Citation Impact
Citing Papers
Active learning increases student performance in science, engineering, and mathematics
2014 Standout
Revisiting the Blended Learning Literature: Using a Complex Adaptive Systems Framework
2015
Facilitating preservice teachers' development of technological, pedagogical, and content knowledge (TPACK)
2010
Self-regulated learning in digital environments: theory, research, praxis
2014
STUDENTS' PERCEPTIONS IN DEVELOPING A MULTIMEDIA PROJECT WITHIN A CONSTRUCTIVIST LEARNING ENVIRONMENT: A MALAYSIAN EXPERIENCE
2010
Technology Acceptance in Education: A Study of Pre-Service Teachers in Turkey
2012
An Inquiry-based Mobile Learning Approach to Enhancing Social Science Learning Effectiveness
2010
How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction
2016 Standout
Transformational Teaching: Theoretical Underpinnings, Basic Principles, and Core Methods
2012 Standout
Artificial intelligence in language instruction: impact on English learning achievement, L2 motivation, and self-regulated learning
2023 Standout
Facilitating third graders' acquisition of scientific concepts through digital game-based learning: The effects of self-explanation principles
2012
Advantages and challenges associated with augmented reality for education: A systematic review of the literature
2016 Standout
The effects of modern mathematics computer games on mathematics achievement and class motivation
2010
Predicting academic performance of students from VLE big data using deep learning models
2019 Standout
Digital learning: Developing skills for digital transformation of organizations
2018 Standout
Designing and implementing an integrated technological pedagogical science knowledge framework for science teachers professional development
2010
A context-aware ubiquitous learning approach to conducting scientific inquiry activities in a science park
2012
Researching the community of inquiry framework: Review, issues, and future directions
2007 Standout
Applying the UTAUT Model to Explain the Students’ Acceptance of Mobile Learning System in Higher Education
2019 Standout
Review of trends from mobile learning studies: A meta-analysis
2012 Standout
Effects of a mobile game-based English vocabulary learning app on learners’ perceptions and learning performance: A case study of Taiwanese EFL learners
2019
Phases of inquiry-based learning: Definitions and the inquiry cycle
2015 Standout
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 Standout
Enablers and barriers to the use of ICT in primary schools in Turkey: A comparative study of 2005–2011
2013
Teachers’ pedagogical beliefs and their use of digital media in classrooms: Sharpening the focus of the ‘will, skill, tool’ model and integrating teachers’ constructivist orientations
2012
Digital competences and long-term ICT integration in school culture: The perspective of elementary school leaders
2016
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Applying a 3D virtual learning environment to facilitate student’s application ability – The case of marketing
2010
Teacher Technology Change
2010 Standout
Adapting the Technology Acceptance Model to evaluate the innovative potential of e-learning systems
2013 Standout
The impact of primary school teachers’ educational beliefs on the classroom use of computers
2008
Educating digitally competent teachers: A study of integration of professional digital competence in teacher education
2017 Standout
Singaporean and Taiwanese Pre-service Teachers’ Beliefs and their Attitude Towards ICT Use: A Comparative Study
2009
Constructivism and technology use: findings from the IMPACTing Leadership project
2010
The flipped classroom: A review of its advantages and challenges
2018 Standout
Integrating technology into K-12 teaching and learning: current knowledge gaps and recommendations for future research
2006 Standout
Facilitating change in undergraduate STEM instructional practices: An analytic review of the literature
2011 Standout
Embedding game-based problem-solving phase into problem-posing system for mathematics learning
2011
What Does Professional Digital Competence Mean in Teacher Education?
2014
Evaluation of learners’ attitude toward learning in ARIES augmented reality environments
2013 Standout
A context-aware ubiquitous learning environment for conducting complex science experiments
2009
Personal Learning Environments, social media, and self-regulated learning: A natural formula for connecting formal and informal learning
2011 Standout
Using Learning Analytics to improve teamwork assessment
2015
Teacher beliefs and technology integration practices: A critical relationship
2012 Standout
Modelling the intention to use technology for teaching mathematics among pre-service teachers in Serbia
2015
Research trends in mobile and ubiquitous learning: a review of publications in selected journals from 2001 to 2010
2011 Standout
Challenges in the online component of blended learning: A systematic review
2019 Standout
Developing a General Extended Technology Acceptance Model for E-Learning (GETAMEL) by analysing commonly used external factors
2015 Standout
Game-Based Learning in Science Education: A Review of Relevant Research
2013
Developing a better understanding of technology based pedagogy
2009
Review of Studies on Technology-Enhanced Language Learning and Teaching
2020 Standout
Theoretical considerations for understanding technological pedagogical content knowledge (TPACK)
2011 Standout
Development of the Teacher Digital Competence Validation of DigCompEdu Check-In Questionnaire in the University Context of Andalusia (Spain)
2020 Standout
Digital storytelling: a meaningful technology-integrated approach for engaged student learning
2008 Standout
The values of college students in business simulation game: A means-end chain approach
2011
Students’ perspectives of using cooperative learning in a flipped statistics classroom
2015
Learning by Expanding
2014 Standout
From digital literacy to digital competence: the teacher digital competency (TDC) framework
2020 Standout
Design guidelines for Classroom Multiplayer Presential Games (CMPG)
2011
Neural network approach to predict mobile learning acceptance
2018
Evaluating a model of business school students' acceptance of web-based course management systems
2010
The first decade of the community of inquiry framework: A retrospective
2009 Standout
Using activity theory and its principle of contradictions to guide research in educational technology
2008
Educational Media and Technology Yearbook
2009
Teachers' perceptions of the barriers to technology integration and practices with technology under situated professional development
2012
Educational virtual environments: A ten-year review of empirical research (1999–2009)
2010
Learning factories for future oriented research and education in manufacturing
2017 Standout
Scaffolding strategies for supporting middle school students’ online inquiry processes
2011
Understanding the learning space
2008
Historical Reasoning: Towards a Framework for Analyzing Students’ Reasoning about the Past
2007 Standout
Investigating the impact of video games on high school students’ engagement and learning about genetics
2009
The concept of flow in collaborative game-based learning
2011
Where's the evidence that active learning works?
