Library Hi Tech

Papers
(The TQCC of Library Hi Tech is 17. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-06-01 to 2025-06-01.)
ArticleCitations
Learning efficacy of understanding by design-Internet of Things (UbD-IoT) education integrated with design thinking and computational thinking156
Digital media recording and broadcasting classroom using Internet intelligent image positioning and opinion monitoring in communication85
An approach based on process mining to assess the quarantine strategies' effect in reducing the COVID-19 spread84
Prototyping technology adoption among entrepreneurship and innovation libraries for rural health innovations68
The acceptance and use of smartphones among older adults: differences in UTAUT determinants before and after training65
How do online reviews influence answer adoption in virtual Q&A communities? A signaling theory perspective62
Research on personal digital hoarding behaviors of college students based on personality traits theory: the mediating role of emotional attachment60
Multimedia information retrieval using content-based image retrieval and context link for Chinese cultural artifacts60
Use of infographics as a technology-based information dissemination tool: the perspective of Egyptian public university libraries library staff59
Establishing novel experimental operation teaching by a click-and-mortar environment56
Accessibility services needs of visually impaired patrons in public libraries: a grounded theory study of China56
Designing a branding model for academic libraries affiliated with the Ministry of Science, Research and Technology in Iran53
Comprehensive three-phase bibliometric assessment on the blockchain (2012–2020)52
Characterizing response quantity on academic social Q&A sites: a multidiscipline comparison of linguistic characteristics of questions50
Evaluation of teachers’ information literacy based on information of behavioral data in online learning and teaching platforms: an empirical study of China48
Collective impression management and collective privacy concerns in co-owned information disclosure: the mediating role of relationship support and relationship risk46
Mapping coronavirus research: quantitative and visualization approaches44
Analysis of the critical success factors of mobile animation games based on a consistent fuzzy preference relationship43
Exploring the representation of multiple intelligences (MIs) in self-instructional materials (SIM) materials in the learning management system (LMS)41
Measuring reopening readiness: a universal COVID-19 index for US states41
Research hotspots and prospects of ethics education of science and technology in China based on bibliometrics41
Counterattacking long videos: exploring the characteristics of popular instant videos and roles of producers and viewers40
User experience of digital science and education evaluation platform: identification and analysis of key influencing factors39
Providing a framework for the reuse of research data based on the development dynamic framework of United Nations Development Program (UNDP)36
Research on the influencing factors of the switching behavior of Chinese social media users: QQ transfer to WeChat36
Chinese libraries’ communication influence based on the Douyin communication index35
Systematic review of MOOC research in mainland China35
Exploring the structural relationships between augmented reality quality, perceived value, and psychological well-being in museum applications: a PLS-SEM analysis34
Help me summarize a book: user continues to use intentions in AI reading assistants from a generative AI quality viewpoint33
A novel data quality framework for assessment of scientific lecture video indexing33
Guest editorial: Contemporary learning behaviors on mobile devices and social media – part II33
Co-designing with library stakeholders: building a national virtual library32
Data replication techniques in the Internet of Things: a systematic literature review32
Knowledge mining and graph visualization of ancient Chinese scientific and technological documents bibliographic summaries based on digital humanities32
Which quality determinants cause MOOCs continuance intention? A hybrid extending the expectation-confirmation model with learning engagement and information systems success32
Bibliometric analysis and science mapping of global scientific publications on technical vocational education training (TVET)31
Motivations of choosing archival studies as major in the iSchools: viewpoint between two universities across the Pacific Ocean31
Predictors of adoption of blockchain technology by academic libraries in Nigeria31
Editorial: Special selections on contemporary social media and social network research30
Impact of academic stress by parent-proxy on parents' learning-support-services: a moderated-mediation model of health anxiety by parents' educational level30
Perceived benefits and post-adoption usage of education management information system29
Topic analysis of academic disciplines based on prolific and authoritative researchers28
Survey and analysis of providers’ demands in scientific data sharing28
What determines learners’ active participation in Metaverse-based learning in an emerging market27
Analysis of interdisciplinary characteristics and knowledge structure from multidimensional perspective: a case study of national fitness topic in China27
Book review: Conversations with leading academic and research library directors: international perspectives on library management26
Does the venue of scientific conferences leverage their impact? A large scale study on Computer Science conferences26
MIS faculty collaboration in research and journal publication25
A bibliometric approach to quantitatively assess current research trends in 5G security25
The relation between players' motivation, virtual communities and stickiness in augmented reality games25
Evolution of discussion topics on an online depression self-help group24
Factors influencing students' adoption intention of brain–computer interfaces in a game-learning context24
Exploring the factors influencing users' learning and sharing behavior on social media platforms24
The analytic study of librarian-user and importance-satisfaction on the use factor of complex cultural space in library24
Hong Kong academic librarians' attitudes toward robotic process automation23
The structural relationships among spatial presence, situational interest and behavioral attitudes toward online virtual museum navigation: a PLS-SEM analysis23
The effect of student self-efficacy on learning outcomes in a business simulation mobile game: a quasi-experimental study23
Bibliometric analyses and network mapping on the smart library in Web of Science from 2003 to 202122
The role of personality traits and the ability to detect fake news in predicting information avoidance during the COVID-19 pandemic22
Using augmented reality games to support sustainable development goal learning among young students: a true-experimental study21
Impact of COVID-19 on reading behaviors and preferences: investigating high school students and parents with the 5E instructional model21
The information needs of users in the metaverse communities: a grounded theory study20
Unleashing the power of AI: a systematic review of cutting-edge techniques in AI-enhanced scientometrics, webometrics and bibliometrics20
Analyzing the role of ICT in bridging the digital divide: a transitional analytical framework for ICT access to impact20
Learning behavior in augmented reality–mediated mobile game–based learning20
Toward the dialectical evaluation of online information: the roles of personality, self-efficacy and attitude20
Editorial: Special selection on contemporary digital culture and reading19
Library café or elsewhere: usage of study space by different majors under contemporary technological environment19
Data mining analytics investigation on TikTok users' behaviors: social media app development19
Exploring individuals’ adoption of COVID-19 contact-tracing apps: a mixed-methods approach19
The impact of student learning aids on deep learning and mobile platform on learning behavior19
Construction of alternate peer teaching method for digital animation game design18
Social media communication of the scientific and technological literature in emergency under COVID-1918
Augmented reality technology in the libraries of universities of medical sciences: identifying the application, advantages and challenges and presenting a model18
Social media aesthetics as part of academic library merchandising18
Thematic evolution of coronavirus disease: a longitudinal co-word analysis18
Investigating the citation advantage of author-pays charges model in computer science research: a case study of Elsevier and Springer18
The effectiveness of mobile learning strategies based on pervasive animated games: an example in a vocational technology college18
Mapping the quantity, quality and structural indicators of Asian (48 countries and 3 territories) research productivity on cloud computing18
User experience research on social robot application18
Emerging knowledge commons in the public libraries in South Africa18
Transitioning from inhibition to contextual emergence: investigating the mechanisms underlying the marginalization of county-level public libraries in China17
The effect of mobile business simulation games in entrepreneurship education: a quasi-experiment17
Innovative use of virtual reality simulation technology for pet health care education: a hybrid system for cardiopulmonary resuscitation training17
Readers’ willingness to participate deeply in library smart reading promotion17
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