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Durch steigende Studierendenzahlen prägen universitäre Massenlehrveranstaltungen nach wie vor das Bild in der deutschen Hochschullandschaft. Diese Lehrveranstaltungen sind gekennzeichnet durch hohe Anonymität und einen Mangel an Interaktion und Zusammenarbeit. Lernende bleiben sich im...
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Trust is the enabler of social interaction. Although the origins of research on trust traditionally lie outside the Information Systems (IS) domain, the importance of trust for IS research rapidly grew in the late 1990s, and it is still growing with the increasing ubiquity and advancement of...
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Gamification refers to the use and combination of game design elements in a non-entertainment-based context. Despite the preliminary success of gamification, nowadays the concept faces some criticism. Most gamification projects do not consider context characteristics and implement elements...
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Researchers have shown the importance of trust in numerous domains such as e-commerce, technology acceptance, strategic alliances, and virtual teams. They emphasize the importance of creating insights on trust building for deriving effective design implications for technical systems or...
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