Start · Paper List (Normalized: Citations/Year) · Papers/Citations per Year (Plot) · Names in Top-h5 · Person Citations per Year · Top-h5 Papers per Person
Pos Paper Citations Year
1 Virtual laboratories for education in science, technology, and engineering: A review 1563 2016
2 Attrition in MOOC: Lessons learned from drop-out students 305 2014
3 E-Learning practices and Web 2.0 259 2007
4 On using JSON-LD to create evolvable RESTful services 224 2012
5 Designing VR experiences–expectations for teaching and learning in VR 201 2021
6 Hydra: A Vocabulary for Hypermedia-Driven Web APIs 186 2013
7 E-learning ecosystem (eles)-a holistic approach for the development of more effective learning environment for small-and-medium sized enterprises (smes) 182 2007
8 Motivational active learning: engaging university students in computer science education 157 2014
9 Ecosystem-based theoretical models for learning in environments of the 21st century 145 2008
10 The Past, the Present and the Future of adaptive E-Learning 140 2004
11 AdELE: A framework for adaptive e-learning through eye tracking 130 2004
12 Phygital heritage: An approach for heritage communication 118 2017
13 Intelligent pedagogical agents in immersive virtual learning environments: A review 100 2010
14 Collaborative virtual 3D environment for Internet-accessible physics experiments 94 2009
15 An educational physics laboratory in mobile versus room scale virtual reality-a comparative study 92 2017
16 A competence-based service for supporting self-regulated learning in virtual environments 80 2015
17 Video games and their correlation to empathy: How to teach and experience empathic emotion 78 2019
18 Enhanced Automatic Question Creator--EAQC: Concept, Development and Evaluation of an Automatic Test Item Creation Tool to Foster Modern e-Education 75 2011
19 Search result visualisation with xfind 73 2001
20 Enhancement of SCORM to support adaptive E-Learning within the Scope of the Research Project AdeLE 70 2004
21 A semantic description language for restful data services to combat semaphobia 68 2011
22 Adele (adaptive e-learning with eye-tracking): Theoretical background, system architecture and application scenarios 65 2005
23 A practical experience on the use of gamification in MOOC courses as a strategy to increase motivation 63 2016
24 Maroon VR: A room-scale physics laboratory experience 63 2017
25 Educational gamified science simulations 61 2014
26 Implementing Intelligent Pedagogical Agents in virtual worlds: Tutoring natural science experiments in OpenWonderland 61 2013
27 Operationalising gamification in an educational authentic environment 58 2012
28 Evaluation of collaborative learning settings in 3D virtual worlds 57 2009
29 Personalisation versus adaptation? a user-centred model approach and its application 53 2005
30 Generation Y learning in the 21st century: Integration of virtual worlds and cloud computing services 52 2010
31 The value of game prototyping projects for students and industry 52 2016
32 The support of virtual 3D worlds for enhancing collaboration in learning settings 51 2011
33 Research priorities in immersive learning technology: the perspectives of the iLRN community 50 2020
34 Investigating helpfulness of video game reviews on the steam platform 47 2018
35 User Behavioral Patterns and Early Dropouts Detection: Improved Users Profiling through Analysis of Successive Offering of MOOC 47 2018
36 Impact and development of an open web index for open web search 46 2024
37 Towards a RESTful service ecosystem 46 2010
38 Gesture-based interactions in video games with the leap motion controller 45 2017
39 Towards a Standardized E-Assessment System: Motivations, Challenges and First Findings 45 2009
40 Maroonvr—an interactive and immersive virtual reality physics laboratory 44 2019
41 MOOC in Latin America: Implementation and lessons learned 43 2013
42 AdELE: A framework for adaptive e-learning through eye tracking 41 2004
43 Adaptation in e-learning environments through the service-based framework and its application for AdeLE 40 2004
44 Passing a non-verbal turing test: Evaluating gesture animations generated from speech 39 2021
45 Past, present and future of e-assessment: Towards a flexible e-assessment system 39 2008
46 Adding semantic web knowledge to intelligent personal assistant agents 38 2010
47 An attrition model for MOOCs: Evaluating the learning strategies of gamification 37 2016
48 scool–game-based learning in computer science class: A case study in secondary education 37 2019
49 How inverse blended learning can turn up learning with MOOCs 34 2017
50 The use of Web 2.0 Technologies and Services to support E-Learning Ecosystem to develop more effective Learning Environments 33 2008
51 Design and evaluation of a learner-centric immersive virtual learning environment for physics education 32 2013
52 Evaluating experiences in different virtual reality setups 32 2016
53 Moving towards a fully automatic knowledge assessment tool 32 2008
54 Enhancing online and mobile experimentations using gamification strategies 31 2015
55 MOOC dropouts: A multi-system classifier 31 2017
56 Soa-based architecture for a generic and flexible e-assessment system 31 2010
57 Trends and opportunities in online learning, MOOCs, and cloud-based tools 31 2018
58 Towards an immersive learning knowledge tree-a conceptual framework for mapping knowledge and tools in the field 30 2021
59 Must we be concerned with the Massive Drop-outs in MOOC? An Attrition Analysis of Open Courses 29 2014
60 Unsupervised learning algorithm for adaptive group formation: Collaborative learning support in remotely accessible laboratories 29 2012
61 DanVideo: an MPEG-7 authoring and retrieval system for dance videos 28 2010
62 Model your application domain, not your JSON structures 28 2013
63 Understanding physical concepts using an immersive virtual learning environment 28 2012
64 Enhanced information retrieval from narrative German-language clinical text documents using automated document classification 27 2008
65 E-TESTER: A computer-based tool for auto-generated question and answer assessment 27 2005
66 Flexible and affordable foreign language learning environment based on Web 2.0 technologies 27 2013
67 MythHunter: gamification in an educational location-based scavenger hunt 27 2017
68 Telescope, a MOOCs initiative in latin America: Infrastructure, best practices, completion and dropout analysis 27 2014
69 Cloud learning activities orchestration for MOOC environments 26 2014
70 Room scale virtual reality physics education: Use cases for the classroom 26 2020
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