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Augmenting your own reality: Student authoring of science‐based augmented reality games
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  • 2022Emerging Technologies in K–12 Education: A Future HCI Research Agenda129 cited
  • 2017Complementing classroom learning through outdoor adventure education: out-of-school-time experiences that make a difference108 cited
  • 2020Increasing quality of learning experience using augmented reality educational games65 cited
  • 2022Connecting reverse logistics with circular economy in the context of Industry 4.044 cited
  • 2019A Review of Location-based Games: Do They All Support Exercise, Social Interaction and Cartographical Training?41 cited
  • 2022Self-Regulated Learning Strategies for Nursing Students: A Pilot Randomized Controlled Trial34 cited
  • 2017Can Augmented-Reality Technology Augment the Fan Experience?: A Model of Enjoyment for Sports Spectators33 cited
  • 2021Gamified Mobile Collaborative Location-Based Language Learning32 cited
  • 2016Study on Mobile Augmented Reality Adoption for Mayo Language Learning25 cited
  • 2021Excavating Embodied Literacies Through a Chicana/Latina Feminist Framework20 cited
  • 2022Potentials of Digitally Guided Excursions at Universities Illustrated Using the Example of an Urban Geography Excursion in Stuttgart18 cited
  • 2018Turning zoos into smart learning ecosystems6 cited
  • 2022Landscape in Action. The Teaching of ‘Landscape’ in Innovative Excursion Formats Using the Example of the Digital Urban Geography Excursion in Stuttgart Developed Within the Project ‘InExkurs’

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6 cited