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Ryan Straight
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Year
An Exploratory Study of Augmented Reality and Mobile Games Examining Ingress Player Motivation and Potential Educational Value
RM Straight
Ohio University, 2015
52015
The development and delivery of custom mobile apps for K-12 learning: Viable options for educators
J Smith, R Straight
Society for Information Technology & Teacher Education International …, 2011
32011
Doing Postphenomenology in Cybersecurity Education: A Methodological Invitation
R Straight
CYBERSECURITY PEDAGOGY & PRACTICE JOURNAL, 2024
12024
The State of Online Learning in Web3: How Educators Understand and Implement Ed3, Blockchain, and Metaversal Technologies
R Straight
OLC Innovate 2023, 2023
12023
Bridging Complexity and Distance: Designing an Online MS Program in Cyber and Information Operations
R Straight, D Alharthi, R Honomichl
ICERI2023 Proceedings, 9093-9101, 2023
12023
Emergent Mentorship and Learning Communities of Practice Among Players of Augmented Reality Video Games
R Straight
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare …, 2016
12016
Student Occupational Expectations: A Geolocative Study
J Smith, R Straight, T Franklin
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare …, 2011
12011
Our Posthuman Learners: AI and the Future of Educations
R Straight
Keystones Together in Cyberspace Summit 2023, 2023
2023
From Parasocial to Posthuman:(Virtual) Pedagogical Agents, Parasocial Phenomena, and the Future of Immersive Learning
R Straight, W Yowika
EdMedia+ Innovate Learning, 1055-1060, 2023
2023
The Ed3 Toolkit
R Straight
2023
Cleanbox UV-C sterilization chamber
R Straight
2021
Karu: Introducing the Metaversal Library for the Future of Immersive Learning
R Straight
2021
Technological Mediation: A Postphenomenology Primer for Instructors, Designers, and More
R Straight
2021
Commercial Off-The-Shelf Video Games as Computer-Assisted Language Learning Environments
R Straight
Society for Information Technology & Teacher Education International …, 2011
2011
Disparate parasocial phenomena evaluation in traditional media and immersive virtual reality
R Straight
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