Citation Impact

Citing Papers

Augmented Reality Trends in Education : A Systematic Review of Research and Applications
2014 Standout
Influence of COVID-19 Pandemic on Dissemination of Innovative E-Learning Tools in Higher Education in Poland
2022 Standout
Unlocking the Potential: A Comprehensive Evaluation of Augmented Reality and Virtual Reality in Education
2023 Standout
Artırılmış Gerçekliğin Fen Eğitiminde Kullanımının Tutum ve Motivasyona Etkisi
2018
An Analysis of Engagement in a Combination Indoor/Outdoor Augmented Reality Educational Game
2011
Advantages and challenges associated with augmented reality for education: A systematic review of the literature
2016 Standout
Digital learning: Developing skills for digital transformation of organizations
2018 Standout
Enhancing Our Lives with Immersive Virtual Reality
2016 Standout
Effects of captions and English proficiency on learning effectiveness, motivation and attitude in augmented-reality-enhanced theme-based contextualized EFL learning
2020 Standout
Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States
2011
Augmented Reality for Learning English: Achievement, Attitude and Cognitive Load Levels of Students
2014
Literature review of Industry 4.0 and related technologies
2018 Standout
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 Standout
Digital Learning Demand for Future Education 4.0—Case Studies at Malaysia Education Institutions
2020 Standout
Supporting Flipped and Gamified Learning With Augmented Reality in Higher Education
2021
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
Amplifications of learning
2012
The flipped classroom: A review of its advantages and challenges
2018 Standout
The Effects of Augmented Reality on Elementary School Students’ Spatial Ability and Academic Achievement
2017 Standout
Augmented reality for STEM learning: A systematic review
2018 Standout
Emboldened by Embodiment
2013
Embedding game-based problem-solving phase into problem-posing system for mathematics learning
2011
Learning Argument Practices Through Online Role‐Play: Toward a Rhetoric of Significance and Transformation
2009
Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis
2019 Standout
Remote Monitoring of Physical Rehabilitation of Stroke Patients Using IoT and Virtual Reality
2020 Standout
Mobile apps for science learning: Review of research
2015
Evaluation of learners’ attitude toward learning in ARIES augmented reality environments
2013 Standout
Narratizing Disciplines and Disciplinizing Narratives
2010
Evaluating virtual reality and augmented reality training for industrial maintenance and assembly tasks
2013
A Review of Research on Augmented Reality in Education: Advantages and Applications
2015 Standout
Augmented Reality in education – cases, places and potentials
2014
Game-Based Learning in Science Education: A Review of Relevant Research
2013
The use of augmented reality games in education: a review of the literature
2015
Affordances of Augmented Reality in Science Learning: Suggestions for Future Research
2012
The Model for Introduction of Gamification into E-learning in Higher Education
2015 Standout
A mixed methods assessment of students' flow experiences during a mobile augmented reality science game
2013
Design-Based Research
2012 Standout
EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips
2013
Mobile Augmented Reality Survey: From Where We Are to Where We Go
2017 Standout
Augmented reality, the future of contextual mobile learning
2016
Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment
2016
Understanding the Generation Z Behavior on D-Learning: A Unified Theory of Acceptance and Use of Technology (UTAUT) Approach
2019 Standout
Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu
2016 Standout
Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education
2009
Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis
2013 Standout
Metaverse
2022 Standout
Handbook of Research on Teaching the English Language Arts
2011 Standout
Educational magic toys developed with augmented reality technology for early childhood education
2015 Standout
Current status, opportunities and challenges of augmented reality in education
2012 Standout
Transformational Play
2010
Applying the technology acceptance model to understand maths teachers’ perceptions towards an augmented reality tutoring system
2019 Standout
Situationally embodied curriculum: Relating formalisms and contexts
2007
Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context
2011
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
Augmented Reality Game-Based Learning: Enriching Students’ Experience During Reading Comprehension Activities
2017
A meta-analysis of the cognitive and motivational effects of serious games.
2013 Standout
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
Why so serious? On the relation of serious games and learning
2010

Works of Mingfong Jan being referenced

Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers
2007
Rankless by CCL
2026