Journal of Computer Assisted Learning

Papers
(The median citation count of Journal of Computer Assisted Learning is 4. 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 2021-10-01 to 2025-10-01.)
ArticleCitations
Learning computer algorithms through dynamic visualizations: Benefits of ‘AlgoRythmics’ videos203
The effect of mobile assisted teaching on nursing students' learning ventrogluteal injection application: The case of Turkey97
Captioning and repetition for Chinese students' immediate and delayed retention of English‐speaking multimedia lessons92
Individual differences in executive function affect learning with immersive virtual reality80
Technology‐based self‐monitoring system for on‐task behavior of students with disabilities: A quantitative meta‐analysis of single‐subject research80
Evaluating performance on a bespoke maths game with children with Down syndrome73
The Effect of Mind Map as a Prewriting Activity in Third Grade Elementary Students' Descriptive Narrative Creative Writing With a Writing E‐Portfolio72
Effects of flipped English learning designs on learning outcomes and cognitive load: Workload of out‐of‐class activities versus during‐class activities70
Investigating students' use of self‐assessments in higher education using learning analytics70
Using Trace Data of Secondary Students to Understand Metacognitive Processes in Writing From Multiple Sources70
Enacting control with student dashboards: The role of motivation66
Examining students' self‐regulated learning processes and performance in an immersive virtual environment63
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Should We Use Educational Robots to Introduce Students to Computational Thinking? Insights From Two Experimental Studies58
Making the Invisible Visible: Exploring Joint Attention Behaviour in Remote Collaborative Problem‐Solving57
The influences of a virtual instructor's voice and appearance on learning from video lectures56
Using multimodal learning analytics as a formative assessment tool: Exploring collaborative dynamics in mathematics teacher education54
Patterns of reading behaviour in digital hypertext environments50
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Using learning analytics to enhance college students' shared epistemic agency in mobile instant messaging: A new way to support deep discussion44
Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory43
The impact of parent mediation on young children's home digital literacy practices and learning: A narrative review42
Understanding topic duration in Twitter learning communities using data mining41
The fear of big brother: The potential negative side‐effects of proctored exams38
Gamification improves learning: Experience in a training activity of computer programming in higher education38
The effectiveness of self‐regulated learning strategies in higher education blended learning: A five years systematic review37
Correction to “Using ChatGPT to promote research competency: English as a foreign language undergraduates' perceptions and practices across varied metacognitive awareness levels”36
Effects of Cognitive‐, Social‐, and Group‐Awareness Tools on Learners' Cognitive Load in Computer‐Mediated Writing Classes35
Pre‐service teachers' collaborative learning and role‐based drama activity in a virtual reality environment35
From Viewers to Participants: The Evolution of Learning Through Interactive Video35
Issue Information35
The effect of instructor's voice enthusiasm and visual cueing in multimedia learning35
The quality of prospective mathematics teachers' dynamic geometry tasks in terms of the coordination between mathematical depth levels and technological actions34
Towards tailored cognitive support in augmented reality assembly work instructions34
Exploring the impact of audio self‐modelling on Chinese as a foreign language students' tone pronunciation skill, self‐efficacy, and motivation34
Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds33
The effect of virtual reality media characteristics on flow and learning transfer in job training: The moderating effect of presence33
Design and development of a mobile augmented reality‐based learning environment for teaching the lives of scientists33
Exploring ChatGPT‐Facilitated Scaffolding in Undergraduates' Mathematical Problem Solving32
A Domain‐Independent, Extensible Framework for Generators of Training Game Activities on Declarative Knowledge32
Middle School Students' In‐Moment Engagement in Synchronous Online Learning: An Activity–Community of Inquiry Approach32
Virtual reality enhances safety training in the maritime industry: An organizational training experiment with a non‐WEIRD sample31
Implementing Pretraining to Optimise Learning in Immersive Virtual Reality30
Online collaborative tools for science education: Boosting learning outcomes, motivation, and engagement30
Is Chatgpt a menace for creative writing ability? An experiment30
Gamification for Wildfire Education and Safety Training: A Systematic Literature Review and Meta‐Analysis30
Computer‐Based Answer‐Until‐Correct and Elaborated Feedback: Effects on Affective‐Motivational and Performance Outcomes30
A meta‐analysis of effects of self‐directed learning in online learning environments29
An investigation of teachers' perceptions of using ChatGPT as a supporting tool for teaching and learning in the digital era29