2006 Standout
An investigation of mobile learning readiness in higher education based on the theory of planned behavior
2012 Standout
Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis
2013 Standout
Modelling technology acceptance in education: A study of pre-service teachers
2008 Standout
A two-tier test approach to developing location-aware mobile learning systems for natural science courses
2010 Standout
Artificial Intelligence in Education: A Review
2020 Standout
Abductive science inquiry using mobile devices in the classroom
2012
Student teachers’ thinking processes and ICT integration: Predictors of prospective teaching behaviors with educational technology
2009 Standout
The technology acceptance model (TAM): A meta-analytic structural equation modeling approach to explaining teachers’ adoption of digital technology in education
2018 Standout
Student behavioral engagement during mathematics educational video game instruction with 11–14 year olds
2014
Gameplay Engagement and Learning in Game-Based Learning
2015
Educational magic toys developed with augmented reality technology for early childhood education
2015 Standout
The effects of integrating mobile devices with teaching and learning on students' learning performance: A meta-analysis and research synthesis
2015 Standout
The “I's” Have It: A Framework for Serious Educational Game Design
2010
Digital storytelling for enhancing student academic achievement, critical thinking, and learning motivation: A year-long experimental study
2012 Standout
Students’ and instructors’ use of massive open online courses (MOOCs): Motivations and challenges
2014 Standout
Exploring the TPACK of Taiwanese elementary mathematics and science teachers with respect to use of interactive whiteboards
2012 Standout
ICT integration in the classroom: Challenging the potential of a school policy
2007
Augmenting paper-based reading activity with direct access to digital materials and scaffolded questioning
2011
Problem solving and collaboration using mobile serious games
2011
Game-based Learning and 21st century skills: A review of recent research
2016 Standout
Pre-service teachers' attitudes towards computer use: A Singapore survey
2008
A meta-analysis of the cognitive and motivational effects of serious games.
2013 Standout
Teacher educators' competences in fostering student teachers’ proficiency in teaching and learning with technology: An overview of relevant research literature
2017
Towards a typology of computer use in primary education
2007
Modeling primary school pre-service teachers’ Technological Pedagogical Content Knowledge (TPACK) for meaningful learning with information and communication technology (ICT)
2011 Standout
The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning
2015
Assessing the effectiveness of a 3‐D instructional game on improving mathematics achievement and motivation of middle school students
2012
Works of Cher Ping Lim being referenced
Creating a Conducive Learning Environment for the Effective Integration of ICT: Classroom Management Issues
2003
Bridging the Gap: Technology Trends and Use of Technology in Schools
2013
Formulating Guidelines for Instructional Planning in Technology Enhanced Learning Environments
2009
Managing Teachers’ Barriers to ICT Integration in Singapore Schools
2006
Information and Communication Technologies (ICT) in an Elementary School: Students' Engagement in Higher Order Thinking
2003
Developing Interactive Learning Objects for a Computing Mathematics Module
2006
Gaming in a 3D multiuser virtual environment: engaging students in Science lessons
2006
Scaffolding online historical inquiry tasks: A case study of two secondary school classrooms
2007
Designing a role structure to engage students in computer-supported collaborative learning
2014
Rethinking classroom-oriented instructional development models to mediate instructional planning in technology-enhanced learning environments
2008
Reconsidering conceptual change
2004
Differences in ICT Usage Across Subject Areas
2015
Global citizenship education, school curriculum and games: Learning Mathematics, English and Science as a global citizen
2007
A framework for developing pre‐service teachers’ competencies in using technologies to enhance teaching and learning
2011
Exploring critical aspects of information technologies integration in Singapore schools
2003
“Those Who Can, Teach” ‐ The Pivotal Role of the Teacher in the Information and Communication Technologies (ICT) Learning Environment
2002
An activity theory approach to research of ICT integration in Singapore schools
2003
Spirit of the game: Empowering students as designers in schools?
2008
Mobile learning
2016
Engaging learners in online learning environments
2004
Effective integration of ICT in Singapore schools: pedagogical and policy implications
2006
A theoretical framework for the study of ICT in schools: a proposal
2002
microLESSONS in teacher education: Examining pre-service teachers’ pedagogical beliefs
2005
Teachers’ pedagogical beliefs and their planning and conduct of computer‐mediated classroom lessons
2007