Citation Impact

Citing Papers

Definition, roles, and potential research issues of the metaverse in education: An artificial intelligence perspective
2022 Standout
Informing the Implementation of Personalized Learning in the Middle Grades through a School-Wide Genius Hour
2021
The Efficacy of Evolving Technology in Conceptualizing Pedagogy and Practice in Higher Education
2019
Online and Remote Learning in Higher Education Institutes: A Necessity in light of COVID-19 Pandemic
2020 Standout
A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games
2014 Standout
AI technologies for education: Recent research & future directions
2021 Standout
A systematic literature review of personalized learning terms
2020
Unlocking the Potential: A Comprehensive Evaluation of Augmented Reality and Virtual Reality in Education
2023 Standout
Artificial Intelligence in Education: AIEd for Personalised Learning Pathways
2022 Standout
Measuring Students’ Use of Zoom Application in Language Course Based on the Technology Acceptance Model (TAM)
2021 Standout
Learning styles, preferences and needs of generation Z healthcare students: Scoping review
2021 Standout
Scientific production and thematic breakthroughs in smart learning environments: a bibliometric analysis
2021 Standout
A meta-analysis of serious digital games for healthy lifestyle promotion
2014
Prospers and Obstacles in Using Artificial Intelligence in Saudi Arabia Higher Education Institutions—The Potential of AI-Based Learning Outcomes
2023 Standout
Game-based collaborative vocabulary learning in blended and distance L2 learning
2020
Digital learning: Developing skills for digital transformation of organizations
2018 Standout
Urban High School Student Engagement Through CincySTEM iTEST Projects
2016
Adapting to online teaching during COVID-19 school closure: teacher education and teacher competence effects among early career teachers in Germany
2020 Standout
Does peer assessment promote student learning? A meta-analysis
2019
An extension of the technology acceptance model for online learning environments
2018
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 Standout
Technology acceptance model in educational context: A systematic literature review
2019 Standout
Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification
2018 Standout
Desarrollo de estados de la cuestión robustos: Revisiones Sistemáticas de Literatura
2022 Standout
Science Spots AR: a platform for science learning games with augmented reality
2016
Ubiquitous learning: A systematic review
2018
A collaborative game-based learning approach to improving students' learning performance in science courses
2012
COVID-19 and Higher Education: First-Year Students’ Expectations toward Distance Learning
2021 Standout
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people
2021 Standout
Personalized education and Artificial Intelligence in the United States, China, and India: A systematic review using a Human-In-The-Loop model
2022 Standout
Applications, impacts and trends of mobile technology-enhanced learning: a review of 2008-2012 publications in selected SSCI journals
2014
The flipped classroom: A review of its advantages and challenges
2018 Standout
A fuzzy expert system-based adaptive learning approach to improving students’ learning performances by considering affective and cognitive factors
2020
Educational data mining and learning analytics for 21st century higher education: A review and synthesis
2019 Standout
Augmented reality for STEM learning: A systematic review
2018 Standout
Effects of an integrated concept mapping and web-based problem-solving approach on students' learning achievements, perceptions and cognitive loads
2013
Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis
2019 Standout
Digital competence and digital literacy in higher education research: Systematic review of concept use
2018 Standout
Multimedia e-Learning and Self-Regulated Science Learning: a Study of Primary School Learners’ Experiences and Perceptions
2019
Transformación digital en las universidades: Implicaciones de la pandemia de la COVID-19
2021 Standout
Cashless Transactions: A Study on Intention and Adoption of e-Wallets
2021 Standout
Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations
2015
An online game approach for improving students’ learning performance in web-based problem-solving activities
2012
Building a construction procurement negotiation training game model: Learning experiences and outcomes
2014
A new way of teaching programming skills to K-12 students: Code.org
2015 Standout
A personalized recommendation-based mobile learning approach to improving the reading performance of EFL students
2012 Standout
A review of the use of virtual reality head-mounted displays in education and training
