Selected Refereed Publications
Sadanala, G., Xu, X., He, H., Vesga, J. B., & Li, S. (2023, March). Does Learners’ Attention Really Matter in an Educational Virtual Reality World? A Design-Based Scaffolding Approach. In Society for Information Technology & Teacher Education International Conference (pp. 2227-2233). Association for the Advancement of Computing in Education (AACE). [PDF]
Sadanala, G., Xu, X., He, H., Bueno-Vesga, J. A., & Li, S. (2023). ‘Transition into relatable reality’: experience analysis in a 3D desktop virtual-reality-based new student online orientation. Journal of Research on Technology in Education, 1-22. [PDF]
He, H., Xu, X., Bueno-Vesga, J., Li, S., & Gu, Y. (2024). Outdated or not? A case study of how 3D desktop VR is accepted today. In: Bourguet, ML., Krüger, J.M., Pedrosa, D., Dengel, A., Peña-Rios, A., Richter, J. (eds) Immersive Learning Research Network. iLRN 2023. Communications in Computer and Information Science (pp.150-160, vol 1904). [PDF]
Xu, X. (2022). To social with social distance: a case study on a VR-enabled graduation celebration amidst the pandemic. Virtual Reality. [PDF]
Xu, X., Kang, J., & Yan, L. (2022). Understanding embodied immersion in technology‐enabled embodied learning environments. Journal of Computer Assisted Learning, 38(1), 103-119. [PDF]
Xu X., & Fengfeng K. (2021). Learning Number Conversions Through Embodied Interactions. Technology, Knowledge and Learning. [PDF]
Moon, J., Lee, S., & Xu, X. (2021). Exploring pre-service teachers’ technology-integration belief and scientific inquiry in a teacher-development course. International Journal of Technology and Design Education. [PDF]
Huang, Q., Xu, X., Li, J., Zhang, Z., & Hu, W. (2021). A simulation and experiment coassisted learning platform for understanding electromagnetic interaction in a smart grid. Computer Applications in Engineering Education. [PDF]
Bueno V., J., Xu, X., & He, H. (2021). The effects of cognitive load on engagement in a virtual reality learning environment. In Proceedings of the 2021 IEEE Conference on Virtual Reality. Institute of Electrical and Electronics Engineers (IEEE). [PDF]
Xu, X., & Ke, F. (2020). Embodied interactions: Learning Chinese characters through body movements. Language Learning and Technology, 24(3), 136-159. [PDF]
Emihovich, B., Xu, X., & Arrington, T. L. (2020). S.P.E.C.I.A.L — A conceptual framework to support learning in immersive environments. International Journal of Smart Technology and Learning, 2(2/3), 182-197. [PDF]
Ke, F., & Xu, X. (2020). Virtual reality simulation-based learning of teaching with alternative perspectives taking. British Journal of Educational Technology, 51(6), 2544-2557. [PDF]
Yu., F., Xu, X., Bueno V., J., He, H., Sadanala, G., & Li, S. (2020). Online orientation in virtual reality for graduate students: A discussion of the preliminary results. In Proceedings of EdMedia + Innovate Learning(pp. 1271-1276). Association for the Advancement of Computing in Education (AACE). [PDF]
Xu, X., & Wang, F. (2020). Constructing an immersive VR engineering lab training environment. In Proceedings of the Society for Information Technology & Teacher Education Conference (pp. 1030-1035). Association for the Advancement of Computing in Education (AACE). [PDF]
Bueno V., J., Xu, X., He, H., Sadanala, G., Li, S., & Yu, F. (2020). Technostress and student’s intention to use VR for learning. In Proceedings of the Society for Information Technology & Teacher Education Conference (pp. 1005-1010). Association for the Advancement of Computing in Education (AACE). [PDF]
Wang, F., Xu, X., Feng, W., Bueno V., J., Liang, Z., & Murrell, S. (2020). Towards an immersive guided virtual reality microfabrication laboratory training system. In Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp.797-798). Institute of Electrical and Electronics Engineers (IEEE). [PDF]
Li, S., Xu, X., Bueno V., J., He, H., Sadanala, G., & Yu, F. (2020). Through the lens of the limited-capacity assumption in cognitive theory of multimedia learning (CTML): A discussion on the desktop virtual reality (VR) online orientation. In Proceedings of the Society for Information Technology & Teacher Education Conference (pp. 510-516). Association for the Advancement of Computing in Education (AACE). [PDF]
Murrell, S., Wang, F., Aldrich, E., & Xu, X. (2020). MeteorologyAR: A mobile AR App to increase student engagement and promote active learning in a large lecture class. In Proceedings of 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 849-850). Institute of Electrical and Electronics Engineers (IEEE). [PDF]
Sadanala, G., Xu, X., He, H., Bueno V., J., Yu, F., & Li, S. (2020). Perseverance and engagement for the success in a 3D virtual reality learning environment – a cube quest activity. In Proceedings of the Society for Information Technology & Teacher Education Conference (pp. 1018-1023). Association for the Advancement of Computing in Education (AACE). [PDF]
Zhong, L., & Xu, X. (2019). Developing real life problem-solving skills through situational design: A pilot study. Educational Technology Research and Development, 67(6), 1529-1545. [PDF]
Pham, M., Xu, X., He, H., & Bueno V., J. (2019). Pedagogical usability in the design of a learning module on virtual reality. In Proceedings of the Society for Information Technology & Teacher Education Conference (pp. 547-551). Association for the Advancement of Computing in Education (AACE). [PDF]
Emihovich, B., Arrington, T. L., & Xu, X. (2019). Press play! How immersive environments support the development of problem-solving skills and productive failure. In D. Ifenthaler & Y. J. Kim, (Eds.), Game-based Assessment Revisited, Advances in Game-based Learning (pp. 121-138). Cham, Switzerland: Springer. [PDF]