Journal of Computer Assisted Learning

Papers
(The median citation count of Journal of Computer Assisted Learning is 3. 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 2020-11-01 to 2024-11-01.)
ArticleCitations
Chatbots for language learning—Are they really useful? A systematic review of chatbot‐supported language learning233
Virtual reality in K‐12 and higher education: A systematic review of the literature from 2000 to 2019130
The impact of augmented reality on cognitive load and performance: A systematic review101
Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion86
Artificial intelligence in educational assessment: ‘Breakthrough? Or buncombe and ballyhoo?’69
The impact of risk and protective factors on online teaching experience in high school Italian teachers during the COVID‐19 pandemic64
Evaluating the effectiveness of blended learning using the ARCS model64
Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners64
Higher education students' experiences and opinion about distance learning during the Covid‐19 pandemic60
The role of digital informal learning in the relationship between students' digital competence and academic engagement during the COVID‐19 pandemic51
Enhancing learning engagement during COVID‐19 pandemic: Self‐efficacy in time management, technology use, and online learning environments50
Investigating the mediating role of online learning motivation in the COVID‐19 pandemic situation in Bangladesh48
Platform is not destiny: Embodied learning effects comparing 2D desktop to 3D virtual reality STEM experiences46
Effectiveness of automated writing evaluation systems in school settings: A systematic review of studies from 2000 to 202045
Which way of design programming activities is more effective to promote K‐12 students' computational thinking skills? A meta‐analysis43
Using metacognitive prompts to enhance self‐regulated learning and learning outcomes: A meta‐analysis of experimental studies in computer‐based learning environments43
Factors impacting university students' online learning experiences during the COVID‐19 epidemic42
Effects of immersive virtual reality classrooms on students' academic achievement, motivation and cognitive load in science lessons42
Augmented reality assisted learning achievement, motivation, and creativity for children of low‐grade in primary school39
The Community of Inquiry perspective on students' social presence, cognitive presence, and academic performance in online project‐based learning36
If and how do 360° videos fit into education settings? Results from a scoping review of empirical research36
A systematic review of academic dishonesty in online learning environments35
The effects of an augmented reality based magnetic experimental tool on students' knowledge improvement and cognitive load35
Academic dishonesty and trustworthy assessment in online learning: A systematic literature review34
Augmented reality technology in language learning: Ameta‐analysis33
The structure of student engagement in online learning: A bi‐factor exploratory structural equation modelling approach33
Instructional mechanisms in immersive virtual reality serious games: Earthquake emergency training for children32
Challenges and opportunities of multimodal data in human learning: The computer science students' perspective32
Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐1232
Exploring students' cognitive and affective states during problem solving through multimodal data: Lessons learned from a programming activity32
Online engagement during COVID‐19: Role of agency on collaborative learning orientation and learning expectations31
A systematic scoping review and textual narrative synthesis of physical and mixed‐reality simulation in pre‐service teacher training31
Investigating the redundancy principle in immersive virtual reality environments: An eye‐tracking and EEG study30
The prevalence and use of emerging technologies in STEAM education: A systematic review of the literature29
Investigating students' use of self‐assessments in higher education using learning analytics26
Virtual reality application influences cognitive load‐mediated creativity components and creative performance in engineering design26
The fear of big brother: The potential negative side‐effects of proctored exams26
Immersive virtual reality for increasing presence and empathy25
Students and instructors perspective on blended synchronous learning in a Canadian graduate program25
The development of artificial intelligence in education: A review in context25
The pandemic semesters: Examining public opinion regarding online learning amidst COVID‐1924
Effects of regulatory focus on online learning engagement of high school students: The mediating role of self‐efficacy and academic emotions23
Investigating the value of immersive virtual reality tools for organizational training: An applied international study in the biotech industry23
Effect of teacher autonomy support on the online self‐regulated learning of students during COVID‐19 in China: The chain mediating effect of parental autonomy support and students’ self‐eff23
Analysing adaptive scaffolds that help students develop self‐regulated learning behaviours23
Exploring the link between self‐regulated learning and learner behaviour in a massive open online course22
The relationship between self‐assessment and performance in learning TPACK: Are self‐assessments a good way to support preservice teachers' learning?22
Using eye movement modelling examples to guide visual attention and foster cognitive performance: A meta‐analysis22
Virtual reality enhances safety training in the maritime industry: An organizational training experiment with a non‐WEIRD sample22
