time and resources to carry out the research themselves? The quality of the data to be collected during fieldwork may be threatened if the sponsor is identified as the surveyor. Marketing managers are expected to act in an assertive and vocal manner. They can sometimes encounter difficulties in adopting a neutral role, particularly when they are researching the market. However, it is important for managers to engage with customers. The research fieldwork would surely increase their understanding of the market in which they operate. It would also give them a better idea of what to expect from other researchers. It may be possible for the marketing managers to get involved in the fieldwork during the pilot stage of the questionnaire.

This will give them a greater appreciation of the strengths and weaknesses of the questionnaire. Most businesses that are serious about customer-centric marketing will have dedicated market research departments; with at least some skilled and experienced members of staff, who would be capable of gathering and analysing data. For instance, airlines use their own staff to carry out day-to-day market research, including an ongoing flight survey analysis. However, airlines may occasionally recruit external  research consultants. External researchers will work in a more objective manner than internal researchers. They will also bring fresh ideas with them.

When external research is commissioned, the role of the airlines’ managers is to define the research problem. They are expected to specify to the researchers their objectives, and to clarify on the information required. It is crucial that they act on the research results after they have been carefully analysed and processed.

Preparing a Brief
The business that is commissioning research should consider a list of specialised agencies which may be appropriate for them. They should choose a reputable research organisation according to its capabilities and expertise. Once a research organisation is chosen, the business should provide a brief to the research organisation, which should include; the business and research objectives; suggestions on how market and consumer data can be collected; the type of research being envisioned (by clearly indicating what are the businesses expectations from this project); question areas to be covered during the research; a realistic time table; and a budget:

research brief

Some may argue that, by revealing to the agency that a large amount of money is available, there is a danger that they will find ways to spend the budgeted figures. It is advisable that the commissioning business will ask for quotes from several research agencies before committing itself with one of them.

The Research Agency’s Proposal
After the agency has been briefed, the agencies should then return a proposal to the business, by an agreed date. The proposal could include the following elements:

a) Statement of objectives: A statement of objectives should clearly reflect the list of objectives that were presented to them, in the brief;

b) Description of how the research will be done: This includes a description of the various research methods that will be used for data collection. They should give details on the sampling method. A breakdown of questionnaire content should be included, as should details on all the data analytical processes to be undertaken. That is, the coding of data and the statistical analysis of quantitative findings. Alternatively, they could explain how qualitative data will be analysed, et cetera. The agency should justify its decision for adopting specific methodologies;

c) Reporting: The proposal should highlight how the research findings will be presented. The proposal should give details on the presentation and tabulation of results.

d) Costs: The agency should also present a clear breakdown of the individual costs for the research project.

Implementation of the Research Plan
Once the management has defined the problem, delineated their research objectives and decided on what information they require, they should proceed to the next stage of the research process. They are expected to design the survey questionnaire and / or prepare a brief for their field interviews.

When the questionnaires have been constructed and tested, it’s time for them to start gathering the data. This entails engaging with a sample of respondents, and examining other research options. This process should be closely monitored (by the marketing manager or the research agency, as appropriate) to ensure that the collected data is valid, reliable and trustworthy.

This stage is the most expensive part of the data collection process, and the agency or the organisations’ management should continuously monitor how the research is being is carried out.

The members of staff who are gathering data have be objective whilst collecting their data, throughout the research fieldwork.

Data Analysis
Having collected the data, marketers must then interpret their findings. Interpretation is easier if the data analytical methods are carefully planned in the research process. The results of the collected data may be a large pile of completed survey questionnaires (if the researchers have used printed questionnaires). Alternatively, the researchers could have annotated their qualitative data in the form of transcripts. The way how the gathered data is analysed and presented is an influential factor of how valuable the research will be. Many research agencies are increasingly using computer software packages to statistically analyse their quantitative findings.

The researchers will draw their own conclusions in writing and may also use data tables. The statistical analyses usually focus on the results, and on what deviates from the variable being measured. These findings will be analysed and interpreted by the researchers, and presented to the respective marketing managers. It is important that they will be in a position to understand the main findings and the research implications.

