The DOI matches its Crossref record; 33 of the 33 references it cites were found in a registry or an index.
On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE
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Citations
Cites
Mayer, R. E. (2009) · doi:10.1017/cbo9780511811678 · Cited by 7,800
Mayer, R. (2020) · doi:10.1017/9781316941355 · Cited by 7,777
(1980) · Medical Entomology and Zoology · Cited by 7,534
(2013) · Encyclopedia of Creativity, Invention, Innovation and Entrepreneurship · doi:10.1007/978-1-4614-3858-8_100431 · Cited by 4,799
Anderson, J. R., Boyle, C. F., & Reiser, B. J. (1985) · Science · doi:10.1126/science.228.4698.456 · Cited by 3,119
Nielsen, J. (1994) · Conference companion on Human factors in computing systems - CHI '94 · doi:10.1145/259963.260531 · Cited by 2,759
Nielsen, J. (1995) · Conference companion on Human factors in computing systems - CHI '95 · doi:10.1145/223355.223730 · Cited by 2,620
Nielsen, J. (1994) · Cited by 1,765
The role of children in the design of new technology
(2002) · Behaviour & Information Technology · doi:10.1080/01449290110108659 · Cited by 1,071 · cited 2×
“Druin (2002) notes that short testing sessions, e.g. one afternoon are found to give useful input.”
Background(2002) · Cited by 993
Cited by
Educational virtual environments: A ten-year review of empirical research (1999–2009)
Mikropoulos, T. A., & Natsis, A. (2011) · Computers & Education · doi:10.1016/j.compedu.2010.10.020 · Cited by 1,122
EGameFlow: A scale to measure learners’ enjoyment of e-learning games
Fu, F.-L., Su, R.-C., & Yu, S.-C. (2009) · Computers & Education · doi:10.1016/j.compedu.2008.07.004 · Cited by 759
Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review
Abdul Jabbar, A. I., & Felicia, P. (2015) · Review of Educational Research · doi:10.3102/0034654315577210 · Cited by 576
Liaw, S.-S., & Huang, H.-M. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.07.015 · Cited by 571
Xi, N., Chen, J., Gama, F., Riar, M., & Hamari, J. (2022) · Information Systems Frontiers · doi:10.1007/s10796-022-10244-x · Cited by 423
Metadata
- Authors
- Virvou, M., & Katsionis, G.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2008-01
- Volume
- 50
- Issue
- 1
- Pages
- 154-178
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W1993396740
- Cited by
- 324
- References
- 33
- FWCI
- 10.64
- Type
- journal article
- Language
- en
- Open access
- closed
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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
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- CoChat. (2026). Citation check: On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE. https://app.cochat.ai/papers/10.1016/j.compedu.2006.04.004
- The paper
- Virvou, M., & Katsionis, G. (2008). On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE. Computers & Education. https://doi.org/10.1016/j.compedu.2006.04.004
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.