Standout Papers
Citation Impact
Citing Papers
Gamification in Education: What, How, Why Bother?
2011
Apply an Augmented Reality in a Mobile Guidance to Increase Sense of Place for Heritage Places.
2015
Unpacking the design process in design-based research
2010
Video Game-Based Education in Mechanical Engineering: A Look at Student Engagement*
2009
The effect of interactivity with a music video game on second language vocabulary recall
2010
How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction
2016 Standout
Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum
2013
Emergency remote teaching and students’ academic performance in higher education during the COVID-19 pandemic: A case study
2021 Standout
Advantages and challenges associated with augmented reality for education: A systematic review of the literature
2016 Standout
A systematic literature review of empirical evidence on computer games and serious games
2012 Standout
Affordances of mobile technologies for experiential learning: the interplay of technology and pedagogical practices
2007
Predicting academic performance of students from VLE big data using deep learning models
2019 Standout
iThink: A Game-Based Approach Towards Improving Collaboration and Participation in Requirement Elicitation
2012
Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play
2006
Creating a Framework for Research on Systemic Technology Innovations
2004
Augmented Reality for Learning English: Achievement, Attitude and Cognitive Load Levels of Students
2014
Research into Practice: Current Trends in Educational Technology Research: The Study of Learning Environments
2002
Long-Term Self-Regulation of Biology Learning Using Standard Junior High School Science Curriculum
2014
Teacher professional development in Teaching and Teacher Education over ten years
2010 Standout
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
Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis
2011
Design-based research and doctoral students: Guidelines for preparing a dissertation proposal
2007
Mathematical Inscriptions and the Reflexive Elaboration of Understanding: An Ethnography of Graphing and Numeracy in a Fish Hatchery
2005
Boundary Crossing and Boundary Objects
2011 Standout
Educational affordances of PDAs: A study of a teacher’s exploration of this technology
2007
“Vygotsky’s Neglected Legacy”: Cultural-Historical Activity Theory
2007 Standout
In search of common ground: A task conceptualization to facilitate the design of (e)learning environments with design patterns
2009
Stochastic frontier estimation of efficient learning in video games
2011
Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context
2007
Students' online interactive patterns in augmented reality-based inquiry activities
2014
Augmented reality in science laboratories: The effects of augmented reality on university students’ laboratory skills and attitudes toward science laboratories
2015
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Scientific Habits of Mind in Virtual Worlds
2008
Designing a technology‐enhanced flipped learning system to facilitate students' self‐regulation and performance
2017
Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences
2013
Augmented Reality: An Overview and Five Directions for AR in Education
2011
The flipped classroom: A review of its advantages and challenges
2018 Standout
Smart People or Smart Contexts? Cognition, Ability, and Talent Development in an Age of Situated Approaches to Knowing and Learning
2002
Exploring the potential of computer and video games for health and physical education: A literature review
2009 Standout
Supporting reflective web searching in elementary schools
2007
Integrating self-explanation functionality into a complex game environment: Keeping gaming in motion
2014
Augmented reality for STEM learning: A systematic review
2018 Standout
The acquisition of skill and expertise in massively multiplayer online games
2007
Emboldened by Embodiment
2013
Mobile Learning projects – a critical analysis of the state of the art
2009 Standout
Embedding game-based problem-solving phase into problem-posing system for mathematics learning
2011
What are the learning affordances of 3‐D virtual environments?
2009 Standout
Leveraging mobile technology for sustainable seamless learning: a research agenda
2009
Mobile apps for science learning: Review of research
2015
Evaluation of learners’ attitude toward learning in ARIES augmented reality environments
2013 Standout
Virtual laboratories for education in science, technology, and engineering: A review
2016 Standout
Context–process authenticity in learning: implications for identity enculturation and boundary crossing
2006
Using augmented reality and knowledge-building scaffolds to improve learning in a science museum
2012
The Use of Cronbach’s Alpha When Developing and Reporting Research Instruments in Science Education
2017 Standout
How a technology professional development program fits into teachers’ work life
2003
A new way of teaching programming skills to K-12 students: Code.org
2015 Standout
Evaluating virtual reality and augmented reality training for industrial maintenance and assembly tasks
2013
Using virtual learning environments in bricolage mode for orchestrating learning situations across physical and virtual spaces
2017
Language across Difference: Ethnicity, Communication, And Youth Identities In Changing Urban Schools
2011
Employing Augmented-Reality-Embedded Instruction to Disperse the Imparities of Individual Differences in Earth Science Learning
2015
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
Examining young children’s perception toward augmented reality-infused dramatic play
2015
Affordances of Augmented Reality in Science Learning: Suggestions for Future Research
2012
The Undergraduate–Postgraduate–Faculty Triad: Unique Functions and Tensions Associated with Undergraduate Research Experiences at Research Universities
2010
Learning from games: Does collaboration help?
2010
A mixed methods assessment of students' flow experiences during a mobile augmented reality science game
2013
What are the educational affordances of wearable technologies?