Evaluating Sentence‐BERT‐powered learning analytics for automated assessment of students' causal diagrams28
Correction to “Towards automatic annotation of collaborative problem‐solving skills in technology‐enhanced environments” and “Investigating students' use of self‐assessments in higher education using 28
Mindfulness in a digital math learning game: Insights from two randomized controlled trials27
Do social cues in instructional videos affect attention allocation, perceived cognitive load, and learning outcomes under different visual complexity conditions?27
The relationship between problem‐solving behaviour and performance – Analysing tool use and information retrieval in a computer‐based office simulation27
Learning challenging L2 sounds via computer‐assisted training: Audiovisual training with an airflow model26
I see something you do not: Eye movement modelling examples do not improve anomaly detection in interpreting medical images26
Promoting Patients' Cognitive Engagement With Robot‐Based SIPE Training: A Randomised Controlled Study26
The effect of an unplugged coding course on primary school students' improvement in their computational thinking skills26
Adventures with Anxiety: Gender bias in using a digital game for teaching vocational English26
Lesson learned from the pandemic for learning physics26
Investigating the value of immersive virtual reality tools for organizational training: An applied international study in the biotech industry26
In the nexus of integrity and surveillance: Proctoring (re)considered26
Supporting skill integration in an intelligent tutoring system for code tracing26
Analysing adaptive scaffolds that help students develop self‐regulated learning behaviours25
Does AI‐assisted creation of polyphonic music increase academic motivation? The DeepBach graphical model and its use in music education25
The impact of frequency and stakes of formative assessment on student achievement in higher education: A learning analytics study25
Learning analytics driven improvements in learning design in higher education: A systematic literature review24
ChatGPT Interventions in Higher Education: A Systematic Review of Experimental Studies24
Exploring the link between self‐regulated learning and learner behaviour in a massive open online course23
Does Instructors' and Students' On‐Camera Presence Enhance Learning?23
Mathematical experience in game‐based problem‐solving23
The effect of the modality principle to support learning with virtual reality: An eye‐tracking and electrodermal activity study23
Be prepared: How training and emergency type affect evacuation behaviour23
The interactive e‐book and video feedback in a multimedia learning environment: Influence on performance, cognitive, and motivational outcomes23
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Comparing effects of different goal type orders on collaborative simulation‐based inquiry in engineering problem solving: A process modelling approach22
Usability Evaluation of an Adaptive Courseware Approach in the Natural Language‐Based Intelligent Tutoring System‐Tutomat22
The Effects of Augmented Reality in Situated English Language Learning22
A Nuanced Perspective on VR Learning: Exploring the Effects of Immersion Levels on Knowledge Acquisition Using Electrodermal and Eye Tracking Sensors22
Competency model development: The backbone of successful stealth assessments22
Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!22
Exploring Factors Influencing Teachers' Acceptance of AI Tools for Creating Animated Educational Videos With Pedagogical Agents21
Does L2 Speaking Anxiety Differ in Classroom and Synchronous Online Learning Environments? Evidence From EFL College Students21
An Analysis of Socially Shared Regulation and Performance on Co‐Creation Tasks in the Metaverse21
An Artificial Intelligence‐Enabled Group Cognitive Diagnosis Approach With the Goal of Promoting Online Collaborative Learning21
Integrating peer assessment cycle into ChatGPT for STEM education: A randomised controlled trial on knowledge, skills, and attitudes enhancement21
Exploring the Effectiveness of Large‐Scale Automated Writing Evaluation Implementation on State Test Performance Using Generalised Boosted Modelling21
Elevating EFL learners' professional English achievements and positive learning behaviours: A motivation model‐based digital gaming approach21
Incorporating online writing resources into self‐regulated learning strategy‐based instruction: An intervention study21
An examination of learning ecologies associated with the Holocaust: The role of social media21
Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement20
High task motivation learners co‐viewing video lectures facilitates learning20
Effects of Structural Reflection‐Promoting Mechanism‐Based Peer Assessment on Students' Vocal Music Learning Performance and Perceptions20
Benefits of asking students to make an instructional video of a multimedia lesson: Clarifying the learning‐by‐teaching hypothesis20
Investigating the impact of a virtual reality mobile application on learners' interpreting competence20
Learning from screencast software tutorials: A comparison of cognitive load in dual and single‐monitor learning environments20
Duration versus accuracy—what matters for computerised adaptive testing in schools?20
