The use of eye-tracking technology to identify visualisers and verbalisers: accuracy and contributing factors. - Zhanni Luo; Billy O'Steen; Cheryl Brown (Interact. Technol. Smart Educ., 2020)

Flipped learning wheel (FLW): a framework and process design for flipped L2 writing classes. - Zhanni Luo; Billy O'Steen; Cheryl Brown (Smart Learn. Environ., 2020)

Educational Gamification from 1995 to 2020: A bibliometric analysis. - Zhanni Luo (ICDEL, 2021)

Using eye-tracking technology to identify learning styles: Behaviour patterns and identification accuracy. - Zhanni Luo (Educ. Inf. Technol., 2021)

Factors contributing to teachers' acceptance intention of gamified learning tools in secondary schools: An exploratory study. - Zhanni Luo; Cheryl Brown; Billy O'Steen (Educ. Inf. Technol., 2021)

Gamification for educational purposes: What are the factors contributing to varied effectiveness? - Zhanni Luo (Educ. Inf. Technol., 2022)

Determinants of the perceived usefulness (PU) in the context of using gamification for classroom-based ESL teaching: A scale development study. - Zhanni Luo (Educ. Inf. Technol., 2023)

Correction to: Determinants of the perceived usefulness (PU) in the context of using gamification for classroom-based ESL teaching: a scale development study. - Zhanni Luo (Educ. Inf. Technol., 2024)