2949-6780

Computers & Education X Reality

Elsevier

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DOIs for this ISSN

Showing the top 5 of 170 DOIs, ordered by correction priority.

# Title Missing Priority Citations
1 Effect of an augmented reality app on academic achievement,… (10.1016/j.cexr.2023.100022)
Abstract ORCID
73.12 28
2 Vision, status, and topics of X Reality in Education (10.1016/j.cexr.2022.100001)
Abstract ORCID
55.70 12
3 An LLM based learning framework for adaptive feedback mechan… (10.1016/j.cexr.2025.100116)
Abstract ORCID
50.00 9
4 The impact of mixed reality serious games on mortise and ten… (10.1016/j.cexr.2023.100042)
Abstract ORCID
47.71 8
5 Learning effectiveness of immersive virtual reality in educa… (10.1016/j.cexr.2024.100053)
Abstract
46.73 73
6 Measuring the effectiveness of virtual training: A systemati… (10.1016/j.cexr.2022.100006)
Abstract
42.90 51
7 Developing an immersive game-based learning platform with ge… (10.1016/j.cexr.2024.100069)
Abstract
41.57 45
8 Ethical issues of educational virtual reality (10.1016/j.cexr.2023.100023)
Abstract
39.49 37
9 Virtual reality assisted engineering education: A multimedia… (10.1016/j.cexr.2023.100033)
Abstract
39.49 37
10 Authentic learning and fidelity in virtual reality learning… (10.1016/j.cexr.2023.100017)
Abstract
39.21 36
11 Virtual reality affordances for oral communication in Englis… (10.1016/j.cexr.2023.100018)
Abstract
37.96 32
12 Exploring pre-service teachers’ intention to use virtual rea… (10.1016/j.cexr.2023.100045)
Abstract
36.56 28
13 An exploratory study of social presence and cognitive engage… (10.1016/j.cexr.2024.100054)
Abstract
35.78 26
14 Towards participatory activities with augmented reality for… (10.1016/j.cexr.2023.100044)
Abstract
35.37 25
15 Investigating the effectiveness of introducing virtual reali… (10.1016/j.cexr.2023.100010)
Abstract
34.95 24
16 Augmented reality and worked examples: Targeting organic che… (10.1016/j.cexr.2023.100021)
Abstract ORCID
34.95 4
17 Augmented reality smart glasses use and acceptance: Α litera… (10.1016/j.cexr.2023.100028)
Abstract
31.97 18
18 A systematic review on vocabulary learning in AR and VR gami… (10.1016/j.cexr.2024.100057)
Abstract
31.97 18
19 A systematic review of research on xReality (XR) in the Engl… (10.1016/j.cexr.2023.100049)
Abstract
31.38 17
20 How augmented reality influences student learning and inquir… (10.1016/j.cexr.2023.100011)
Abstract
30.10 15
21 What variables are connected with system usability and satis… (10.1016/j.cexr.2023.100043)
Abstract
30.10 15
22 ASL champ!: a virtual reality game with deep-learning driven… (10.1016/j.cexr.2024.100059)
Abstract
30.10 15
23 A systematic literature review on user factors to support th… (10.1016/j.cexr.2024.100064)
Abstract
30.10 15
24 Group dynamics in collaborative learning: Impact of emergent… (10.1016/j.cexr.2025.100102)
Abstract ORCID
30.10 3
25 Enhancing textile heritage engagement through generative AI-… (10.1016/j.cexr.2025.100112)
Abstract ORCID
30.10 3
26 An educational experience in ancient Rome to evaluate the im… (10.1016/j.cexr.2023.100014)
Abstract
29.40 14
27 Easily applicable social virtual reality and social presence… (10.1016/j.cexr.2023.100024)
Abstract
29.40 14
28 Hands-on or hands-off: Deciphering the impact of interactivi… (10.1016/j.cexr.2023.100037)
Abstract
29.40 14
29 A systematic review of google cardboard used in education (10.1016/j.cexr.2023.100046)
Abstract
29.40 14
30 Development and testing of a scale for examining factors aff… (10.1016/j.cexr.2023.100025)
Abstract
28.65 13
31 A systematic review of the experimental studies on the effec… (10.1016/j.cexr.2023.100034)
Abstract
28.65 13
32 Exploring the effectiveness of Virtual Reality in teaching M… (10.1016/j.cexr.2023.100035)
Abstract
28.65 13
33 Exploring interactivity effects on learners’ sense of agency… (10.1016/j.cexr.2024.100066)
Abstract
28.65 13
34 Formative evaluation of immersive virtual reality expedition… (10.1016/j.cexr.2023.100016)
Abstract
27.85 12
35 Metacognition and autonomy in building a community for langu… (10.1016/j.cexr.2024.100060)
Abstract
27.85 12
36 Applying multimodal data fusion to track autistic adolescent… (10.1016/j.cexr.2024.100063)
Abstract
27.85 12
37 An exploration of low- and high-immersive virtual reality mo… (10.1016/j.cexr.2024.100076)
Abstract
27.85 12
38 Development and testing of a model for explaining learning a… (10.1016/j.cexr.2023.100048)
Abstract
26.98 11
39 Edu-Metaverse design: Perspectives of undergraduate learners (10.1016/j.cexr.2024.100079)
Abstract
26.98 11
40 Real-time hand interaction and self-directed machine learnin… (10.1016/j.cexr.2023.100038)
Abstract
26.03 10
41 A Serious game for programming in higher education (10.1016/j.cexr.2024.100061)
Abstract
26.03 10
42 Automated emotion recognition of students in virtual reality… (10.1016/j.cexr.2024.100082)
Abstract
26.03 10
43 Virtual reality and embodied learning for improving letter-s… (10.1016/j.cexr.2023.100019)
Abstract
25.00 9
44 Cognitive interviewing as a method to inform questionnaire d… (10.1016/j.cexr.2023.100027)
Abstract
25.00 9
45 Immersive quantum: A systematic literature review of XR in q… (10.1016/j.cexr.2024.100087)
Abstract
25.00 9
46 Immersive technologies in Education: Exploring user experien… (10.1016/j.cexr.2025.100097)
Abstract
25.00 9
47 Effects of an intercultural seminar using telepresence robot… (10.1016/j.cexr.2023.100007)
Abstract
23.86 8
48 Higher-order thinking skills assessment in 3D virtual learni… (10.1016/j.cexr.2023.100012)
Abstract
23.86 8
49 Programming for generalization: Confronting known challenges… (10.1016/j.cexr.2023.100013)
Abstract
23.86 8
50 Virtual reality in education: The impact of high-fidelity no… (10.1016/j.cexr.2023.100020)
Abstract
23.86 8