Preparation and Presentation of a Research Report
The following section provides a useful guideline of what should be featured in a research report. The report will communicate the research findings and the implications of study to the decision makers. Key elements in the report are presented here:

1) Title Page (this area lists the title, client, research agency, date, et cetera);

2) List of Contents;

3) Preface;

4) Summary of the Findings or Conclusions (the summary of the main findings may be accompanied by recommendations);

Points 1-4 provide a concise report of the nature and outcome of the research programme.

5) Previous Related Research (This section indicates how previous knowledge may have a bearing on the research at hand);

6) Research Method (Procedures that are used to collect information; How was the research conducted? – How was the research carried out? – Who were the research participants? – What were the research techniques that were used in the analysis? – The characteristics and size of samples should also be recorded;

7) Results (It is important to provide clear, simple and a logical presentation of the research findings. The results are usually presented through paragraphs, tables and graphs);

8) Conclusions;

9) Appendices.

Points 5-9 provide the detailed evidence from which conclusions, implications and recommendation are derived.

Generally, a report seldom provides answers to all of the research questions under investigation. Thus, the research limitations will have to be pointed out in the report, along with reasonable explanations of the potential weaknesses of the research methodologies, sampling frames and analytical techniques that were employed in the study. Moreover, the research report will only be valuable to the commissioning business it the marketing managers would make a good use of its key findings and recommendations.

 


This is a excerpt from one of my latest chapters.

How to Cite: Camilleri, M. A. (2018). Understanding customer needs and wants. In Travel marketing, tourism economics and the airline product (pp. 29-50). Springer, Cham. https://link.springer.com/chapter/10.1007/978-3-319-49849-2_2

 

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The online users’ engagement with e-Government services

This is an excerpt from my latest academic contribution.

How to Cite: Camilleri, M.A. (2019). The online users’ perceptions toward electronic government services. Journal of Information, Communication & Ethics in Society. 10.1108/JICES-09-2019-0102


tech

Several governments around the globe are utilizing the digital and mobile technologies to enhance the provision of their public services (EuroParl, 2015; Zuiderwijk Janssen & Dwivedi. 2015). Digital and mobile services are the facilitating instruments that are enabling all levels of the governments’ operations, to better service their citizens, big businesses, small enterprises and non-profit organizations (Wirtz & Birkmeyer, 2018; Rana & Dwivedi, 2015; Evans & Campos, 2013). The-governments are increasingly relying on ICT, including computers, websites and business process re-engineering (BPR) to engage with online users (Isaías, Pífano & Miranda, 2012; Weerakkody, Janssen & Dwivedi, 2011). Hence, the delivery of e-government and m-government services may usually demand the public service to implement specific transformational processes and procedures that are ultimately intended to add value to customers (Pereira, Macadar, Luciano & Testa, 2017).  Previously, the-governments’ consumers relied on face-to-face interactions or on telephone communications to engage with their consumers. Gradually, many governments had introduced interactive communications as departments and their officials started using the emails to engage with online users. Today, citizens and businesses can communicate and interact with the-government departments and agencies in real-time, through virtual call centers, via instant-messaging (IM), graphical user interfaces (GUI) and audio/video presentations.

In the past, the-governments’ services were operated in administrative silos of information (EuroParl, 2017). However, the electronic governance involves the data exchange between the-government and its stakeholders, including the businesses as well as the general public (Pereira et al., 2017; Rana & Dwivedi, 2015; Chun et al., 2010). The advances in interactive technologies have brought significant improvements in the delivery of service quality to online users of the Internet (Sá, Rocha & Cota, 2016; Isaías et al., 2012). As a result, the e-government and m-government services have become refined and sophisticated. Thus, the provision of online services is more efficient and less costly when compared to the offline services.

