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 Knowledge spaces: Theories, empirical research, and applications 345 1999
2 Micro‐adaptivity: Protecting immersion in didactically adaptive digital educational games 260 2010
3 Competence-based knowledge structures for personalised learning 248 2006
4 Knowledge spaces: Applications in education 224 2013
5 Dynamic media in computer science education; content complexity and learning performance: is less more? 212 2008
6 Identifying employee competencies in dynamic work domains: Methodological considerations and a case study 175 2003
7 The effects of attractiveness, dominance, and attribute differences on information acquisition in multiattribute binary choice 126 1991
8 RATH-A relational adaptive tutoring hypertext WWW-environment based on knowledge space theory 122 1998
9 Modeling competencies for supporting work‐integrated learning in knowledge work 121 2008
10 Immersive digital games: the interfaces for next-generation e-learning? 109 2007
11 Stochastic choice heuristics 108 1984
12 A psycho-pedagogical framework for multi-adaptive educational games 105 2011
13 Metadata driven approaches to facilitate adaptivity in personalized eLearning systems 101 2002
14 Adaptive and dynamic hypertext tutoring systems based on knowledge space theory 95 1997
15 Cognitive choice processes and the attitude-behavior relation 93 1989
16 Gamification and smart feedback: Experiences with a primary school level math app 92 2015
17 A competence-based service for supporting self-regulated learning in virtual environments 80 2015
18 Individualized skill assessment in digital learning games: Basic definitions and mathematical formalism 75 2010
19 Skills, competencies and knowledge structures 74 2013
20 Knowledge structures 72 1994
21 A psycho-pedagogical framework for self-regulated learning in a responsive open learning environment 71 2010
22 Applying Competence Prerequisite Structures for eLearning and Skill Management 70 2003
23 LEA in private: A privacy and data protection framework for a learning analytics toolbox 64 2016
24 Micro adaptive, non-invasive knowledge assessment in educational games 63 2008
25 80Days: Melding adaptive educational technology and adaptive and interactive storytelling in digital educational games 62 2008
26 Problem solving learning environments and assessment: A knowledge space theory approach 61 2013
27 An architecture for integrating adaptive hypermedia services with open learning environments 60 2002
28 Supporting self-regulated learning 59 2014
29 Establishing knowledge spaces by systematical problem construction 57 1994
30 Iterative augmentation of a medical training simulator: Effects of affective metacognitive scaffolding 56 2014
31 The effects of individualized feedback in digital educational games 55 2014
32 Educationally adaptive: Balancing serious games 53 2012
33 Little big difference: Gender aspects and gender-based adaptation in educational games 53 2009
34 Motivation in game-based learning: It’s more than ‘flow’ 52 2009
35 The ELEKTRA ontology model: A learner-centered approach to resource description 52 2007
36 The ELEKTRA project: Towards a new learning experience 51 2006
37 Challenges in the development and evaluation of immersive digital educational games 49 2008
38 Evaluating a digital humanities research environment: the CULTURA approach 49 2014
39 Learning analytics and educational data mining: An overview of recent techniques 49 2014
40 A framework for facilitating self-regulation in responsive open learning environments 46 2014
41 Construction of knowledge spaces for problem solving in chess 46 1994
42 Supporting competency development in informal workplace learning 46 2005
43 Component-based knowledge spaces in problem solving and inductive reasoning 45 1999
44 Recent developments in competence-based knowledge space theory 45 2013
45 Tracking the UFO’s paths: Using eye-tracking for the evaluation of serious games 45 2011
46 Representing domain knowledge by concept maps: How to validate them? 42 1999
47 Knowledge assessment based on skill assignment and psychological task analysis 41 1993
48 Contributions of cognitive psychology to the future of e-learning 39 2002
49 Process traces of binary choices: Evidence for selective and adaptive decision heuristics 38 1986
50 A domain model for smart 21st century skills training in game-based virtual worlds 37 2012
51 Extending eductional metadata schemas to describe adaptive learning resources 36 2001
52 A framework for cognitive bias detection and feedback in a visual analytics environment 35 2016
53 A methodology for eliciting, modelling, and evaluating expert knowledge for an adaptive work-integrated learning system 34 2010
54 Evaluation of serious games: A holistic approach 33 2015
55 Supporting collaborative learning with tag recommendations: a real-world study in an inquiry-based classroom project 33 2017
56 Supporting self-regulated personalised learning through competence-based knowledge space theory 32 2009
57 Combining self-regulation and competence-based guidance to personalise the learning experience in moodle 31 2014
58 Component-based construction of surmise relations for chess problems 31 1999
59 Concept mapping as a means to build e-learning 31 2007
60 Refining frequency-based tag reuse predictions by means of time and semantic context 31 2013
61 Structure and design of an intelligent tutorial system based on skill assignments 31 1999
62 Background music in educational games: Motivational appeal and cognitive impact 30 2011
63 Learning analytics to support the use of virtual worlds in the classroom 30 2013
64 Personalising learning through prerequisite structures derived from concept maps 30 2007
65 Speed of comprehension of visualized ordered sets 30 2002
66 A mashup recommender for creating personal learning environments 29 2012
67 Competency management using the competence performance approach: Modeling, assessment, validation, and use 29 2007
68 Microadaptivity within complex learning situations–a personalized approach based on competence structures and problem spaces 29 2007
69 The simplified updating rule in the formalization of digital educational games 28 2013
70 Skill Assessment in Problem Solving and Simulated Learning Environments 27 2003
71 Applying demand analysis of a set of test problems for developing adaptive courses 24 2002
72 Derivation of Knowledge Structures for Distributed Learning Objects 24 2005
73 Detecting and Reflecting Learning Activities in Personal Learning Environments 24 2012
74 Inferring a Learner's Cognitive, Motivational and Emotional State in a Digital Educational Game 24 2012
75 Methods for discovering cognitive biases in a visual analytics environment 24 2018
76 Non-invasive assessment and adaptive interventions in learning games 24 2009
77 Using visual guidance and feedback based on competence structures for personalising e-learning experience 24 2008
78 Visualisation tools for supporting self-regulated learning through exploiting competence structures 23 2008
79 Activity-and taxonomy-based knowledge representation framework 22 2008
80 Reusing adaptive learning resources 22 2001
81 A formal framework for modelling the developmental course of competence and performance in the distance, speed, and time domain 21 2008
82 Using CbKST for learning path recommendation in game-based learning 21 2012
83 Emergent design: Serendipity in digital educational games 20 2009
84 Empirical validation of concept maps: Preliminary methodological considerations 20 2005
85 The selection of dimensions for choosing between multiattribute alternatives 20 1986
86 Validating domain ontologies: A methodology exemplified for concept maps 20 2017
87 E-learning based on metadata, ontologies and competence-based knowledge space theory 19 2011
88 Technology-mediated support for self-regulated learning in open responsive learning environments 19 2011
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