| Internet use among older Europeans: an analysis based on SHARE data |
29 |
| From internet access to internet skills: digital inequality among older adults |
26 |
| The application of internet of things in healthcare: a systematic literature review and classification |
17 |
| Smart home services as the next mainstream of the ICT industry: determinants of the adoption of smart home services |
13 |
| Research challenges in accessible MOOCs: a systematic literature review 2008-2016 |
13 |
| Improving the information society skills: Is knowledge accessible for all? |
9 |
| Evaluation of e-commerce websites accessibility and usability: an e-commerce platform analysis with the inclusion of blind users |
8 |
| Usability and accessibility evaluation of Libyan government websites |
8 |
| Learning analytics tasks as services in smart classrooms |
8 |
| Information technology adoption: a review of the literature and classification |
8 |
| Effects of augmented reality-based multidimensional concept maps on students' learning achievement, motivation and acceptance |
7 |
| Accessibility evaluation of top university websites: a comparative study of Kyrgyzstan, Azerbaijan, Kazakhstan and Turkey |
7 |
| Mobile device accessibility for the visually impaired: problems mapping and recommendations |
7 |
| Immersive 360 degrees video user experience: impact of different variables in the sense of presence and cybersickness |
7 |
| Extending UTAUT2 toward acceptance of mobile learning in the context of higher education |
7 |
| Bridging the accessibility gap in Open Educational Resources |
7 |
| A review of assistive spatial orientation and navigation technologies for the visually impaired |
6 |
| The user-centred intelligent environments development process as a guide to co-create smart technology for people with special needs |
6 |
| Engagement in the course of programming in higher education through the use of gamification |
6 |
| An analysis of the influence of a mobile learning application on the learning outcomes of higher education students |
6 |
| Effects of formative assessment in an augmented reality approach to conducting ubiquitous learning activities for architecture courses |
6 |
| Activity-tracking devices for older adults: comparison and preferences |
5 |
| Constructing a holistic view of shopping with people with visual impairment: a participatory design approach |
4 |
| Interactive testbed for research in autism-the SARA project |
4 |
| Using multimodal learning analytics to study collaboration on discussion groups A social network approach |
4 |
| Evaluation of Web content accessibility in an Israeli institution of higher education |
4 |
| Performance-based testing for ICT skills assessing: a case study of students and teachers' ICT skills in Finnish schools |
4 |
| Effect of AR-based online wearable guides on university students' situational interest and learning performance |
4 |
| Assessment of the utility of gesture-based applications for the engagement of Chinese children with autism |
3 |
| Blind users' expectations of touch interfaces: factors affecting interface accessibility of touchscreen-based smartphones for people with moderate visual impairment |
3 |
| Personalized technology-enhanced training for people with cognitive impairment |
3 |
| Automatic translation of Arabic text-to-Arabic sign language |
3 |
| Enhancing students' botanical learning by using augmented reality |
3 |
| Using an augmented reality-based training system to promote spatial visualization ability for the elderly |
3 |
| Integrating affective learning into intelligent tutoring systems |
3 |
| Understanding student behavior and perceptions toward earning badges in a gamified MOOC |
3 |
| Analyzing the usability of the WYRED Platform with undergraduate students to improve its features |
3 |
| Technology-enhanced ABA intervention in children with autism: a pilot study |
3 |
| Are urban public libraries websites accessible to Americans with Disabilities? |
3 |
| User-centred app design for speech sound disorders interventions with tablet computers |
3 |
| Audio description on smartphones: making cinema accessible for visually impaired audiences |
3 |
| Applying online externally-facilitated regulated learning and computational thinking to improve students' learning |
2 |
| Evaluating the benefits of introducing BIM based on Revit in construction courses, without changing the course schedule |
2 |
| Ontological Flip Teaching: a Flip Teaching model based on knowledge management |
2 |
| The diversity of why: a meta-analytical study of usage motivation in enterprise social networks |
2 |
| Interactive fruit panel (IFP): a tangible serious game for children with special needs to learn an alternative communication system |
2 |
| Web accessibility legislation in Italy: a survey 10 years after the Stanca Act |
2 |
| Methodology I'M IN applied to workshop: successful educational practice for consultants in user experience with gamification fields |
2 |
| ECLECTIC as a learning ecosystem for higher education disruption |
2 |
| Digital assessment in higher education Promoting universal usability through requirements specification and universal design quality (UD-Q) reviews |
2 |