Playing With Emotions: Evaluating a Serious Game to Promote Parents' Emotional Competencies Within the Family Context19
Evaluating the Feedback Uptake for Developing Procedural Skills Remotely and Asynchronously: A Quantitative Study in Health Professions Training19
Dolos: Language‐agnostic plagiarism detection in source code19
Nanolearning approach in developing professional competencies of modern students: Impact on self‐regulation development19
Multimodal Effort Profiles and Children's Performance: Cognitive, Physiological and Physical Dimensions18
Effects of blended language learning on EFL learners' language performance: An activity theory approach18
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Peer Interactions During Computer‐Supported Collaborative Learning: A Self‐Determination Perspective18
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A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self‐Efficacy17
Panoramic video in education: A systematic literature review from 2011 to 202116
Effects of Participation in Educational Robotics Competitions From the Parent's Perspective: A Mixed‐Methods Study16
Can Active Blended Learning Instruction Enhance Reading Comprehension?16
Empowering learners with AI‐generated content for programming learning and computational thinking: The lens of extended effective use theory16
How differently designed guidance influences simulation‐based inquiry learning in science education: A systematic review16
The zoomorphic effect: A contribution to the study of images of pedagogical agents for children's learning in instructional videos16
Comparative interaction patterns of groups in an open network environment: The role of facilitators in collaborative learning16
Enhancing mandarin learning through classroom response apps: A comparison of cognitive and affective factors in touch and shaking responses16
The use of leaderboards in education: A systematic review of empirical evidence in higher education16
‘Less Knowledge, Better Experience’: Examining the Expertise Reversal Effect in Learning With Instructor‐Generated Drawings15
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Design and Validation of the AI‐Integrated Metacognitive Learning Resilience Scale (AIIMLR Scale) for Secondary School Students in Jordan: Insights From the Network Analysis Pers15
Impact of Mobile Technology‐Integrated Dynamic Assessment on Students' Music Rhythm Learning15
Virtual reality environment in pharmacy education: A cyclical study on instructional design principles15
The effects of animated versus static metaphor with 3D images on EFL learners' acquisition of degrees of certainty15
Issue Information15
Hacking gender in computer‐supported collaborative learning: The experience of being in mixed‐gender teams at a computer science hackathon15
A model for assessing student satisfaction with smart classroom environment in higher education15
Analysis of school students' misconceptions about basic programming concepts14
The effect of an artificial agent's vocal expressiveness on immediacy and learning14
Exploring the effects of automatic speech recognition technology on oral accuracy and fluency in a flipped classroom14
Using learning analytics to investigate learning processes and behavioural patterns in an augmented reality language learning environment14
Leveraging natural language processing to support automated assessment and feedback for student open responses in mathematics14
A systematic review ofeye‐tracking‐basedresearch on animated multimedia learning14
Technological affordances in teachers' online professional learning communities: A systematic review14
Realistic visualizations can aid transfer performance: Do distinctive shapes and descriptive labels contribute towards learning?14
Exploring behavioural patterns of virtual manipulatives supported collaborative inquiry learning: Effect of device‐student ratios and external scripts13
Exploring the effects of seductive details and illustration dynamics on young children's performance in an origami task13
The impact of functional interdependencies of computer simulations on collaborative learning: Evidence from multiple sources13
Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis13
Playing is just the beginning: Social learning dynamics in game communities of inquiry13
The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis13
Flight emotions unleashed: Navigating training phases and difficulty levels in simulated flying13
Understanding the evolution of cognitive engagement with interaction levels in online learning environments: Insights from learning analytics and epistemic network analysis13
Reference frames for learning analytics dashboards: The progress and social reference frame and occupational self‐efficacy13
An exploration of gendered differences in cognitive, motivational and emotional aspects of game‐based math learning13
Bibliometric mapping of theme and trends of augmented reality in the field of education13
Grit and learning: Understanding the sequential learning behaviours in snap!13
From Blocks to Artefacts: Exploring the Potential of Minecraft Education Edition in Archaeological Pedagogy12
Modelling children's inhibitory skills using learning data from an educational app12
Technological Competence in Formal Education Collaborative Maker Projects: An Epistemic Network Analysis12
