Citation Impact
Citing Papers
Planning for Neomillennial Learning Styles
2005
Cognitive and affective impacts of online game-based learning about STIs : formative evaluation by experts
2008
Augmented Reality Trends in Education : A Systematic Review of Research and Applications
2014 Standout
A Joyful Classroom Learning System with Robot Learning Companion for Children to Learn Mathematics Multiplication
2011
A review of technological pedagogical content knowledge
2013 Standout
Video Game-Based Education in Mechanical Engineering: A Look at Student Engagement*
2009
Students’ online learning challenges during the pandemic and how they cope with them: The case of the Philippines
2021 Standout
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
2017 Standout
Understanding anthropomorphism in service provision: a meta-analysis of physical robots, chatbots, and other AI
2021 Standout
Blended learning: the new normal and emerging technologies
2018 Standout
Managing cognitive load in educational multi-user virtual environments: reflection on design practice
2007
Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM)
2013
The use of virtual reality simulation among nursing students and registered nurses: A systematic review
2020 Standout
Leadership styles and outcome patterns for the nursing workforce and work environment: A systematic review
2018 Standout
Emergency remote teaching and students’ academic performance in higher education during the COVID-19 pandemic: A case study
2021 Standout
Leadership styles and outcome patterns for the nursing workforce and work environment: A systematic review
2009 Standout
L2 Writing Practice: Game Enjoyment as a Key to Engagement
2014
Learning, Teaching, and Scholarship in a Digital Age
2009 Standout
Advantages and challenges associated with augmented reality for education: A systematic review of the literature
2016 Standout
Gaming in a 3D multiuser virtual environment: engaging students in Science lessons
2006
An exploratory study on the emergency remote education experience of higher education students and teachers during the COVID‐19 pandemic
2021 Standout
Virtual worlds
2011
A systematic literature review of empirical evidence on computer games and serious games
2012 Standout
Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play
2006
Challenges and Opportunities for Russian Higher Education amid COVID-19: Teachers’ Perspective
2020 Standout
Exploring factors of media characteristic influencing flow in learning through virtual worlds
2011
The effect of uncertainty on learning in game-like environments
2013
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
Technology acceptance model in educational context: A systematic literature review
2019 Standout
Reinventing the Role of Information and Communications Technologies in Education
2007
Boundary Crossing and Boundary Objects
2011 Standout
Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context
2007
COVID-19 and Higher Education: First-Year Students’ Expectations toward Distance Learning
2021 Standout
Learning in immersive worlds: A review of game-based learning
2006
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Task engagement, learner motivation and avatar identities of struggling English language learners in the 3D virtual world
2019 Standout
Risky business or sharing the load? – Social flow in collaborative mobile learning
2011
Acceptance of game-based learning by secondary school teachers
2013
Cognitive load theory, educational research, and instructional design: some food for thought
2009 Standout
A Study on Student Self-efficacy and Technology Acceptance Model within an Online Task-based Learning Environment
2014
Exploring the potential of computer and video games for health and physical education: A literature review
2009 Standout
From First Life to Second Life: Evaluating task-based language learning in a new environment / De la vie réelle à la vie virtuelle: évaluation de l'apprentissage des langues basé sur les tâches dans un nouvel environnement
2014
Conducting Video Research in the Learning Sciences: Guidance on Selection, Analysis, Technology, and Ethics
2010 Standout
Augmented reality for STEM learning: A systematic review
2018 Standout
The acquisition of skill and expertise in massively multiplayer online games
2007
Games are motivating, aren´t they? Disputing the arguments for digital game-based learning
2015
Virtual Reality: Emerging Applications and Future Directions
2015
What are the learning affordances of 3‐D virtual environments?
2009 Standout
Evaluation of learners’ attitude toward learning in ARIES augmented reality environments
2013 Standout
Context–process authenticity in learning: implications for identity enculturation and boundary crossing
2006
Learning about problem based learning: Student teachers integrating technology, pedagogy and content knowledge
2009
Fostering Learning in the Networked World: The Cyberlearning Opportunity and Challenge. A 21st Century Agenda for the National Science Foundation
2008
Are We There Yet? Data Saturation in Qualitative Research
2015 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
Review of Studies on Technology-Enhanced Language Learning and Teaching
2020 Standout
Digital storytelling: a meaningful technology-integrated approach for engaged student learning
2008 Standout
Designing for real-world scientific inquiry in virtual environments
2010
An examination of interactions in a three-dimensional virtual world
2015
VR-Based Gamification of Communication Training and Oral Examination in a Second Language
2016
Design-Based Research
2012 Standout
Mobile Augmented Reality Survey: From Where We Are to Where We Go
2017 Standout
Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning
2009
Investigating the impact of video games on high school students’ engagement and learning about genetics
2009
VirSchool: The effect of background music and immersive display systems on memory for facts learned in an educational virtual environment
2011
Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis
2013 Standout
Trends for the Future of Education Programs for Professional Development
2021 Standout
Teachers' Perceptions on the Impact of Flipped Learning on Student Learning and Teacher's Role in Jordanian Schools
2020
Educational magic toys developed with augmented reality technology for early childhood education
2015 Standout
A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world
2008
Current status, opportunities and challenges of augmented reality in education
2012 Standout
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
The effects of computer games on primary school students’ achievement and motivation in geography learning
2008
Situationally embodied curriculum: Relating formalisms and contexts
2007
A structural equation modeling investigation of the emotional value of immersive virtual reality in education
2018 Standout
Technologies for foreign language learning: a review of technology types and their effectiveness
2012 Standout
Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study
2011
Game-based Learning and 21st century skills: A review of recent research
2016 Standout
The Effectiveness of Online and Blended Learning: A Meta-Analysis of the Empirical Literature
2013
Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers
2007
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
Mobile learning for science and mathematics school education: A systematic review of empirical evidence
2018 Standout
Defining Computational Thinking for Mathematics and Science Classrooms
2015 Standout
Effectiveness of using a video game to teach a course in mechanical engineering
2009
Modeling primary school pre-service teachers’ Technological Pedagogical Content Knowledge (TPACK) for meaningful learning with information and communication technology (ICT)
2011 Standout
The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation.
2013
Seamless learning in the mobile age: a theoretical and methodological discussion on using cooperative inquiry to study digital kids on-the-move
2012
Works of Michael K. Thomas being referenced
Our Designs and the Social Agendas They Carry
2007
Online Learning: From Information Dissemination to Fostering Collaboration
2001
Investigating temporal access in a flipped classroom: procrastination persists
2018
Critical Design Ethnography: Designing for Change
2004
Between Purpose and Method: A Review of Educational Research on 3D Virtual Worlds
2012
Making learning fun: Quest Atlantis, a game without guns
2005