Citation Impact

Citing Papers

Understanding the role of digital technologies in education: A review
2022 Standout
COVID-19 and teacher education: a literature review of online teaching and learning practices
2020 Standout
Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class.
2018 Standout
Online and Remote Learning in Higher Education Institutes: A Necessity in light of COVID-19 Pandemic
2020 Standout
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
2017 Standout
How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction
2016 Standout
Diseño de un entorno 3D para el desarrollo de la competencia digital docente en estudiantes universitarios: usabilidad, adecuación y percepción de utilidad / Design of 3D environment to develop pre-service teachers' digital competence
2014
Effect of Motivation, Leadership, and Organizational Culture on Satisfaction and Employee Performance
2020 Standout
Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model
2015
Advantages and challenges associated with augmented reality for education: A systematic review of the literature
2016 Standout
Product services for a resource-efficient and circular economy – a review
2013 Standout
Enhancing Our Lives with Immersive Virtual Reality
2016 Standout
Research trends in social network sites’ educational use: a review of publications in all SSCI journals to 2015
2016
Effects of captions and English proficiency on learning effectiveness, motivation and attitude in augmented-reality-enhanced theme-based contextualized EFL learning
2020 Standout
Developing a Theory of Gamified Learning
2014
The rise of motivational information systems: A review of gamification research
2018 Standout
Technology acceptance model in educational context: A systematic literature review
2019 Standout
Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification
2018 Standout
Digital Learning Demand for Future Education 4.0—Case Studies at Malaysia Education Institutions
2020 Standout
Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun?
2018
A Study on Student Self-efficacy and Technology Acceptance Model within an Online Task-based Learning Environment
2014
RiftArt: Bringing Masterpieces in the Classroom through Immersive Virtual Reality
2015
Virtual internships in blended environments to prepare preservice teachers for the professional teaching context
2019
Big data analytics as an operational excellence approach to enhance sustainable supply chain performance
2019 Standout
A review of research on Facebook as an educational environment
2012
Non-verbal Aspects of Collaboration in Virtual Worlds: a CSCW Taxonomy-development Proposal Integrating the Presence Dimension
2021
A review of the use of virtual reality head-mounted displays in education and training
2017 Standout
What is a virtual world? Definition and classification
2018
An Empirical Test of the Theory of Gamified Learning
2014
La competencia digital de los futuros docentes: ¿Cómo se ven los actuales estudiantes de educación?
2016
Gamification of task performance with leaderboards: A goal setting experiment
2015
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
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
Metaverse
2022 Standout
Innovators or inhibitors? Accounting faculty resistance to new educational technologies in higher education
2016
Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions
2019 Standout
A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES.
2015
The effects of gamification on students’ academic achievement: a meta-analysis study
2019
A Systematic Review of a Virtual Reality System from the Perspective of User Experience
2019 Standout
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
2016
Digital game-based vocabulary learning: where are we and where are we going?
2019
Marcos de Competencias Digitales para docentes universitarios: su evaluación a través del coeficiente competencia experta
2020 Standout
Simulation of purchase or rental decision-making based on product service system
2010

Works of Torsten Reiners being referenced

Virtual worlds as a context suited for information systems education: discussion of pedagogical experience and curriculum design with reference to second life
2009
Practising teaching using virtual classroom role plays
2016
Experimental study on consumer-technology supported authentic immersion in virtual environments for education and vocational training
2014
New Landscapes and New Eyes: The Role of Virtual World Design for Supply Chain Education
2014
Gamification in logistics and supply chain education: Extending active learning
2012
Modeling and solving the short-term car rental logistics problem
2005
Think exogenous to excel: alternative supply chain data to improve transparency and decisions
2016
3D virtual worlds enriching innovation and collaboration in information systems research, development, and commercialisation
2009
Investigating Factors Affecting the Uptake of Automated Assessment Technology
2011
Stock Market Reactions to Auto Manufacturers’ Environmental Failures
2018
Authentic, immersive and emotional experience in virtual learning environments: The fear of dying as an important learning experience in a simulation
2014
Changing directions through VirtualPREX: engaging pre-service teachers in virtual professional experience
2011
3D Spaces in Software Engineering: From K-12 to Life Long Learning
2009
Social Network Perception Alignment of E-Recruiters and Potential Applicants
2013
Gamification in Education and Business
2014
Rankless by CCL
2026