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Leveling up: Are non-gamers and women disadvantaged in a virtual world classroom?, , и . Comput. Hum. Behav., (2016)Performance, cognitive load, and behaviour of technology-assisted English listening learning: From CALL to MALL., , , и . J. Comput. Assist. Learn., 34 (2): 105-114 (2018)Effects of E-recruitment Interface Attributes on the Attractiveness of Taiwanese Job Seekers., , и . ICITL, том 13117 из Lecture Notes in Computer Science, стр. 303-309. Springer, (2021)Effects of AI Scaffolding on ZPD in MOOC Instructional RPGs., и . ICITL, том 12555 из Lecture Notes in Computer Science, стр. 453-464. Springer, (2020)Online Shopping Interface Components: Relative Importance as Peripheral and Central Cues., , и . Cyberpsychology Behav. Soc. Netw., 9 (3): 285-296 (2006)Synchronous learning best practices: An action research study., , , и . Comput. Educ., (2013)Conflicted about online learning?: Using sentiment analysis to explore learner approach-avoidance motivation., , и . Online Inf. Rev., 47 (2): 356-370 (2023)The impact of scripts on blended and online socially shared regulation of learning: A role-playing game theory perspective., , , , и . Int. J. Comput. Support. Collab. Learn., 17 (4): 463-487 (2022)Efficacies of 3D Immersive Virtual World Classrooms., , и . SETE@ICWL, том 10676 из Lecture Notes in Computer Science, стр. 45-48. Springer, (2017)Application of Artificial Intelligence to the Small Open Online English Abstract Writing Course., и . ICITL, том 11937 из Lecture Notes in Computer Science, стр. 802-808. Springer, (2019)