However, there are still many citizens and businesses who for various reasons may not want to engage with the-governments’ electronic and/or mobile services (Shareef, Kumar, Dwivedi & Kumar, 2016; 2014). This argumentation is conspicuous with the digital divide in society as not everyone is benefiting from an equitable access and democratic participation in the Internet or from the e-government systems (Ebbers, Jansen & van Deursen, 2016; Friemel, 2016; Luna-Reyes, Gil-Garcia & Romero, 2012; Isaías, Miranda & Pífano, 2009). The low usage of e-government systems impedes the ability of many governments to connect to citizens (Danila & Abdullah, 2014). Mensah (2018) held that the government authorities should promote the utilization of user-friendly mobile applications as the majority of citizens are increasingly engaging with their smartphones for different purposes, including to access information and services. Many countries around the world have introduced online government portals can be accessed through desktop computers as well as via mobile-friendly designs (Camilleri, 2019a; Ndou, 2004). Massey et al. (2019) posited that the government’s electronic services can be integrated among different devices in order to ensure an effective service delivery. These authors also maintained that the citizens are increasingly relying on the features of the mobile technologies as they are always connected to wireless networks. Their portable, mobile devices can provide access to a wide array of public information at any time and in any place (Camilleri & Camilleri, 2019; Wirtz & Birkmeyer, 2018; Sareen, Punia, & Chanana, 2013).

In a similar vein, many citizens may easily access their respective government’s online portal via virtual, open networks. They can also receive instantaneous messages and responses from the governments’ public service systems in their mobile devices, including smart phones or tablets (Shareef et al., 2016). Therefore, m-governance can possibly enhance the quality of the public services in terms of improved efficiency and cost savings (Madden, Bohlin, Oniki, & Tran, 2013). Notwithstanding, in the near future, the government’s electronic systems will be in a better position to exceed their citizens’  expectations, in terms of quality of service (Li & Shang, 2019). The advances in technology, including the increased massive wireless data traffic from different application scenarios, as well as the efficient resource allocation schemes will be better exploited to improve the capacity of online and mobile networks (Zhang, Liu, Chu, Long, Aghvami & Leung, 2017). For instance, the fifth generation (5G) of mobile communication systems is expected to enhance  the citizens’ service quality as they may offer higher mobile connection speeds, capacities and reduced latencies (Osseiran, Boccardi, Braun, Kusume, Marsch, Maternia & Tullberg, 2014; Zhang et al., 2017).

Nevertheless, despite these technological breakthroughs, there are many citizens who are still reluctant to use the-governments’ electronic and/or mobile services as they hold negative perceptions toward public administration (Wirtz & Birkmeyer, 2018; Shareef, Dwivedi, Stamati, & Williams, 2014). These individuals are not comfortable to share their personal information online (Van Deursen & Van Dijk, 2014). They may perceive that e-government and/or m-government platforms are risky and unsecure (Conradie & Choenni, 2014; Bélanger & Carter, 2008). Consequentially, they will decide not to upload their data as they suspect that it can be used by third parties (Picazo-Vela et al., 2012; Bélanger & Carter, 2008).

References (these are all the references that appeared in the bibliography section of the full paper).

Al-Hujran, O., Al-Debei, M. M., Chatfield, A., & Migdadi, M. (2015), “The imperative of influencing citizen attitude toward e-government adoption and use”, Computers in human Behavior, Vol 53, pp. 189-203.

Ajzen, I. (1991), “The theory of planned behavior”, Organizational Behavior and Human Decision Processes, Vol. 50, No. 2, pp. 179-211.

Bélanger, F. and Carter, L. (2008), “Trust and risk in e-government adoption”, The Journal of Strategic Information Systems, Vol. 17, No. 2, pp. 165-176.

Camilleri, M. A. and Camilleri, A.C. (2017a), “The technology acceptance of mobile applications in education”, In 13th International Conference on Mobile Learning (Budapest, April 10th). Proceedings, International Association for Development of the Information Society.

Camilleri, M.A., and Camilleri, A.C. (2017b), “Digital learning resources and ubiquitous technologies in education”, Technology, Knowledge and Learning, Vol. 22, No. 1, pp. 65-82.

Camilleri, M. A. (2019a), “Exploring the Behavioral Intention to Use e-Government Services: Validating the Unified Theory of Acceptance and Use of Technology”. 9th International Conference on Internet Technologies & Society, Lingnan University, Hong Kong. IADIS.

Camilleri, M. (2019b), “The SMEs’ technology acceptance of digital media for stakeholder engagement”, Journal of Small Business and Enterprise Development, Vol. 26 No. 4, pp. 504-521.

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The Students’ Engagement with Mobile Learning Technologies

These are excerpts from our latest academic article.