Improving participation equity in dialogic collaborative problem solving: A participatory visual learning analytical approach12
Gamebrics: Design, implementation and practical evaluation of analytical rubrics in serious game play12
Does question order matter on online math assessments? A big data analysis of undergraduate mathematics final exams12
Learning analytics dashboard design: Workplace learner preferences for reference frames in immersive training in practice12
Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐1212
Online exams in higher education: Exploring distance learning students' acceptance and satisfaction12
A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective12
Fast certificate issuance in a Moodle‐based MOOC platform: A large‐scale study12
Engage me: Learners' expectancies and teachers' efforts in designing effective online classes12
Learning to eRead: A qualitative exploration of young children's developing eReader practices12
A systematic review of academic dishonesty in online learning environments12
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Exploring the nature of peer feedback: An epistemic network analysis approach11
The effects of computer‐assisted interactive reading model on higher‐level and lower‐level text processing skills and cognitive load11
Enhancing Computing Education Through Large Language Models11
Impacts of three approaches on collaborative knowledge building, group performance, behavioural engagement, and socially shared regulation in online collaborative learning11
Ecological Analysis of Technology Use Among Children in Collaborative Design Contexts11
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Exploring learner motivation and mobile‐assisted peer feedback in a business English speaking course11
Taking the Edge Off Foreign Language Listening Anxiety: Online Game‐Based Working Memory Training Embedded in Metacognitive Intervention11
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Shake it or light it! The effects of cueing in desktop‐VR learning environments on search time and learning11
Exploring relationships among students' computational thinking skills, emotions, and cognitive load using simulation games in primary education10
Recommendations Based on Experiences of Pandemic‐Led Remote Mathematics Teaching in Pre‐K–12 Contexts: A Systematic Review From the Activity Theory Perspective10
Finger versus pencil: An eye tracking study of learning by drawing on touchscreens10
Secondary school teachers' use of online formative assessment during COVID‐19 lockdown: Experiences and lessons learned10
Escaping binary gender roles: Gender diversity dynamics in a CSCL‐Escape game10
Levering AI to enhance students' conceptual understanding and confidence in mathematics10
Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition10
Unfolding self‐regulated learning profiles of students: A longitudinal study10
Academic dishonesty and trustworthy assessment in online learning: A systematic literature review10
Using knowledge building and flipped learning to enhance students' learning performance in a hands‐on STEM activity10
On the necessity (or lack thereof) of digital proctoring: Drawbacks, perceptions, and alternatives10
Assessing fidelity of implementation to a technology‐mediated early intervention using process data9
Influence of programming education modalities on the computational thinking in young children: A comprehensive review and meta‐analysis9
Instructors' Continuous Happy Facial Expressions Enhance Learning in Instructional Videos9
Data‐driven learning: English as a foreign language writing and complexity, accuracy and fluency measures9
Using ChatGPT to promote research competency: English as a Foreign Language undergraduates' perceptions and practices across varied metacognitive awareness levels9
Trustworthy remote assessments: A typology of pedagogical and technological strategies9
AR as an Educational Technology for the Development of Reading Skills in Children With ASD in Korean Language Education9
Effects of Digital Game‐Based Learning on Student's Problem‐Solving Ability: A Three‐Level Meta‐Analysis9
Improving Multimedia Learning With Emotional Design: Depicting Key Elements With Positive Features9
Revolutionising Higher Education: A Big Data‐Driven Approach to Intelligent Supervision Platforms in Universities9
High School Students' Perspectives on Their Online Learning Experiences: A Systematic Literature Review9
Analysing students' self‐assessment practice in a distance education environment: Student behaviour, accuracy, and task‐related characteristics9
Fostering the Life Skills of Learners With Intellectual Disabilities Using Interactive Technologies: A Motivational Model‐Based Digital Game‐Based Training Approach9
Using WhatsApp increases language students' self‐motivation and achievement, and decreases learning anxiety: A self‐determination theory approach9
Designing a novel teaching platform for AI: A case study in a Thai school context9
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Unlocking Augmented Reality Learning Design Based on Evidence From Empirical Cognitive Load Studies—A Systematic Literature Review8
Effect of blended learning on student performance in K‐12 settings: A meta‐analysis8
The use of annotations to explain labels: Comparing results from a human‐rater approach to a deep learning approach8
