The Moderation Examination of ICT Use on the Association Between Chinese Mainland Students' Socioeconomic Status and Reading Achievement. - Ya Xiao 001; Jie Hu 020 (Int. J. Emerg. Technol. Learn., 2019)

Incorporating tangible rewards into gamification increases students' identified regulation in fully online learning. - Ya Xiao 001; Khe Foon Hew (ICCE, 2023)

Investigating the Implementation and Effects of Personalized Gamification in Education. - Ya Xiao 001 (CHI PLAY (Companion), 2024)

Pathways to digital reading literacy among secondary school students: A multilevel analysis using data from 31 economies. - Xueliang Chen; Ya Xiao 001 (Comput. Educ., 2024)

Intangible rewards versus tangible rewards in gamified online learning: Which promotes student intrinsic motivation, behavioural engagement, cognitive engagement and learning performance? - Ya Xiao 001; Khe Foon Timothy Hew (Br. J. Educ. Technol., 2024)

Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review. - Ya Xiao 001; Khe Foon Hew (Interact. Learn. Environ., 2024)