Citation Impact
Citing Papers
A Review of Metaverse’s Definitions, Architecture, Applications, Challenges, Issues, Solutions, and Future Trends
2022 Standout
COVID-19 and teacher education: a literature review of online teaching and learning practices
2020 Standout
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
2017 Standout
VIRTUAL ANTI-BULLYING VILLAGE PROJECT FOR COPING WITH BULLYING AND CYBERBULLYING WITHIN A 3D VIRTUAL LEARNING ENVIRONMENT: EVALUATION RESEARCH
2014
Understanding e-learning adoption in Brazil: Major determinants and gender effects
2012
Exploring factors of media characteristic influencing flow in learning through virtual worlds
2011
The rise of motivational information systems: A review of gamification research
2018 Standout
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 Standout
Learners' reflexivity and the development of an e-learning community among students in China
2011
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Out-of-school digital gameplay and in-school L2 English vocabulary outcomes
2015
Task engagement, learner motivation and avatar identities of struggling English language learners in the 3D virtual world
2019 Standout
Augmented reality for STEM learning: A systematic review
2018 Standout
The roles of Second Life in a college computer-assisted language learning (CALL) course in Taiwan, ROC
2011
What are the learning affordances of 3‐D virtual environments?
2009 Standout
Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis
2019 Standout
Virtual laboratories for education in science, technology, and engineering: A review
2016 Standout
Socialisation for learning at a distance in a 3‐D multi‐user virtual environment
2009
Innovative assessment of aviation English in a virtual world: Windows into cognitive and metacognitive strategies
2018
When IDLE Hands Make an English Workshop: Informal Digital Learning of English and Language Proficiency
2017 Standout
Developing a General Extended Technology Acceptance Model for E-Learning (GETAMEL) by analysing commonly used external factors
2015 Standout
The effects of Second Life on the motivation of undergraduate students learning a foreign language
2011
Review of Studies on Technology-Enhanced Language Learning and Teaching
2020 Standout
Are heavy users of computer games and social media more computer literate?
2012
The relation between 21st-century skills and digital skills: A systematic literature review
2017 Standout
A taxonomy of virtual worlds usage in education
2012
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
2014 Standout
How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love
2018 Standout
The future for (second) life and learning
2009
Mobile Gaming and Student Interactions in a Science Center: the Future of Gaming in Science Education
2017
A structural equation modeling investigation of the emotional value of immersive virtual reality in education
2018 Standout
Demographic differences in perceived benefits from gamification
2014
A Systematic Review of a Virtual Reality System from the Perspective of User Experience
2019 Standout
An empirical examination of individual and system characteristics on enhancing e-learning acceptance
2014 Standout
A meta-analysis of the cognitive and motivational effects of serious games.
2013 Standout
Gamers and gaming context: Relationships to critical thinking
2010
Place presence, social presence, co-presence, and satisfaction in virtual worlds
2011
Works of Diane Carr being referenced
Education 2.0? Designing the web for teaching and learning: A Commentary by the Technology Enhanced Learning phase of the Teaching and Learning Research Programme
2008
Contexts, gaming pleasures, and gendered preferences
2005
Learning in virtual worlds: Using communities of practice to explain how people learn from play
2009