Citation Impact

Citing Papers

Twenty years of ecosystem services: How far have we come and how far do we still need to go?
2017 Standout
A Review of Metaverse’s Definitions, Architecture, Applications, Challenges, Issues, Solutions, and Future Trends
2022 Standout
Virtual World as a Resource for Hybrid Education
2020 Standout
Virtual worlds as a context suited for information systems education: discussion of pedagogical experience and curriculum design with reference to second life
2009
Augmented Reality Trends in Education : A Systematic Review of Research and Applications
2014 Standout
Development of metaverse for intelligent healthcare
2022 Standout
AI technologies for education: Recent research & future directions
2021 Standout
Unlocking the Potential: A Comprehensive Evaluation of Augmented Reality and Virtual Reality in Education
2023 Standout
Why are some STEM fields more gender balanced than others?
2016 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
Educational possibilities of social networks and group work. University students’ perceptions
2013 Standout
SLATE: Virtualizing multiscale CT training
2012
The Effectiveness of the Project-Based Learning (PBL) Approach as a Way to Engage Students in Learning
2020 Standout
Review of trends from mobile learning studies: A meta-analysis
2012 Standout
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
USE OF SECOND LIFE IN K-12 AND HIGHER EDUCATION: A Review of Research
2011
A collaborative game-based learning approach to improving students' learning performance in science courses
2012
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
A Systematic Review on Educational Data Mining
2017 Standout
Augmented reality for STEM learning: A systematic review
2018 Standout
Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis
2019 Standout
Digital competence and digital literacy in higher education research: Systematic review of concept use
2018 Standout
An augmented lecture feedback system to support learner and teacher communication
2013
3D virtual learning environments in education: a meta-review
2017
Understanding Web 2.0 service models: A knowledge-creating perspective
2011
A Review of Research on Augmented Reality in Education: Advantages and Applications
2015 Standout
Promoting Knowledge Construction: A Model for Using Virtual Reality Interaction to Enhance Learning
2018
Using virtual reality learning environments to motivate and socialize undergraduates in distance learning
2021
An approach to develop intelligent learning environments by means of immersive virtual worlds
2014
VR-Based Gamification of Communication Training and Oral Examination in a Second Language
2016
Mobile Augmented Reality Survey: From Where We Are to Where We Go
2017 Standout
Enhancing primary school children collaborative learning experiences in maths via a 3D virtual environment
2012
The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic Development
2016 Standout
Classrooms matter: The design of virtual classrooms influences gender disparities in computer science classes
2011
The Higher Education Sustainability through Virtual Laboratories: The Spanish University as Case of Study
2018 Standout
An investigation of motivation and experience in virtual learning environments: a self-determination theory
2018
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
2019 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
The future for (second) life and learning
2009
Simulation games that integrate research, entertainment, and learning around ecosystem services
2014
Gamifying learning experiences: Practical implications and outcomes
2013 Standout
A Systematic Review of a Virtual Reality System from the Perspective of User Experience
2019 Standout
Game-based Learning and 21st century skills: A review of recent research
2016 Standout
Investigating user experience in Second Life for collaborative learning
2012
Mobile learning for science and mathematics school education: A systematic review of empirical evidence
2018 Standout
New technology trends in education: Seven years of forecasts and convergence
2011
Place presence, social presence, co-presence, and satisfaction in virtual worlds
2011

Works of Rita Francese being referenced

A Collaborative Augmented Campus Based on Location-Aware Mobile Technology
2012
Augmented lectures around the corner?
2011
Development and evaluation of a virtual campus on Second Life: The case of SecondDMI
2008
Development and evaluation of a system enhancing Second Life to support synchronous role‐based collaborative learning
2009
Rankless by CCL
2026