How to Cite: Camilleri, M.A. & Camilleri, A.C. (2019). The Students’ Readiness to Engage with Mobile Learning Apps. Interactive Technology and Smart Education. https://www.emerald.com/insight/content/doi/10.1108/ITSE-06-2019-0027/full/html


Hand-held mobile devices such as smart phones and tablets allow individuals, including students, to access and review online (educational) content from virtually anywhere. The mobile applications (apps) can provide instant access to the schools’ learning resources (Camilleri & Camilleri, 2019b; Sánchez & Isaías, 2017; Cheon, Lee, Crooks & Song, 2012). Therefore, they are increasingly being utilized in the context of primary education to improve the student experience. Relevant theoretical underpinnings reported that more primary level students are utilizing mobile learning technologies to engage with their instructors (Rodríguez, Riaza & Gómez, 2017; Sánchez & Isaías, 2018). Notwithstanding, it is much easier for the younger pupils to mobile apps to read eBooks, as hard-copy textbooks need to be carried in their bags. Arguably, the proliferation of portable technologies like tablets are lighter and less bulky than laptop computers. Hence, primary school students can easily use mobile technologies anywhere, beyond the traditional classroom environment (Rodríguez et al., 2017). Currently, there is a wide variety of educational apps that are readily available on a wide array of mobile devices (Chee, Yahaya, Ibrahim &Hasan, 2017; Domingo & Garganté, 2016). Such interactive technologies can improve the delivery of quality education as teachers provide direct feedback to their students, in real time. Some of the mobile apps can even engage primary school students in immersive learning experiences (Camilleri & Camilleri,2019c; Isaias, Reis, Coutinho & Lencastre, 2017).

On the other hand, other academic literature posited that some students may not want to engage in mobile learning. Very often, commentators implied that the mobile technologies have their own limitations (Cheon et al., 2012; Wang, Wu & Wang, 2009). A few practitioners contended that mobile devices had small screens with low resolutions. Alternatively, some argued about their slow connection speeds, or pointed out that they lacked standardization features  (Sánchez & Isaías, 2017; Camilleri & Camilleri,2017).

As a matter of fact, Android, Apple and Microsoft Windows have different operating systems. As a result, learning apps may have to be customized to be compatible with such systems. Moreover, individuals, including primary school students may hold different attitudes towards the use of mobile devices. There may be students who may be motivated to engage with mobile technologies (Sánchez & Isaias, 2018; Ciampa, 2014) as they use these devices to play games, watch videos, or to chat with their friends, online (Wang et al., 2009). In this case, the primary school students may use their mobile devices for hedonic reasons, rather than to engage in mobile learning activities. Such usage of the mobile technologies can possibly result in undesired educational outcomes. Nevertheless, those primary level students who already own or have instant access to a mobile device may easily become habitual users of this technology; as they use it for different purposes. However, there is still limited research in academia that explores these students’ readiness to engage in mobile learning at home, and at school.


Results

The findings in this study are consistent with the argument that digital natives are increasingly immersing themselves in digital technologies (Bourgonjon et al., 2010), including educational games (Camilleri & Camilleri,2019; Ge & Ifenthaler, 2018; Carvalho et al., 2015, Wouters et al., 2013). However, the results have shown that there was no significant relationship between the perceived ease of the gameplay and the children’s enjoyment in them. Furthermore, the stepwise regression analysis revealed that there was no significant relationship between the normative expectations and the children’s engagement with the educational apps; although it was evident (from the descriptive statistics) that the parents were encouraging their children to play the games at home and at school. This research relied on previously tried and tested measures that were drawn from the educational technology literature in order to explore the hypothesized relationships. There is a common tendency in academic literature to treat the validity and reliability of quantitative measures from highly cited empirical papers as given.

Future studies may use different sampling frames, research designs and methodologies to explore this topic. To the best of our knowledge, there is no other empirical study that has validated the technology acceptance model within a primary school setting. Further work is needed to replicate the findings of this research in a similar context.


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Burguillo, J.C. (2010), “Using game theory and competition-based learning to stimulate student motivation and performance”, Computers & Education, Vol. 55, No. 2, pp. 566-575.

Camilleri, M.A. and Camilleri, A. (2017a), “The Technology Acceptance of Mobile Applications in Education”, In Sánchez, I.A. & Isaias, P. (Eds) 13th International Conference on Mobile Learning (Budapest, 11th April). Proceedings, pp 41-48. International Association for Development of the Information Society.

