María-Blanca Ibáñez-Espiga
Developmental and Educational Psychology · 2013–2018
A researcher in the Science corpus: 4 papers; trusts 8 researchers and is trusted by 3 researchers here, as inferred from the citation graph.
Subfields
- Developmental and Educational Psychology — 35 citations into it; #5,971 of 8,223 by trust here, #3,376 by citations
- Computer Vision and Pattern Recognition — 34 citations into it; #20,745 of 21,575 by trust here, #9,079 by citations
- Education — 24 citations into it
- Information Systems — 18 citations into it
- Computer Science Applications — 11 citations into it; #1,316 of 1,855 by trust here, #1,838 by citations
- Sociology and Political Science — 9 citations into it
Whom María-Blanca Ibáñez-Espiga trusts overall
Their strongest outbound trust, strongest first, inferred from their citations.
- Marina Papastergiou
- Qiping Kong
- Sara de Freitas
- Juho Hamari
- Ronald T. Azuma
- H. Coates
- Matt Dunleavy
- Sergio Martín
- James Paul Gee
- Paul Denny
Who trusts María-Blanca Ibáñez-Espiga overall
Papers from María-Blanca Ibáñez-Espiga's perspective
Ordered by how strongly the researchers María-Blanca Ibáñez-Espiga trusts endorse each paper. Same corpus, a different order for every researcher.
- What video games have to teach us about learning and literacy (Conference on Computability in Europe)
- EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips (Comput. Educ.)
- School Engagement: Potential of the Concept, State of the Evidence
- New technology trends in education: Seven years of forecasts and convergence (Comput. Educ.)
- Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (Comput. Educ.)
- A User-Centered Theoretical Framework for Meaningful Gamification
- Gamification in Education: What, How, Why Bother?
- The effect of virtual achievements on student engagement (International Conference on Human Factors in Computing Systems)
- Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (Electronic Commerce Research and Applications)
- How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach (Comput. Educ.)
Their papers
- Augmented reality for STEM learning: A systematic review (2018) — 911 citations
- Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness (2014) — 543 citations
- Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014) — 323 citations
- Impact of an augmented reality system on students' motivation for a visual art course (2013) — 1,024 citations