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 2022-01-01 to 2026-01-01.)
ArticleCitations
Learning efficacy of understanding by design-Internet of Things (UbD-IoT) education integrated with design thinking and computational thinking214
The acceptance and use of smartphones among older adults: differences in UTAUT determinants before and after training108
Digital media recording and broadcasting classroom using Internet intelligent image positioning and opinion monitoring in communication85
Prototyping technology adoption among entrepreneurship and innovation libraries for rural health innovations81
Research on personal digital hoarding behaviors of college students based on personality traits theory: the mediating role of emotional attachment77
An approach based on process mining to assess the quarantine strategies' effect in reducing the COVID-19 spread76
Multimedia information retrieval using content-based image retrieval and context link for Chinese cultural artifacts72
How do online reviews influence answer adoption in virtual Q&A communities? A signaling theory perspective68
Comprehensive three-phase bibliometric assessment on the blockchain (2012–2020)57
Establishing novel experimental operation teaching by a click-and-mortar environment51
Designing a branding model for academic libraries affiliated with the Ministry of Science, Research and Technology in Iran49
Accessibility services needs of visually impaired patrons in public libraries: a grounded theory study of China48
Collective impression management and collective privacy concerns in co-owned information disclosure: the mediating role of relationship support and relationship risk45
Analysis of the critical success factors of mobile animation games based on a consistent fuzzy preference relationship45
Exploring the representation of multiple intelligences (MIs) in self-instructional materials (SIM) materials in the learning management system (LMS)41
Research hotspots and prospects of ethics education of science and technology in China based on bibliometrics41
Systematic review of MOOC research in mainland China40
Chinese libraries’ communication influence based on the Douyin communication index39
Exploring the structural relationships between augmented reality quality, perceived value, and psychological well-being in museum applications: a PLS-SEM analysis39
User experience of digital science and education evaluation platform: identification and analysis of key influencing factors38
Counterattacking long videos: exploring the characteristics of popular instant videos and roles of producers and viewers37
A novel data quality framework for assessment of scientific lecture video indexing36
Guest editorial: Contemporary learning behaviors on mobile devices and social media – part II35
Co-designing with library stakeholders: building a national virtual library33
Help me summarize a book: user continues to use intentions in AI reading assistants from a generative AI quality viewpoint33
Predictors of adoption of blockchain technology by academic libraries in Nigeria33
Bibliometric analysis and science mapping of global scientific publications on technical vocational education training (TVET)32
Knowledge mining and graph visualization of ancient Chinese scientific and technological documents bibliographic summaries based on digital humanities32
Editorial: Special selections on contemporary social media and social network research31
Which quality determinants cause MOOCs continuance intention? A hybrid extending the expectation-confirmation model with learning engagement and information systems success31
Impact of academic stress by parent-proxy on parents' learning-support-services: a moderated-mediation model of health anxiety by parents' educational level29
Book review: Conversations with leading academic and research library directors: international perspectives on library management29
Does the venue of scientific conferences leverage their impact? A large scale study on Computer Science conferences29
Evolution of discussion topics on an online depression self-help group28
Survey and analysis of providers’ demands in scientific data sharing28
Analysis of interdisciplinary characteristics and knowledge structure from multidimensional perspective: a case study of national fitness topic in China27
The relation between players' motivation, virtual communities and stickiness in augmented reality games27
Factors influencing students' adoption intention of brain–computer interfaces in a game-learning context26
What determines learners’ active participation in Metaverse-based learning in an emerging market26
Impact of COVID-19 on reading behaviors and preferences: investigating high school students and parents with the 5E instructional model25
Learning behavior in augmented reality–mediated mobile game–based learning25
The information needs of users in the metaverse communities: a grounded theory study24
Analyzing the role of ICT in bridging the digital divide: a transitional analytical framework for ICT access to impact24
Bibliometric analyses and network mapping on the smart library in Web of Science from 2003 to 202124
Exploring the factors influencing users' learning and sharing behavior on social media platforms24
Hong Kong academic librarians' attitudes toward robotic process automation23
Using augmented reality games to support sustainable development goal learning among young students: a true-experimental study23
The impact of student learning aids on deep learning and mobile platform on learning behavior21
The role of personality traits and the ability to detect fake news in predicting information avoidance during the COVID-19 pandemic21
The effect of student self-efficacy on learning outcomes in a business simulation mobile game: a quasi-experimental study21
Unleashing the power of AI: a systematic review of cutting-edge techniques in AI-enhanced scientometrics, webometrics and bibliometrics21
Data mining analytics investigation on TikTok users' behaviors: social media app development20
Editorial: Special selection on contemporary digital culture and reading20
Mapping the quantity, quality and structural indicators of Asian (48 countries and 3 territories) research productivity on cloud computing19
The effectiveness of mobile learning strategies based on pervasive animated games: an example in a vocational technology college19
Social media aesthetics as part of academic library merchandising19
Construction of alternate peer teaching method for digital animation game design19
How to improve elderly users' intention to use public digital cultural services: from the perspective of trust18
Innovative use of virtual reality simulation technology for pet health care education: a hybrid system for cardiopulmonary resuscitation training18
Lockdowns during the COVID-19 pandemic among small island developing states and Guam18
The effect of mobile business simulation games in entrepreneurship education: a quasi-experiment18
Readers’ willingness to participate deeply in library smart reading promotion18
Transitioning from inhibition to contextual emergence: investigating the mechanisms underlying the marginalization of county-level public libraries in China18
Thematic evolution of coronavirus disease: a longitudinal co-word analysis18
Research on the relationships between discourse leading indicators and citations: perspectives from altmetrics indicators of international multidisciplinary academic journals17
Cluster analysis and network visualization of research in mucormycosis: a scientometric mapping of the global publications from 2011 to 202017
Two-way deviation: the impact of the deviation of horizontal and vertical answers on knowledge adoption in virtual Q&A communities17
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