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 2021-05-01 to 2025-05-01.)
ArticleCitations
Learning computer algorithms through dynamic visualizations: Benefits of ‘AlgoRythmics’ videos353
Technology‐based self‐monitoring system for on‐task behavior of students with disabilities: A quantitative meta‐analysis of single‐subject research158
Evaluating performance on a bespoke maths game with children with Down syndrome108
Understanding the experiences of teacher candidates related to online flipped learning in relation to Community of Inquiry framework75
The Effect of Mind Map as a Prewriting Activity in Third Grade Elementary Students' Descriptive Narrative Creative Writing With a Writing E‐Portfolio68
The effect of mobile assisted teaching on nursing students' learning ventrogluteal injection application: The case of Turkey67
Captioning and repetition for Chinese students' immediate and delayed retention of English‐speaking multimedia lessons62
Effects of flipped English learning designs on learning outcomes and cognitive load: Workload of out‐of‐class activities versus during‐class activities61
Enacting control with student dashboards: The role of motivation57
Investigating students' use of self‐assessments in higher education using learning analytics56
Digital self‐control interventions for distracting media multitasking ‐ A systematic review55
Individual differences in executive function affect learning with immersive virtual reality55
Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial54
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Issue Information48
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Comparing technology acceptance of K‐12 teachers with and without prior experience of learning management systems: A Covid‐19 pandemic study47
The fear of big brother: The potential negative side‐effects of proctored exams47
Patterns of reading behaviour in digital hypertext environments45
Exploring age and gender differences of computational thinkers in primary school: A developmental perspective45
Gamification improves learning: Experience in a training activity of computer programming in higher education45
Implementing an automated feedback program for a foreign language writing course: A learner‐centric study44
Examining students' self‐regulated learning processes and performance in an immersive virtual environment40
Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory39
Responsiveness to a game‐based intervention to enhance reading efficiency in first graders38
Understanding topic duration in Twitter learning communities using data mining37
The impact of parent mediation on young children's home digital literacy practices and learning: A narrative review36
Using multimodal learning analytics as a formative assessment tool: Exploring collaborative dynamics in mathematics teacher education35
The influences of a virtual instructor's voice and appearance on learning from video lectures34
Using learning analytics to enhance college students' shared epistemic agency in mobile instant messaging: A new way to support deep discussion33
The effectiveness of self‐regulated learning strategies in higher education blended learning: A five years systematic review31
The quality of prospective mathematics teachers' dynamic geometry tasks in terms of the coordination between mathematical depth levels and technological actions30
Exploring the impact of audio self‐modelling on Chinese as a foreign language students' tone pronunciation skill, self‐efficacy, and motivation30
Computer‐Based Answer‐Until‐Correct and Elaborated Feedback: Effects on Affective‐Motivational and Performance Outcomes30
Issue Information30
Pre‐service teachers' collaborative learning and role‐based drama activity in a virtual reality environment30
Is Chatgpt a menace for creative writing ability? An experiment30
Correction to “Using ChatGPT to promote research competency: English as a foreign language undergraduates' perceptions and practices across varied metacognitive awareness levels”30
Design and development of a mobile augmented reality‐based learning environment for teaching the lives of scientists30
The effect of instructor's voice enthusiasm and visual cueing in multimedia learning30
Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds29
An investigation of teachers' perceptions of using ChatGPT as a supporting tool for teaching and learning in the digital era29
Towards tailored cognitive support in augmented reality assembly work instructions29
A meta‐analysis of effects of self‐directed learning in online learning environments29
Implementing Pretraining to Optimise Learning in Immersive Virtual Reality28
Online collaborative tools for science education: Boosting learning outcomes, motivation, and engagement27
Virtual reality enhances safety training in the maritime industry: An organizational training experiment with a non‐WEIRD sample27
The effect of virtual reality media characteristics on flow and learning transfer in job training: The moderating effect of presence26
Supporting skill integration in an intelligent tutoring system for code tracing26
The relationship between problem‐solving behaviour and performance – Analysing tool use and information retrieval in a computer‐based office simulation26
Mindfulness in a digital math learning game: Insights from two randomized controlled trials25
Lesson learned from the pandemic for learning physics25
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 25
Do social cues in instructional videos affect attention allocation, perceived cognitive load, and learning outcomes under different visual complexity conditions?24
Evaluating Sentence‐BERT‐powered learning analytics for automated assessment of students' causal diagrams24
Evaluating the effectiveness of blended learning using the ARCS model24
Learning analytics driven improvements in learning design in higher education: A systematic literature review24
The effect of an unplugged coding course on primary school students' improvement in their computational thinking skills24
Virtual reality application influences cognitive load‐mediated creativity components and creative performance in engineering design23