2017 Standout
Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market
2016
Mobile-assisted ESL/EFL vocabulary learning: a systematic review and meta-analysis
2019 Standout
Personal voices in higher education: A digital storytelling experience for pre-service teachers
2014
Game-Based Learning in Science Education: A Review of Relevant Research
2013
Determinants of Learning Management Systems during COVID-19 Pandemic for Sustainable Education
2021 Standout
The interaction of child–parent shared reading with an augmented reality ( AR ) picture book and parents' conceptions of AR learning
2014
Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies
2015
Past, present, and future of smart learning: a topic-based bibliometric analysis
2021 Standout
Mobile-based assessment: Investigating the factors that influence behavioral intention to use
2017
A research framework of smart education
2016 Standout
A review of feedback models and typologies: Towards an integrative model of feedback elements
2021 Standout
Definition, framework and research issues of smart learning environments - a context-aware ubiquitous learning perspective
2014
The Impact of Peer Assessment on Academic Performance: A Meta-analysis of Control Group Studies
2019
Digital Literacy Learning In Higher Education Through Digital Storytelling Approach
2017
Development of an Augmented Reality Game to Teach Abstract Concepts in Food Chemistry
2015
Cognitive outcomes from the Game-Design and Learning (GDL) after-school program
2014
The relation between 21st-century skills and digital skills: A systematic literature review
2017 Standout
Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement
2013
What are we talking about when we talk about STEM education? A review of literature
2019 Standout
Implementation of adaptive learning at higher education institutions by means of Moodle LMS
2021 Standout
The effectiveness of digital storytelling in the classrooms: a comprehensive study
2014
Educational magic toys developed with augmented reality technology for early childhood education
2015 Standout
Examination of the Effects of Dimensionality on Cognitive Processing in Science: A Computational Modeling Experiment Comparing Online Laboratory Simulations and Serious Educational Games
2015
The effects of integrating mobile devices with teaching and learning on students' learning performance: A meta-analysis and research synthesis
2015 Standout
A meta-analysis of the impact of technology on learning effectiveness of elementary students
2016
Applying the technology acceptance model to understand maths teachers’ perceptions towards an augmented reality tutoring system
2019 Standout
A Systematic Review of a Virtual Reality System from the Perspective of User Experience
2019 Standout
Technology Acceptance Model in M-learning context: A systematic review
2018 Standout
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
2016
Game-based Learning and 21st century skills: A review of recent research
2016 Standout
Effects of concept map extraction and a test‐based diagnostic environment on learning achievement and learners' perceptions
2015
Hybrid learning style identification and developing adaptive problem-solving learning activities
2015
Mobile learning for science and mathematics school education: A systematic review of empirical evidence
2018 Standout
Understanding the implementation of personalized learning: A research synthesis
2020
Problem- based learning in live online classes: Learning achievement, problem-solving skill, communication skill, and interaction
2021 Standout
The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning
2015

Works of Chun‐Ming Hung being referenced

A Project-Based Digital Storytelling Approach for Improving Students' Learning Motivation, Problem-Solving Competence and Learning Achievement.
2012
A Learning Style Perspective to Investigate the Necessity of Developing Adaptive Learning Systems
2013
A GAME-BASED LEARNING APPROACH TO IMPROVING STUDENTS' LEARNING ACHIEVEMENTS IN A NUTRITION COURSE
2011
An Electronic Library-Based Learning Environment for Supporting Web-Based Problem-Solving Activities
2012
An Evaluation of the Learning Effectiveness of Concept Map-Based Science Book Reading via Mobile Devices
2013
Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach
2013
Effects of the Digital Game-Development Approach on Elementary School Students' Learning Motivation, Problem Solving, and Learning Achievement
2015
Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics
2014
Development of a personalized educational computer game based on students’ learning styles
2012
A knowledge engineering approach to developing educational computer games for improving students' differentiating knowledge
2012
Rankless by CCL
2026