Camilleri, M.A., and Camilleri, A.C. (2017b), “Digital learning resources and ubiquitous technologies in education”, Technology, Knowledge and Learning, Vol. 22, No. 1, pp. 65-82.

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Camilleri, A.C., and Camilleri, M.A. (2019b), “Mobile Learning via Educational Apps: An Interpretative Study”. In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019). International Economics Development and Research Center (IEDRC).

Camilleri, A.C., and Camilleri, M.A. (2019c), “The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games”, In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019). International Economics Development and Research Center (IEDRC).

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Chen, K. C. and Jang, S. J. (2010), “Motivation in online learning: Testing a model of self-determination theory”, Computers in Human Behavior, Vol. 26, No. 4, pp. 741-752.

Cheon, J., Lee, S., Crooks, S. M. and Song, J. (2012), “An investigation of mobile learning readiness in higher education based on the theory of planned behavior”, Computers & Education, Vol. 59, No. 3, pp. 1054-1064.

Ciampa, K. (2014), “Learning in a mobile age: an investigation of student motivation”, Journal of Computer Assisted Learning, Vol. 30, No. 1, pp. 82-96.

Connolly, T.M., Boyle, E.A., MacArthur, E.  Hainey, T., and Boyle, J.M. (2012), “A systematic literature review of empirical evidence on computer games and serious games”, Computers & Education, Vol. 59, No. 2, pp. 661-686.

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Domingo, M. G. and Garganté, A. B. (2016). Exploring the use of educational technology in primary education: Teachers’ perception of mobile technology learning impacts and applications’ use in the classroom. Computers in Human Behavior, Vol. 56, pp. 21-28.

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Hwang, G.J., and Wu, P.H.  (2012), “Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010”, British. Journal of Education Technology, Vol. 43, No. 1, pp. E6-E10.

Isaias, P., Reis, F., Coutinho, C. and Lencastre, J. A. (2017), “Empathic technologies for distance/mobile learning: An empirical research based on the unified theory of acceptance and use of technology (UTAUT)”, Interactive Technology and Smart Education, Vol. 14, No. 2, pp. 159-180.

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Park, S. Y., Nam, M. W., and Cha, S. B. (2012), “University students’ behavioral intention to use mobile learning: Evaluating the technology acceptance model”, British Journal of Education Technology, Vol. 43, No. 4, pp. 592-605.

Rodríguez, A. I., Riaza, B. G., & Gómez, M. C. S. (2017), “Collaborative learning and mobile devices: An educational experience in Primary Education”, Computers in Human Behavior, Vol. 72, pp. 664-677.

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Sánchez, I. A., & Isaias, P. (2018), “Proceedings of the International Association for Development of the Information Society (IADIS)”, International Conference on Mobile Learning (14th, Lisbon, Portugal, April 14-16, 2018). International Association for Development of the Information Society.

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Venkatesh, V., Morris, M.G., Davis, G.B. and Davis, F.D. (2003), “User acceptance of information technology: Toward a unified view”, MIS Quarterly, Vol. 27, No. 3, pp. 425-478.

Venkatesh, V., Thong, Y.T.L., and Xu, X. (2012), “Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology”, MIS Quarterly, Vol. 36, No.1, pp. 157-178.

Wang, Y. S., Wu, M. C., & Wang, H. Y. (2009), “Investigating the determinants and age and gender differences in the acceptance of mobile learning”, British Journal of Educational technology, Vol. 40, No. 1, pp. 92-118.

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Related Publications

Camilleri, M.A. & Camilleri, A.C. (2019). The Acceptance and Use of Mobile Learning Applications in Higher Education. In Pfennig, A. & Chen, K.C. (Eds.) 3rd International Conference on Education and eLearning (ICEEL2019), Barcelona, Spain.