Investigating the value of immersive virtual reality tools for organizational training: An applied international study in the biotech industry23
Promoting Patients' Cognitive Engagement With Robot‐Based SIPE Training: A Randomised Controlled Study23
Analysing adaptive scaffolds that help students develop self‐regulated learning behaviours22
I see something you do not: Eye movement modelling examples do not improve anomaly detection in interpreting medical images22
Does AI‐assisted creation of polyphonic music increase academic motivation? The DeepBach graphical model and its use in music education22
The impact of frequency and stakes of formative assessment on student achievement in higher education: A learning analytics study22
Learning challenging L2 sounds via computer‐assisted training: Audiovisual training with an airflow model22
Elevating EFL learners' professional English achievements and positive learning behaviours: A motivation model‐based digital gaming approach21
Competency model development: The backbone of successful stealth assessments21
Adventures with Anxiety: Gender bias in using a digital game for teaching vocational English21
Mathematical experience in game‐based problem‐solving21
Incorporating online writing resources into self‐regulated learning strategy‐based instruction: An intervention study21
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In the nexus of integrity and surveillance: Proctoring (re)considered21
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Be prepared: How training and emergency type affect evacuation behaviour20
An examination of learning ecologies associated with the Holocaust: The role of social media20
Comparing effects of different goal type orders on collaborative simulation‐based inquiry in engineering problem solving: A process modelling approach20
The interactive e‐book and video feedback in a multimedia learning environment: Influence on performance, cognitive, and motivational outcomes20
Exploring the link between self‐regulated learning and learner behaviour in a massive open online course20
Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!20
The Effects of Augmented Reality in Situated English Language Learning20
The supporting role of learning analytics for a blended learning environment: Exploring students' perceptions and the impact on relatedness20
Tracing changes in teachers' professional learning network on Twitter: Comparison of teachers' social network structure and content of interaction before and during theCOVID‐19 pandemic19
Benefits of asking students to make an instructional video of a multimedia lesson: Clarifying the learning‐by‐teaching hypothesis19
Integrating peer assessment cycle into ChatGPT for STEM education: A randomised controlled trial on knowledge, skills, and attitudes enhancement19
Does Instructors' and Students' On‐Camera Presence Enhance Learning?19
Duration versus accuracy—what matters for computerised adaptive testing in schools?19
Exploring the Effectiveness of Large‐Scale Automated Writing Evaluation Implementation on State Test Performance Using Generalised Boosted Modelling19
The effect of the modality principle to support learning with virtual reality: An eye‐tracking and electrodermal activity study19
Students' abilities to evaluate the credibility of online texts: The role of internet‐specific epistemic justifications19
Nanolearning approach in developing professional competencies of modern students: Impact on self‐regulation development18
High task motivation learners co‐viewing video lectures facilitates learning18
Investigating the impact of a virtual reality mobile application on learners' interpreting competence18
Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects18
Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement18
Effects of Structural Reflection‐Promoting Mechanism‐Based Peer Assessment on Students' Vocal Music Learning Performance and Perceptions18
Dolos: Language‐agnostic plagiarism detection in source code18
A model for assessing student satisfaction with smart classroom environment in higher education17
Learning from screencast software tutorials: A comparison of cognitive load in dual and single‐monitor learning environments17
Enhancing mandarin learning through classroom response apps: A comparison of cognitive and affective factors in touch and shaking responses17
The use of leaderboards in education: A systematic review of empirical evidence in higher education17
Effects of blended language learning on EFL learners' language performance: An activity theory approach17
The zoomorphic effect: A contribution to the study of images of pedagogical agents for children's learning in instructional videos17
Panoramic video in education: A systematic literature review from 2011 to 202117
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Multimodal Effort Profiles and Children's Performance: Cognitive, Physiological and Physical Dimensions17
Comparative interaction patterns of groups in an open network environment: The role of facilitators in collaborative learning16
How differently designed guidance influences simulation‐based inquiry learning in science education: A systematic review16
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Instructing students on effective sequences of examples and problems: Does self‐regulated learning improve from knowing what works and why?16
A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self‐Efficacy16
The effects of animated versus static metaphor with 3D images on EFL learners' acquisition of degrees of certainty16
Empowering learners with AI‐generated content for programming learning and computational thinking: The lens of extended effective use theory16
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Virtual reality environment in pharmacy education: A cyclical study on instructional design principles16
Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis15
‘Less Knowledge, Better Experience’: Examining the Expertise Reversal Effect in Learning With Instructor‐Generated Drawings15
Flight emotions unleashed: Navigating training phases and difficulty levels in simulated flying15
Impact of Mobile Technology‐Integrated Dynamic Assessment on Students' Music Rhythm Learning15
