Mona
DENDEN
Revue internationale avec comité de lecture
Denden M., Abed M. (2025). Towards Promoting the Culture of Sharing: Using Blockchain and Artificial Intelligence in an Open Science Platform. International Journal of Interactive Multimedia and Artificial Intelligence, 9 (2), pp. 104-112. [IF=3.4] [DOI=http://dx.doi.org/10.9781/ijimai.2025.02.012].
Denden M., Tlili A., Chen Y., Abed M., Jemni M., Essalmi F. (2024). The role of learners' characteristics in educational gamification systems: a systematic meta-review of the literature. Interactive Learning Environments, 32 (3), pp. 790-812. [IF=4.965] [DOI=https://doi.org/10.1080/10494820.2022.2098777].
Denden M., Abed M., Holotescu V., Tlili A., Holotescu C., Grosseck G. (2024). Down to the Rabbit Hole: How Gamification is Integrated in Blockchain Systems? A Systematic Literature Review. International Journal of Human-Computer Interaction, 40 (19), pp. 5617-5631. [IF=4.7] [DOI=https://doi.org/10.1080/10447318.2023.2238973].
Tlili A., Denden M., Abed M., Huang R. (2024). Artificial intelligence ethics in services: are we paying attention to that?!. The Service Industries Journal, 44 (15-16), pp. 1093-1116. [IF=7.4] [DOI=https://doi.org/10.1080/02642069.2024.2369322].
Denden M., Tlili A., Salha S., Abed M. (2024). Opening up the gamification black box: effects of students' personality traits and perception of game elements on their engaged behaviors in a gamified course. Technology, Knowledge and Learning, 29 (2), pp. 921-940. [IF=3.3] [DOI=https://doi.org/10.1007/s10758-023-09701-6].
Tlili A., Huang R., Shehata B., Liu D., Zhao J., Metwally A., Wang H., Denden M., Bozkurt A., Lee L.-H., Beyoglu D., Altinay F., Sharma R., Altinay Z., Li Z., Liu J., Ahmad F., Hu Y., Salha S., Abed M., Burgos D. (2022). Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis. Smart Learning Environments, 9, pp. 24. [IF=2.572]
Denden M., Tlili A., Abed M., Bozkurt A., Huang R., Burgos D. (2022). To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments. Electronics, 11, pp. 1907. [IF=2.69]
Conférence internationale avec actes et comité de lecture
Denden M., Abed M. (2024). Assessing the relationship between perceived usefulness, game elements and learning performance in a gamified learning environment. IEEE International Conference on Advanced Learning Technologies, ICALT 2024, IEEE, Nicosia, North Cyprus, pp. 55-59, juillet ., ISBN 979-8-3503-6205-3