Camilleri, A.C. & Camilleri, M.A. (2019). The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games at Home and at School. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (March, 2019). International Academy of Technology, Education and Development (IATED).Download this paper

Camilleri, M.A. & Camilleri, A. (2017). The Students’ Perceptions of Digital Game-Based Learning. In Pivec, M. & Grundler, J. (Ed.) 11th European Conference on Games Based Learning  (October). Proceedings, pp. 52-62, H JOANNEUM University of Applied Science, Graz, Austria, pp 56-62. http://toc.proceedings.com/36738webtoc.pdf Download this paper

Camilleri, M.A. & Camilleri, A. (2017). Measuring The Educators’ Behavioural Intention, Perceived Use And Ease Of Use Of Mobile Technologies. In Wood, G. (Ed) Re-connecting management research with the disciplines: Shaping the research agenda for the social sciences (University of Warwick, September). Proceedings, pp., British Academy of Management, UK. http://conference.bam.ac.uk/BAM2017/htdocs/conference_papers.php?track_name=%20Knowledge%20and%20Learning Download this paper

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The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games

An Excerpt from one of my latest papers, entitled; “The Students’ Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games”.

How to Cite: Camilleri, A.C. & Camilleri, M.A. (2019). The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games. In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019).


This contribution has explored the primary school’s grade three  students’ intrinsic and extrinsic motivations toward the use of educational games. It relied on the technology acceptance model to investigate the students’ perceived usefulness and ease of use of the  schools’ games ([7], [8], [15]). Moreover, the researchers have also  included the measuring items that explored the students’ perceived  enjoyment ([12], [13], [20]) as they investigated whether they  experienced normative pressures to play the educational games ([14], [22], [23]). The findings from the Wilcoxon test reported that the students played the school games at home, more than they did at school. They indicated that the school’s games were easy to play.

This study reported that the students recognized that the school’s games were useful and relevant as they were learning from them. Moreover, they indicated that the school’s educational games held their attention since they found them enjoyable and fun. The vast majority of the children played the educational games, both at home and at school. The findings in this study are consistent with the argument that digital natives are increasingly immersing
themselves in digital technologies ([2]), including educational games ([1], [4], [10], [11], [28]). However, the results have shown that there was no significant relationship between the perceived ease of the gameplay and the children’s enjoyment in them.

Furthermore, the stepwise regression analysis revealed that there was no significant relationship between the normative expectations and the children’s engagement with the educational games; although it was evident (from the descriptive statistics) that the parents were encouraging their children to play the games at home and at school.

This research relied on previously tried and tested measures that were drawn from the educational technology literature in order to explore the hypothesized relationships. There is common tendency  in academic literature to treat the validity and reliability of quantitative measures from highly cited empirical papers as given. In this case, the survey items in this study were designed and adapted for the primary school children who were in grade 3, in a
small European state. Future studies may use different sampling frames, research designs and methodologies to explore this topic. To the best of our knowledge, there is no other empirical study that has validated the technology acceptance model within a primary school setting. Further work is needed to replicate the findings of  this research in a similar context.

ACKNOWLEDGEMENTS
We thank the department of education, the school’s principal and her members of staff who have provided their invaluable support during the data gathering process.

REFERENCES
[1] Ge, X., and Ifenthaler, D. 2018. Designing engaging
educational games and assessing engagement in game-based
learning” In Gamification in Education: Breakthroughs in
Research and Practice, IGI Global, Hershey, USA, 1-19,

[2] Bourgonjon, J., Valcke, M., Soetaert, R., and Schellens, T.
2010, Students’ perceptions about the use of educational
games in the classroom. Comp. & Educ. 54, 4, 1145-1156.

[3] Hwang, G.J., and Wu, P.H. 2012. Advancements and trends
in digital game‐based learning research: a review of
publications in selected journals from 2001 to 2010. Brit. J.
of Educ. Tech. 43, 1, E6-E10.

[4] Carvalho, M.B., Bellotti, F., Berta, R., De Gloria, A.,
Sedano, C.I., Hauge, H.B., Hu, J., and Rauterberg, M. 2015.
An activity theory-based model for serious games analysis
and conceptual design. Comp. & Educ. 87, 166-181.

[5] Connolly, T.M., Boyle, E.A., MacArthur, E. Hainey, T., and
Boyle, J.M. 2012. A systematic literature review of empirical
evidence on computer games and serious games. Comp. &
Educ. 59, 2, 661-686.

[6] Burguillo, J.C. 2010. Using game theory and competitionbased
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Presentation is available at: https://www.slideshare.net/markanthonycamilleri/the-students-intrinsic-and-extrinsic-motivations-148006875

 

 

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