Unveiling the pedagogical advantage of tutoring‐style videos in an authentic biology class8
Leveraging Machine Learning Approach to Identify the Predictors of Informal Digital Learning of English Behaviours Among EFL Learners8
Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning8
A Meta‐Analysis of the Impact of Generative Artificial Intelligence on Learning Outcomes8
Expert examples and prompted reflection in learning withself‐generatedconcept maps8
Effect of Cultural Values on Students' Adoption of Social Media for Collaborative Learning8
Tech‐driven excellence: A quantitative analysis of cutting‐edge technology impact on professional sports training8
Real Practice and Virtual Practice Improve Basketball Free Throwing Skill Learning in Female Students: Examining the Role of Concurrent and Delayed Feedback8
Potential of computer‐mediated communications in directing communication repair, co‐regulation patterns and student engagement8
Dynamic Evolution of Self‐Regulated Learning Profiles in Blended Learning: A Longitudinal Study of Freshmen and Upper‐Level Students8
Design, development and testing of BodoRao—A markerless augmented reality application for endangered language in primary education8
The Effects of Gamification on Students' Flow Experience8
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Factors influencing Chinese undergraduate students' emotions in an online EFL learning context during the COVID pandemic8
Examining the structure of credibility evaluation when sixth graders read online texts8
Analysing students' concept mapping style and its association with task performance in computer‐based inquiry learning8
Pre‐class learning analytics in flipped classroom: Focusing on resource management strategy, procrastination and repetitive learning8
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Understanding the effect of video conferencing learning environments on students' engagement: The role of basic psychological needs8
Does Using Virtual Reality to Enhance Students' Presentation Skills Work? The Role of Feedback and Presence8
Customising a Three‐Stage Fade‐Out Scaffolding for Collaborative Programming Learning: Effects on Programming Achievement, Self‐Efficacy and Programming Behaviour7
Artificial intelligence on the advance to enhance educational assessment: Scientific clickbait or genuine gamechanger?7
Beyond online search strategies: The effects of internet epistemic beliefs and different note‐taking formats on online multiple document reading comprehension7
Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners7
Factors influencing students' listening learning performance in mobile vocabulary‐assisted listening learning: An extended technology acceptance model7
Eye Movement Modelling Examples as Cues to Guide Attention and Improve Learning in Short or Long Animations7
AI‐Facilitated Article Revisions for Primary School Students With Writing Difficulties: Effects of a Large Language Model‐Based PDRPE Approach on Writing Performance, Attitude an7
Examining virtual reality as a platform for developing mental models of industrial systems7
The impact of computer‐assisted and direct strategy teaching on reading comprehension7
Understanding mobile learning acceptance among university students with special needs: An exploration through the lens of self‐determination theory7
From Imitation Games to Robot‐Teachers: A Review and Discussion of the Role of LLMs in Computing Education7
Patterns of students' collaborations by variations in their learning orientations in blended course designs: How is it associated with academic achievement?7
Academic discourse and peer collaboration in online high school learning environments7
Impact of Integrating Computational Thinking in STEM Education on Students' Cognitive and Non‐Cognitive Skills: A Meta‐Analysis7
The richer, the better? Effects of combining seductive and interpretational visuals in computer‐based learning7
ICT and academic achievement in secondary education: A hierarchical linear modelling7
Personalised Language Learning Through Technology: Examining How Digital Literacy Shapes Proficiency and Communication Strategiess7
Discovering computational thinking in everyday problem solving: A multiple case study of route planning7
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Trends and issues of social annotation in education: A systematic review from 2000 to 20207
Fostering EFL Learners' Speaking Skills and Flow Experience With Video‐Dubbing Tasks: A Flow Theory Perspective7
How Distractions Undermine Attentional Synchronisation in Work‐Based Learning: A Randomised Controlled Study Using Dual Mobile Eye‐Tracking7
Improving student learning performance in machine learning curricula: A comparative study of online problem‐solving competitions in Chinese and English‐medium instruction setting7
Students' expectations of Learning Analytics across Europe6
Exploring the co‐occurrence of students' learning behaviours and reasoning processes in an intelligent tutoring system: An epistemic network analysis6
Towards automatic annotation of collaborative problem‐solving skills in technology‐enhanced environments6
Capturing cognitive load management during authentic virtual reality flight training with behavioural and physiological indicators6
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