Ameta‐analysison the effects of technology's functions and roles on students' mathematics achievement in K‐12 classrooms21
Exploring age and gender differences of computational thinkers in primary school: A developmental perspective21
Promoting student engagement in online collaborative writing through a student‐facing social learning analytics tool21
Exploring latent states of problem‐solving competence using hidden Markov model on process data20
Analysing interactions in online discussions through social network analysis20
Flipping writing metacognitive strategies and writing skills in an English as a foreign language collaborative writing context: a mixed‐methods study19
Distance education amid a pandemic: Which psycho‐demographic variables affect students in higher education?19
Characteristics of pedagogical change in integrating digital collaborative learning and their sustainability in a school culture: e‐CSAMR framework19
Discrepancy between language learners and teachers concerns about emergency remote teaching19
Effects of AR‐ and VR‐based wearables in teaching English: The application of an ARCS model‐based learning design to improve elementary school students' lea18
A systematic review ofeye‐tracking‐basedresearch on animated multimedia learning18
Comparing technology acceptance of K‐12 teachers with and without prior experience of learning management systems: A Covid‐19 pandemic study18
Implementing an automated feedback program for a foreign language writing course: A learner‐centric study18
Attention‐driven read‐aloud technology increases reading comprehension in children with reading disabilities18
The influences of a virtual instructor's voice and appearance on learning from video lectures18
Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial18
Leveraging natural language processing to support automated assessment and feedback for student open responses in mathematics17
In the nexus of integrity and surveillance: Proctoring (re)considered17
Dissecting learning tactics in MOOC using ordered network analysis17
Teaching Turkish‐Dutch kindergartners Dutch vocabulary with a social robot: Does the robot's use of Turkish translations benefit children's Dutch vocabulary learning?17
To simplify or not? Facilitating English L2 users' comprehension and processing of open educational resources in English using text simplification17
Animated pedagogical agents enhance learning outcomes and brain activity during learning17
Online 3D gamification for teaching a human resource development course17
Using WhatsApp increases language students' self‐motivation and achievement, and decreases learning anxiety: A self‐determination theory approach17
Cultivating creative thinking in engineering student teams: Can a computer‐mediated virtual laboratory help?17
Enhancing distance learning of science—Impacts of remote labs 2.0 on students' behavioural and cognitive engagement16
The impact of a professional upskilling training programme on developing teachers' digital competence16
Clustering sequential navigation patterns inmultiple‐sourcereading tasks with dynamic time warping method16
Designing a novel teaching platform for AI: A case study in a Thai school context16
Effects of community of inquiry, learning presence and mentor presence on K‐12 online learning outcomes16
Effects of blended language learning on EFL learners' language performance: An activity theory approach16
Effect of blended learning on student performance in K‐12 settings: A meta‐analysis16
A systematic review of empirical research on learning with3Dprinting technology16
Understanding embodied immersion in technology‐enabled embodied learning environments15
Do zoom meetings really help? A comparative analysis of synchronous and asynchronous online learning during Covid‐19 pandemic15
Promoting the integration of technology in teaching: An analysis of the factors that increase the intention to use technologies among Italian teachers15
Improving summary writing through formative feedback in a technology‐enhanced learning environment15
Meta‐analysis examining the effects of electronic storybooks on language and literacy outcomes for children in grades Pre‐K to grade 215
Digital skills critical for education: Video analysis of students' technology use in Norwegian secondary English classrooms15
The moving learner: Object manipulation in virtual reality improves vocabulary learning15
The effect ofGeoGebra software–supportedmathematics instruction on eighth‐grade students' conceptual understanding and retention15
Trends and issues of social annotation in education: A systematic review from 2000 to 202015
Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects15
Online versus face‐to‐face cheating: The prevalence of cheating behaviours during the pandemic compared to the pre‐pandemic among Turkish University students15
The interactive e‐book and video feedback in a multimedia learning environment: Influence on performance, cognitive, and motivational outcomes14
Revealing the hidden structure of physiological states during metacognitive monitoring in collaborative learning14
The role of rapid guessing and test‐taking persistence in modelling test‐taking engagement14
Digital self‐control interventions for distracting media multitasking ‐ A systematic review14
Tracing changes in teachers' professional learning network on Twitter: Comparison of teachers' social network structure and content of interaction before and during theCOVID‐19 pandemic14
Adoption of learning technologies in times of pandemic crisis14
Effect of groups size on students' learning achievement, motivation, cognitive load, collaborative problem‐solving quality, and in‐class interaction in an introductory AI course14
