Richard E. Ferdig

Orcid: 0000-0001-6823-1663

Affiliations:
  • Research Center for Educational Technology, Kent State University, Kent, OH, USA


According to our database1, Richard E. Ferdig authored at least 25 papers between 1997 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

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

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
Development of a Game Communities of Inquiry Scale (GCoIS).
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
Preface.
IxD&A, 2016

Students with Special Health Care Needs in K-12 Virtual Schools.
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
Assessing Past, Present, and Future Interactions with Virtual Patients.
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

Visual Analyses of the Creation of Avatars.
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
Humanizing information technology.
Br. J. Educ. Technol., 2005

2003
Expressiveness and conformity in Internet-based polls.
First Monday, 2003

Developing International Leadership in Educational Technology.
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


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