A Digital Game-Based Learning Method to Improve Students' Critical Thinking Skills in Elementary Science. - Mahmood H. Hussein; Siew Hock Ow; Sau Cheong Loh; Meow-Keong Thong (IEEE Access, 2019)

Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review. - Mahmood H. Hussein; Siew Hock Ow; Sau Cheong Loh; Meow-Keong Thong; Nader Ale Ebrahim (IEEE Access, 2019)

Measuring instructors continued intention to reuse Google Classroom in Iraq: a mixed-method study during COVID-19. - Mahmood H. Hussein; Siew Hock Ow; Ishaq Ibrahim; Moamin A. Mahmoud (Interact. Technol. Smart Educ., 2021)

Digital game-based learning in K-12 mathematics education: a systematic literature review. - Mahmood H. Hussein; Siew Hock Ow; Monther M. Elaish; Erik O. Jensen (Educ. Inf. Technol., 2022)

Critical research trends of mobile technology-supported English language learning: A review of the top 100 highly cited articles. - Monther M. Elaish; Mahmood H. Hussein; Gwo-Jen Hwang (Educ. Inf. Technol., 2023)

A case study to examine undergraduate students' intention to use internet of things (IoT) services in the smart classroom. - Ameer Alhasan; Mahmood H. Hussein; Lukman Audah; Ammar Al-Sharaa; Ishaq Ibrahim; Moamin A. Mahmoud (Educ. Inf. Technol., 2023)