The effect of the modality principle to support learning with virtual reality: An eye‐tracking and electrodermal activity study14
Supporting digitally enhanced learning through measurement in higher education: Development and validation of a university students' digital competence scale14
Remote proctoring: Lessons learned from the COVID‐19 pandemic effect on the large scale on‐line assessment at Tel Aviv University14
Emotional and cognitive effects of learning with computer simulations and computer videogames13
Multilevel analysis of the educational use of technology: Quantity and versatility of digital technology usage in Finnish basic education schools13
Factors influencing Chinese undergraduate students' emotions in an online EFL learning context during the COVID pandemic13
Coding energy knowledge in constructed responses with explainableNLPmodels13
Automatic identification of knowledge‐transforming content in argument essays developed from multiple sources13
Teacher‐created video instruction in the elementary classroom—Its impact on students and teachers13
Connecting the dots – A literature review on learning analytics indicators from a learning design perspective13
AI literacy curriculum and its relation to children's perceptions of robots and attitudes towards engineering and science: An intervention study in early childhood education13
Analysing the role of a pedagogical agent in psychological and cognitive preparatory activities13
Understanding topic duration in Twitter learning communities using data mining13
Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning?13
Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning13
Effects of a collaborative AR‐enhanced learning environment on learning gains and technology implementation beliefs: Evidence from a graduate teacher training course13
Examining the structure of credibility evaluation when sixth graders read online texts12
Digital reading in beginner readers: Advantage or disadvantage for comprehension of narrative and informational linear texts?12
Do educational games affect students' achievement emotions? Evidence from a meta‐analysis12
Dolos: Language‐agnostic plagiarism detection in source code12
Examining effects of instructional strategies on student engagement in blended online courses12
Students' abilities to evaluate the credibility of online texts: The role of internet‐specific epistemic justifications12
Impact of anxiety and confidence in virtual reality‐mediated learning transferred to hands‐on tasks12
Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory12
Text‐to‐speech applications to reduce mind wandering in students with dyslexia11
Understanding the evolution of cognitive engagement with interaction levels in online learning environments: Insights from learning analytics and epistemic network analysis11
An examination of the effectiveness of problem‐based learning method supported by augmented reality in science education11
Panoramic video in education: A systematic literature review from 2011 to 202111
The didactic and pedagogical design of e‐learning in higher education: A systematic literature review11
Digital‐first assessments: A security framework11
More challenging or more achievable? The impacts of difficulty and dominant goal orientation in leaderboards within educational gamification11
Individual differences in visuospatial working memory capacity influence the modality effect11
On the necessity (or lack thereof) of digital proctoring: Drawbacks, perceptions, and alternatives11
Realistic visualizations can aid transfer performance: Do distinctive shapes and descriptive labels contribute towards learning?11
MOOC learners' time‐investment patterns and temporal‐learning characteristics11
Engage me: Learners' expectancies and teachers' efforts in designing effective online classes10
Digital learning of English as a foreign language among university students: How are approaches to learning linked to digital competence and technostress?10
Micro‐persistence and difficulty in a game‐based learning environment for computational thinking acquisition10
Virtual academic conferences as learning spaces: Factors associated with the perceived value of purely virtual conferences10
Facilitating learning in immersive virtual reality: Segmentation, summarizing, both or none?10
Seductive details do their damage also in longer learning sessions – When the details are perceived as relevant10
Students' expectations of Learning Analytics across Europe10
How differently designed guidance influences simulation‐based inquiry learning in science education: A systematic review10
Expository multimedia comprehension in E‐learning: Presentation format, verbal ability and working memory capacity10
A preliminary study on flipping an English as a foreign language collaborative writing course with video clips: Its impact on writing skills and writing motivation10
Improving mobile learning in secondary mathematics and science: Listening to students10
What should we evaluate when we use technology in education?10
The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis10
Re‐viewing performance: Showing eye‐tracking data as feedback to improve performance monitoring in a complex visual task10
Promoting international high‐school students' Chinese language learning achievements and perceptions: A mind mapping‐based spherical video‐based virtual reality learning system in C10
The impact of an online gamified approach embedded with self‐regulated learning support on students' reading performance and intrinsic motivation: A randomized controlled trial10
Emotion regulation, e‐learning readiness, technology usage status, in‐class smartphone cyberloafing, and smartphone addiction in the time of COVID‐19 pandemic10
