7. Cambria, E., Schuller, B., Xia, Y., & Havasi, C. (2017). New avenues in opinion mining and sentiment
analysis. IEEE Intelligent Systems, 28(2), 15–21. https://doi.org/10.1109/MIS.2013.30
8. Feldman, R. (2013). Techniques and applications for sentiment analysis. Communications of the ACM,
56(4), 82–89. https://doi.org/10.1145/2436256.2436274
9. Hew, K. F., & Cheung, W. S. (2014). Students’ and instructors’ use of massive open online courses
(MOOCs): Motivations and challenges. Educational Research Review, 12, 45–58.
https://doi.org/10.1016/j.edurev.2014.05.001
10. Hrastinski, S. (2019). What do we mean by blended learning? TechTrends, 63, 564–569.
https://doi.org/10.1007/s11528-019-00375-5
11. Ifenthaler, D., & Yau, J. Y.-K. (2020). Utilising learning analytics for study success: Reflections on current
empirical findings. Research and Practice in Technology Enhanced Learning, 15(1), 1–13.
https://doi.org/10.1186/s41039-020-00138-y
12. Jensen, L., & Konradsen, F. (2018). A review of the use of virtual reality head-mounted displays in
education and training. Education and Information Technologies, 23(4), 1515–1529.
https://doi.org/10.1007/s10639-017-9676-0
13. Johnson-Glenberg, M. C. (2018). Immersive VR and education: Embodied design principles that include
gesture and hand controls. Frontiers in Robotics and AI, 5, 81. https://doi.org/10.3389/frobt.2018.00081
14. Kolb, D. A. (2015). Experiential learning: Experience as the source of learning and development (2nd ed.).
Pearson Education.
15. Kuo, Y.-C., Walker, A. E., Belland, B. R., & Schroder, K. E. (2014). A predictive study of student
satisfaction in online education programs. International Review of Research in Open and Distributed
Learning, 14(1), 16–39. https://doi.org/10.19173/irrodl.v14i1.1338
16. Laurillard, D. (2012). Teaching as a design science: Building pedagogical patterns for learning and
technology. Routledge.
17. Martin, F., Sun, T., & Westine, C. D. (2020). A systematic review of research on online teaching and
learning from 2009 to 2018. Computers & Education, 159, 104009.
https://doi.org/10.1016/j.compedu.2020.104009
18. Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of
virtual reality-based instruction on students’ learning outcomes in K–12 and higher education: A meta-
analysis. Computers & Education, 70, 29–40. https://doi.org/10.1016/j.compedu.2013.07.033
19. Moore, M. G., & Kearsley, G. (2011). Distance education: A systems view of online learning (3rd ed.).
Cengage Learning.
20. Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive
virtual reality applications for higher education: Design elements, lessons learned, and research agenda.
Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778
21. Rienties, B., & Toetenel, L. (2016). The impact of learning design on student behaviour, satisfaction and
performance: A cross-institutional comparison across 151 modules. Computers in Human Behavior, 60,
333–341. https://doi.org/10.1016/j.chb.2016.02.009
22. Selwyn, N. (2016). Education and technology: Key issues and debates (2nd ed.). Bloomsbury.
23. Shum, S. B., Ferguson, R., & Martinez-Maldonado, R. (2018). Human-centred learning analytics. Journal of
Learning Analytics, 5(1), 1–9. https://doi.org/10.18608/jla.2018.53.1
24. Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard
University Press.
25. Zawacki-Richter, O., Marin, V. I., Bond, M., & Gouverneur, F. (2019). Systematic review of research on
artificial intelligence applications in higher education—Where are the educators? International Journal of
Educational Technology in Higher Education, 16, 39. https://doi.org/10.1186/s41239-019-0171-0
26. Zou, D., Huang, Y., & Xie, H. (2019). Digital game-based learning of information literacy: Effects of
gameplay modes on university students’ learning performance, motivation and satisfaction. Computers &
Education, 136, 34–45. https://doi.org/10.1016/j.compedu.2019.03.003