Richard E. Ferdig
Orcid: 0000-0001-6823-1663Affiliations:
- Research Center for Educational Technology, Kent State University, Kent, OH, USA
According to our database1,
Richard E. Ferdig
authored at least 28 papers
between 1997 and 2024.
Collaborative distances:
Collaborative distances:
Timeline
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Online presence:
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Bibliography
2024
Evaluating how extended reality delivery device and preservice teacher major impact presence in immersive learning environments.
Br. J. Educ. Technol., September, 2024
The impact of sound and immersive experience on learners when using virtual reality and tablet: A mixed-method study.
Br. J. Educ. Technol., July, 2024
Online gaming as a double-edged sword: An Analysis of game community receptiveness, in-game vitality, and player well-being.
Educ. Inf. Technol., April, 2024
MNIST-Fraction: Enhancing Math Education with AI-Driven Fraction Detection and Analysis.
Proceedings of the 2024 ACM Southeast Conference, 2024
2023
Exploring the learning potential of online gaming communities: An application of the Game Communities of Inquiry Scale.
New Media Soc., June, 2023
2022
An analysis of motivation and situational interest in a location-based augmented reality application.
IxD&A, 2022
Examining the effects of students' self-efficacy and prior knowledge on learning and visual behavior in a physics game.
Comput. Educ., 2022
Streaming code across audiences and performers: An analysis of computer science communities of inquiry on Twitch.tv.
Br. J. Educ. Technol., 2022
2021
Situating presence within extended reality for teacher training: Validation of the extended Reality Presence Scale (XRPS) in preservice teacher use of immersive 360 video.
Br. J. Educ. Technol., 2021
GazeXR: A General Eye-Tracking System Enabling Invariable Gaze Data in Virtual Environment.
Proceedings of the Virtual, Augmented and Mixed Reality, 2021
2020
Int. J. Gaming Comput. Mediat. Simulations, 2020
Empeiría<sup>*</sup>: Powering Future Education Training Systems with Device Agnostic Web-VR Apps.
Proceedings of the Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications, 2020
2016
J. Educ. Technol. Soc., 2016
2014
Getting the Point Across: Exploring the Effects of Dynamic Virtual Humans in an Interactive Museum Exhibit on User Perceptions.
IEEE Trans. Vis. Comput. Graph., 2014
2012
Int. J. Gaming Comput. Mediat. Simulations, 2012
2009
Autism and Family Interventions Through Technology: A Description of a Web-Based Tool to Educate Fathers of Children with Autism.
Int. J. Web Based Learn. Teach. Technol., 2009
Int. J. Gaming Comput. Mediat. Simulations, 2009
2008
Medical Students' and Residents' Use of Online Social Networking Tools: Implications for Teaching Professionalism in Medical Education.
First Monday, 2008
2007
Illustrating the "virtual" in virtual schooling: Challenges and strategies for creating real tools to prepare virtual teachers.
Internet High. Educ., 2007
2006
Applying virtual reality in medical communication education: current findings and potential teaching and learning benefits of immersive virtual patients.
Virtual Real., 2006
Assessing technologies for teaching and learning: understanding the importance of technological pedagogical content knowledge.
Br. J. Educ. Technol., 2006
2005
2003
Proceedings of the E-Training Practices for Professional Organizations, 2003
1998
TIGER: The web as a site to examine decision-making processes.
Proceedings of WebNet 98, 1998
Reading Classroom Explorer: Video streaming models of excellence.
Proceedings of WebNet 98, 1998
1997
Tiger: Educational Research in the Age of the Internet.
Proceedings of WebNet 97, 1997