Lessons learned on student engagement from the nature of pervasive socio‐digital interests and related network participation of adolescents9
Where's the germs? The effects of using virtual reality on nursing students' hospital infection prevention during the COVID‐19 pandemic9
The impact of parent mediation on young children's home digital literacy practices and learning: A narrative review9
English outside the academic sphere: A mobile‐based context‐aware comparison study on collaborative and individual learning9
Supporting skill integration in an intelligent tutoring system for code tracing9
Distance learning perceptions during the coronavirus outbreak: Freshmen versus more advanced students9
Promoting children's computational thinking: A quasi‐experimental study of web‐mediated parent education9
Fostering science interests through head‐mounted displays9
Is Chatgpt a menace for creative writing ability? An experiment9
Visual representation fidelity and self‐explanation prompts in multi‐representational adaptive learning9
Smart mechanisms and their influence on geometry learning of elementary school students in authentic contexts9
Unpacking the black‐box of students' visual attention in Mathematics and English classrooms: Empirical evidence using mini‐video recording gadgets9
The supporting role of learning analytics for a blended learning environment: Exploring students' perceptions and the impact on relatedness8
Unfolding self‐regulated learning profiles of students: A longitudinal study8
The effect of virtual reality media characteristics on flow and learning transfer in job training: The moderating effect of presence8
Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition8
Effective instruction conditions for educational robotics to develop programming ability of K‐12 students: A meta‐analysis8
Exploring learner motivation and mobile‐assisted peer feedback in a business English speaking course8
Exploring the effects of automatic speech recognition technology on oral accuracy and fluency in a flipped classroom8
Acquisition of false certainty: Learners increase their confidence in the correctness of incorrect answers after online information search8
Scaling anti‐plagiarism efforts to meet the needs of large online computer science classes: Challenges, solutions, and recommendations8
Do social cues in instructional videos affect attention allocation, perceived cognitive load, and learning outcomes under different visual complexity conditions?8
Patterns of reading behaviour in digital hypertext environments8
Improving mathematics assessment readability: Do large language models help?8
A three‐step model for the gamification of training and automaticity acquisition8
Harnessing the potential of trace data and linguistic analysis to predict learner performance in a multi‐text writing task7
Language learners' digital literacies: Focus on students' information literacy and reading practices online7
Analysis of school students' misconceptions about basic programming concepts7
Discovering computational thinking in everyday problem solving: A multiple case study of route planning7
Personalized refutation texts best stimulate teachers' conceptual change about multimedia learning7
Collaborative behavioural patterns of elementary school students working on a robotics project7
Students' use of technology and their perceptions of its usefulness in higher education: International comparison7
Towards automatic annotation of collaborative problem‐solving skills in technology‐enhanced environments7
The role of desktop virtual reality as an accessible and equitable strategy to improve career opportunities for women in technology7
Towards a partnership of teachers and intelligent learning technology: A systematic literature review of model‐based learning analytics7
Shifting online: 12 tips for online teaching derived from contemporary educational psychology research7
Delving into instructor‐led feedback interventions informed by learning analytics in massive open online courses7
Benefits of prompting students to generate summaries during pauses in segmented multimedia lessons7
The effect of an unplugged coding course on primary school students' improvement in their computational thinking skills7
Towards a fuller picture: Triangulation and integration of the measurement of self‐regulated learning based on trace and think aloud data7
How should webcams be used in online learning under COVID‐19: A co‐orientation analysis of teachers' and students' perceptions of student social presence on webcam7
Responsiveness to a game‐based intervention to enhance reading efficiency in first graders7
Can students evaluate scientificYouTubevideos? Examining students' strategies and criteria for evaluating videos versus webpages on climate change7
Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement7
Effect sizes and research directions of technology application in museum learning: Evidence obtained by integrating meta‐analysis with co‐citation network analysis7
Enabling open‐ended questions in team‐based learning using automated marking: Impact on student achievement, learning and engagement6
Looking through Sherlock's eyes: Effects of eye movement modelling examples with and without verbal explanations on deductive reasoning6
Exploring relationships among students' computational thinking skills, emotions, and cognitive load using simulation games in primary education6
Delaying elaborated feedback within computer‐based learning environments: The role of summative and question‐based feedback6
Artificial intelligence on the advance to enhance educational assessment: Scientific clickbait or genuine gamechanger?6
The effect of an artificial agent's vocal expressiveness on immediacy and learning6
