Journal of Computer Assisted Learning

Papers
(The H4-Index of Journal of Computer Assisted Learning is 29. 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 2020-03-01 to 2024-03-01.)
ArticleCitations
Chatbots for language learning—Are they really useful? A systematic review of chatbot‐supported language learning136
Cognitive and affective processes for learning science in immersive virtual reality117
Virtual reality in K‐12 and higher education: A systematic review of the literature from 2000 to 2019101
Augmented reality in language learning: A state‐of‐the‐art review of 2014–201981
The impact of augmented reality on cognitive load and performance: A systematic review72
Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games65
Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion61
The impact of risk and protective factors on online teaching experience in high school Italian teachers during the COVID‐19 pandemic58
Evaluating the effectiveness of blended learning using the ARCS model53
Higher education students' experiences and opinion about distance learning during the Covid‐19 pandemic49
Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners47
Face‐to‐face, blended, flipped, or online learning environment? Impact on learning performance and student cognitions46
STEM learning attitude predicts computational thinking skills among primary school students44
Enhancing learning engagement during COVID‐19 pandemic: Self‐efficacy in time management, technology use, and online learning environments42
The role of digital informal learning in the relationship between students' digital competence and academic engagement during the COVID‐19 pandemic42
Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study42
The effects of self‐efficacy,self‐regulationand social presence on learning engagement in a large university class using flipped Learning42
Artificial intelligence in educational assessment: ‘Breakthrough? Or buncombe and ballyhoo?’41
Linking learner factors, teaching context, and engagement patterns with MOOC learning outcomes40
Investigating the mediating role of online learning motivation in the COVID‐19 pandemic situation in Bangladesh38
Which way of design programming activities is more effective to promote K‐12 students' computational thinking skills? A meta‐analysis36
A review of learning demands in instructional animations: The educational effectiveness of animations unfolds if the features of change need to be learned35
The validation and further development of a multidimensional cognitive load scale for virtual environments35
Factors impacting university students' online learning experiences during the COVID‐19 epidemic35
Platform is not destiny: Embodied learning effects comparing 2D desktop to 3D virtual reality STEM experiences33
Application of virtual reality (VR) technology for medical practitioners in type and screen (T&S) training32
Inquiry‐based mobile learning in secondary school science education: A systematic review30
Effectiveness of automated writing evaluation systems in school settings: A systematic review of studies from 2000 to 202030
Using eye‐movement modelling examples to improve critical reading of multiple webpages on a conflicting topic30
The structure of student engagement in online learning: A bi‐factor exploratory structural equation modelling approach29
Augmented reality assisted learning achievement, motivation, and creativity for children of low‐grade in primary school29
The Community of Inquiry perspective on students' social presence, cognitive presence, and academic performance in online project‐based learning29
Augmented reality and competition in robotics education: Effects on 21st century competencies, group collaboration and learning motivation29
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