2015
Design-Based Research
2012 Standout
EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips
2013
“Making it real”: exploring the potential of augmented reality for teaching primary school science
2006
Investigating learners’ attitudes toward virtual reality learning environments: Based on a constructivist approach
2010
Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning
2009
Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment
2016
Here and now mobile learning: An experimental study on the use of mobile technology
2013
Evaluating multiple aspects of a digital educational problem-solving-based adventure game
2013
Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level
2010
Educational virtual environments: A ten-year review of empirical research (1999–2009)
2010
Students’ perceptions about the use of video games in the classroom
2009
Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education
2009
What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward
2014 Standout
Making learning fun: Quest Atlantis, a game without guns
2005
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
2014 Standout
A case study of the in-class use of a video game for teaching high school history
2010
An investigation of mobile learning readiness in higher education based on the theory of planned behavior
2012 Standout
Simulating REAL LIVES
2012
Culturally Sustaining Pedagogy
2012 Standout
Supporting Teacher Orchestration in Ubiquitous Learning Environments: A Study in Primary Education
2014
Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis
2013 Standout
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
2019 Standout
Design-based research and technology-enhanced learning environments
2005 Standout
EVALUATION OF E-STAR: AN ENHANCED SCIENCE TEXTBOOK USING AUGMENTED REALITY AMONG LOWER SECONDARY SCHOOL STUDENTS
2015
Artificial Intelligence in Education: A Review
2020 Standout
An investigation of learners' collaborative knowledge construction performances and behavior patterns in an augmented reality simulation system
2013
Undergraduate research experiences: Impacts and opportunities
2015 StandoutScience
The implications of the differences between design research and instructional systems design for educational technology researchers and practitioners
2010
Toward a Taxonomy Linking Game Attributes to Learning
2012
Educational magic toys developed with augmented reality technology for early childhood education
2015 Standout
Computer game development as a literacy activity
2009
Current status, opportunities and challenges of augmented reality in education
2012 Standout
Augmented reality mobile app development for all
2017
Playful public participation in urban planning: A case study for online serious games
2011
1:1 mobile inquiry learning experience for primary science students: a study of learning effectiveness
2010
Elucidating usage of e-government learning: A perspective of the extended technology acceptance model
2011
The effects of integrating mobile devices with teaching and learning on students' learning performance: A meta-analysis and research synthesis
2015 Standout
Mobile Edge Computing: A Survey
2017 Standout
The “I's” Have It: A Framework for Serious Educational Game Design
2010
Information-problem solving: A review of problems students encounter and instructional solutions
2007 Standout
m-Learning: Positioning educators for a mobile, connected future
2007
An Investigation of University Students’ Collaborative Inquiry Learning Behaviors in an Augmented Reality Simulation and a Traditional Simulation
2014
Gamifying learning experiences: Practical implications and outcomes
2013 Standout
Situationally embodied curriculum: Relating formalisms and contexts
2007
Scaffolded contributions, active meetings and scaled engagement: How technology shapes informal learning practices in healthcare SME networks
2019
Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context
2011
The effects of the size and weight of a mobile device on an educational game
2013
Professional Development in Integrating Technology Into Teaching and Learning: Knowns, Unknowns, and Ways to Pursue Better Questions and Answers
2007 Standout
Deconstructing and reconstructing: Transforming primary science learning via a mobilized curriculum
2010
Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study
2011
Technology Acceptance Model in M-learning context: A systematic review
2018 Standout
Using activity systems analysis to identify inner contradictions in teacher professional development
2008
Cognitive and affective effects of learning History by playing a mobile game
2008
Game-based Learning and 21st century skills: A review of recent research
2016 Standout
Our Princess Is in Another Castle
2012
The Effectiveness of Online and Blended Learning: A Meta-Analysis of the Empirical Literature
2013
Brave new (interactive) worlds: A review of the design affordances and constraints of two 3D virtual worlds as interactive learning environments
2005
A meta-analysis of the cognitive and motivational effects of serious games.
2013 Standout
Impact of an augmented reality system on students' motivation for a visual art course
2012
Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning
2008 Standout
Virtual reality: Applications and implications for tourism
2009 Standout
Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game
2009
A pedagogical framework for mobile learning: Categorizing educational applications of mobile technologies into four types
2011 Standout
Effectiveness of using a video game to teach a course in mechanical engineering
2009
Challenge of supporting vocational learning: Empowering collaboration in a scripted 3D game – How does teachers’ real-time orchestration make a difference?
2012
A survey of exemplar teachers' perceptions, use, and access of computer-based games and technology for classroom instruction
2012
Works of Kurt Squire being referenced
Design Principles of Next-Generation Digital Gaming for Education.
2003
Video Games and Education: Designing Learning Systems for an Interactive Age.
2008
Games, Learning, and Society: Building a Field.
2007
Augmented Reality Games: Place-based Digital Learning.
2011
Electromagnetism supercharged!: learning physics with digital simulation games
2004
Virtual Solar System Project: Learning Through a Technology-Rich, Inquiry-Based, Participatory Learning Environment
2000
Educating the fighter: buttonmashing, seeing, being
2005
Amplifications of learning
2012
Augmented Reality Simulations on Handheld Computers
2007
Review
2004
Critical Design Ethnography: Designing for Change
2004
Design-Based Research: Putting a Stake in the Ground
2004 Standout
Designed curriculum and local culture: Acknowledging the primacy of classroom culture
2003
Environmental Detectives—the development of an augmented reality platform for environmental simulations
2007
Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices
2001
Games, Learning, and Society: Learning And Meaning In The Digital Age
2012
Entering the education arcade
2003
Using Activity Theory to Understand the Systemic Tensions Characterizing a Technology-Rich Introductory Astronomy Course
2002
From users to designers: Building a self-organizing game-based learning environment
2005
From Content to Context: Videogames as Designed Experience
2006
Developing an Empirical Account of a Community of Practice: Characterizing the Essential Tensions
2002
Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers
2007
A co-evolutionary model for supporting the emergence of authenticity
2000
Designing Centers of Expertise for Academic Learning Through Video Games
2008
From Information to Experience: Place-Based Augmented Reality Games as a Model for Learning in a Globally Networked Society
2010