Video‐enhanced or textual rubrics: Does the Viewbrics' formative assessment methodology support the mastery of complex (21st century) skills?6
Investigating the pedagogies of screen‐sharing in contemporary learning environments—A mixed methods analysis6
The effects of block‐based visual and text‐based programming training on students' achievement, logical thinking skills, and motivation6
Integrating modified WebQuest activities for programming learning6
Self‐concept but not prior knowledge moderates effects of different implementations of computer‐assisted inquiry learning activities on students' learning6
The effects of assessment design on academic dishonesty, learner engagement, and certification rates in MOOCs6
Is the human movement effect stable over time? The effects of presentation format on acquisition and retention of a motor skill6
Investigating the impact of a virtual reality mobile application on learners' interpreting competence6
Trustworthy remote assessments: A typology of pedagogical and technological strategies6
Semi‐automatic coding of open‐ended text responses in large‐scale assessments6
An investigation of teachers' perceptions of using ChatGPT as a supporting tool for teaching and learning in the digital era6
Predicting fraction and algebra achievements online: A large‐scale longitudinal study using data from an online learning environment6
Learning analytics support to teachers' design and orchestrating tasks6
Achieving success in English medium instruction using computer‐mediated terminology pretraining under the problem‐based learning pedagogy5
Computerized dynamic testing of children's potential for reasoning by analogy: The role of executive functioning5
Browsing to learn: How computer and software engineering students use online platforms in learning activities5
Procedural knowledge acquisition in a second‐year nursing course. Effectiveness of a digital video‐based collaborative learning‐by‐design activity using hypervideo5
How to deepen college students' approach to using technologies in T‐O‐IBL? Examining the mediating influence of deep approaches to using technologies between learning factors and higher ord5
Revising the computer programming attitude scale in the context of attitude ambivalence5
A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective5
Machine translation in language acquisition: A study on EFL students' perceptions and practices in Saudi Arabia and South Korea5
Examining shifts in conceptual knowledge, procedural knowledge and procedural flexibility in the context of two game‐based technologies5
The effects of mobile technology usage on cognitive, affective, and behavioural learning outcomes in primary and secondary education: A systematic review with meta‐analysis5
The effect of virtual reality learning on students' motivation: A scoping review5
Expert examples and prompted reflection in learning withself‐generatedconcept maps5
Let me explain! The effects of writing and reading short justifications on students' performance, confidence and opinions in audience response systems5
Understanding English‐as‐a‐foreign‐language university teachers' synchronous online teaching satisfaction: A Chinese perspective5
The impact of adaptive computer assisted instruction on reading comprehension: Identifying the main idea5
Cognitive tasks in the core content areas: Factors that influence students' technology use in high‐school classrooms5
The utility of 3D, haptic‐enabled, virtual reality technologies for student knowledge gains in the complex biological system of the human heart5
Technology‐based self‐monitoring system for on‐task behavior of students with disabilities: A quantitative meta‐analysis of single‐subject research5
The role of gender and employment status in MOOC learning: An exploratory study5
The development and construction of an AR‐guided learning model with focused learning theories5
Integrating instructional designs of personalized learning through the lens of universal design for learning5
Effects of contextual interactive healthcare training on caregivers of patients with suspected COVID‐19 infection: Anxiety, learning achievements, perceived support and self‐efficacies duri5
A study on learning analytics of using mobile augmented reality application to enhance cultural competence for design cultural creation in higher education5
Measuring cognitive load in augmented reality with physiological methods: A systematic review4
Examining virtual reality as a platform for developing mental models of industrial systems4
Touchy feely vectors: A compensatory design approach to support model‐based reasoning in developing country classrooms4
Effects of new coopetition designs on learning performance in robotics education4
Connecting the dots: Understanding the interrelated impacts of type, quality and children's awareness of design features and the mathematics content learning goals in digital math games and related le4
Teaching prototypes and pedagogical strategies in integrating Open Sim‐based virtual worlds in K‐12: Insights from perspectives and practices of teachers and students4
Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners4
Secondary school teachers' use of online formative assessment during COVID‐19 lockdown: Experiences and lessons learned4
Training teacher‐researchers through online collective academic supervision: Evidence from a postgraduate teacher education programme4
Understanding the experiences of teacher candidates related to online flipped learning in relation to Community of Inquiry framework4
The relationship between individual characteristics and practice behaviour within an adaptive arithmetic learning program4
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