Citation Impact
Citing Papers
Virtual and augmented reality technologies for emergency management in the built environments: A state-of-the-art review
2020 Standout
A Review of Metaverse’s Definitions, Architecture, Applications, Challenges, Issues, Solutions, and Future Trends
2022 Standout
Argumentation Machines: New Frontiers in Argument and Computation
2004
Avoiding Ableist Language: Suggestions for Autism Researchers
2020 Standout
Computerized Automated Reminder Diabetes System (CARDS): E-Mail and SMS Cell Phone Text Messaging Reminders to Support Diabetes Management
2009 Standout
Understanding anthropomorphism in service provision: a meta-analysis of physical robots, chatbots, and other AI
2021 Standout
A Systematic Review of Healthcare Applications for Smartphones
2012 Standout
An evaluation of an adaptive learning system based on multimodal affect recognition for learners with intellectual disabilities
2020
Text Messaging as a Tool for Behavior Change in Disease Prevention and Management
2010 Standout
Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM)
2013
STEAM in education: a bibliometric analysis of performance and co-words in Web of Science
2021 Standout
Digital transformation of everyday life – How COVID-19 pandemic transformed the basic education of the young generation and why information management research should care?
2020 Standout
The Effectiveness of Mobile-Health Technology-Based Health Behaviour Change or Disease Management Interventions for Health Care Consumers: A Systematic Review
2013 Standout
A Content Analysis of Popular Smartphone Apps for Smoking Cessation
2013 Standout
Children and Adolescents and Digital Media
2016 Standout
Technology-Aided Interventions and Instruction for Adolescents with Autism Spectrum Disorder
2014
Enhancing Our Lives with Immersive Virtual Reality
2016 Standout
Beyond threaded discussion: Representational guidance in asynchronous collaborative learning environments
2007
The effect of computer-assisted cooperative learning methods and group size on the EFL learners’ achievement in communication skills
2011 Standout
GENDER DIFFERENCES IN STUDENTS’ ACHIEVEMENTS IN LEARNING CONCEPTS OF ELECTRICITY VIA STEAM INTEGRATED APPROACH UTILIZING SCRATCH
2020
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 Standout
The Carneades model of argument and burden of proof
2007 Standout
Learning analytics: drivers, developments and challenges
2012 Standout
Making games in the classroom: Benefits and gender concerns
2011
The Teacher’s Role in Implementing Cooperative Learning in the Classroom
2007 Standout
Digital competence and digital literacy in higher education research: Systematic review of concept use
2018 Standout
‘How did it know we weren't talking?’: An investigation into the impact of self‐assessments and feedback in a group activity
2004
Empirical studies on the Maker Movement, a promising approach to learning: A literature review
2016 Standout
A new way of teaching programming skills to K-12 students: Code.org
2015 Standout
The effects of self‐explaining when learning with text or diagrams
2003
A review of the use of virtual reality head-mounted displays in education and training
2017 Standout
Drawing to Learn in Science
2011 StandoutScience
Situating pedagogies, positions and practices in immersive virtual worlds
2010
Students Designing Video Games about Immunology: Insights for Science Learning
2011
AI-enabled adaptive learning systems: A systematic mapping of the literature
2021 Standout
Educational virtual environments: A ten-year review of empirical research (1999–2009)
2010
The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic Development
2016 Standout
Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu
2016 Standout
Artificial Intelligence in Education: A Review
2020 Standout
The avatar lecturer: learning and teaching in Second Life
2010
Computer game development as a literacy activity
2009
The future for (second) life and learning
2009
Making the future together: Shaping autism research through meaningful participation
2018
A Systematic Review of a Virtual Reality System from the Perspective of User Experience
2019 Standout
Child as Protagonist
2017
Game-based Learning and 21st century skills: A review of recent research
2016 Standout
Our Princess Is in Another Castle
2012
An implementation of design-based learning through creating educational computer games: A case study on mathematics learning during design and computing
2014
Audial engagement: Effects of game sound on learner engagement in digital game-based learning environments
2015
Works of Judith Good being referenced
Using a Collaborative Virtual Role-Play Environment to Foster Characterisation in Stories
2003
BetterBlether: the design and evaluation of a discussion tool for education
1998
Learning to communicate computationally with Flip: A bi-modal programming language for game creation
2014
In pursuit of rigour and accountability in participatory design
2014
Conversing through and about technologies: Design critique as an opportunity to engage children with autism and broaden research(er) perspectives
2013
Problem-based learning spanning real and virtual words: a case study in Second Life
2008
Problem-based learning spanning real and virtual words: a case study in Second Life
2008
Blending Human and Artificial Intelligence to Support Autistic Children’s Social Communication Skills
2018
Designing new technologies for illiterate populations: A study in mobile phone interface design
2008
Developing technology for autism: an interdisciplinary approach
2011
Learning to Think and Communicate with Diagrams: 14 Questions to Consider
2001
Children’s narrative development through computer game authoring
2005
Learners at the Wheel
2011
Story creation in virtual game worlds
2005