Using learning analytics to investigate learning processes and behavioural patterns in an augmented reality language learning environment15
Exploring the effects of seductive details and illustration dynamics on young children's performance in an origami task14
Reference frames for learning analytics dashboards: The progress and social reference frame and occupational self‐efficacy14
Exploring behavioural patterns of virtual manipulatives supported collaborative inquiry learning: Effect of device‐student ratios and external scripts14
Analysis of school students' misconceptions about basic programming concepts14
The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis14
Realistic visualizations can aid transfer performance: Do distinctive shapes and descriptive labels contribute towards learning?14
Playing is just the beginning: Social learning dynamics in game communities of inquiry13
Gamebrics: Design, implementation and practical evaluation of analytical rubrics in serious game play13
The effect of an artificial agent's vocal expressiveness on immediacy and learning13
Technological affordances in teachers' online professional learning communities: A systematic review13
An exploration of gendered differences in cognitive, motivational and emotional aspects of game‐based math learning13
Exploring the effects of automatic speech recognition technology on oral accuracy and fluency in a flipped classroom13
A systematic review ofeye‐tracking‐basedresearch on animated multimedia learning13
Enhancing learning engagement during COVID‐19 pandemic: Self‐efficacy in time management, technology use, and online learning environments13
Modelling children's inhibitory skills using learning data from an educational app13
Leveraging natural language processing to support automated assessment and feedback for student open responses in mathematics13
Hacking gender in computer‐supported collaborative learning: The experience of being in mixed‐gender teams at a computer science hackathon13
Online exams in higher education: Exploring distance learning students' acceptance and satisfaction12
Learning to eRead: A qualitative exploration of young children's developing eReader practices12
Understanding the evolution of cognitive engagement with interaction levels in online learning environments: Insights from learning analytics and epistemic network analysis12
Improving participation equity in dialogic collaborative problem solving: A participatory visual learning analytical approach12
Does question order matter on online math assessments? A big data analysis of undergraduate mathematics final exams12
Engage me: Learners' expectancies and teachers' efforts in designing effective online classes12
Fast certificate issuance in a Moodle‐based MOOC platform: A large‐scale study12
The impact of functional interdependencies of computer simulations on collaborative learning: Evidence from multiple sources12
Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐1212
Grit and learning: Understanding the sequential learning behaviours in snap!11
Understanding embodied immersion in technology‐enabled embodied learning environments11
Bibliometric mapping of theme and trends of augmented reality in the field of education11
Issue Information11
Technological Competence in Formal Education Collaborative Maker Projects: An Epistemic Network Analysis11
Learning analytics dashboard design: Workplace learner preferences for reference frames in immersive training in practice11
The effects of computer‐assisted interactive reading model on higher‐level and lower‐level text processing skills and cognitive load11
A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective11
A systematic review of academic dishonesty in online learning environments11
Shake it or light it! The effects of cueing in desktop‐VR learning environments on search time and learning11
Impacts of three approaches on collaborative knowledge building, group performance, behavioural engagement, and socially shared regulation in online collaborative learning10
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Ecological Analysis of Technology Use Among Children in Collaborative Design Contexts10
Exploring learner motivation and mobile‐assisted peer feedback in a business English speaking course10
The Community of Inquiry perspective on students' social presence, cognitive presence, and academic performance in online project‐based learning10
Academic dishonesty and trustworthy assessment in online learning: A systematic literature review10
Improving mobile learning in secondary mathematics and science: Listening to students10
Unfolding self‐regulated learning profiles of students: A longitudinal study10
Recommendations Based on Experiences of Pandemic‐Led Remote Mathematics Teaching in Pre‐K–12 Contexts: A Systematic Review From the Activity Theory Perspective10
Exploring the nature of peer feedback: An epistemic network analysis approach10
On the necessity (or lack thereof) of digital proctoring: Drawbacks, perceptions, and alternatives10
Exploring relationships among students' computational thinking skills, emotions, and cognitive load using simulation games in primary education10
Levering AI to enhance students' conceptual understanding and confidence in mathematics10
Using ChatGPT to promote research competency: English as a Foreign Language undergraduates' perceptions and practices across varied metacognitive awareness levels9
Fostering the Life Skills of Learners With Intellectual Disabilities Using Interactive Technologies: A Motivational Model‐Based Digital Game‐Based Training Approach9
Promoting the integration of technology in teaching: An analysis of the factors that increase the intention to use technologies among Italian teachers9
Using knowledge building and flipped learning to enhance students' learning performance in a hands‐on STEM activity9
Enhancing distance learning of science—Impacts of remote labs 2.0 on students' behavioural and cognitive engagement9
Data‐driven learning: English as a foreign language writing and complexity, accuracy and fluency measures9
Trustworthy remote assessments: A typology of pedagogical and technological strategies9
Secondary school teachers' use of online formative assessment during COVID‐19 lockdown: Experiences and lessons learned9
Escaping binary gender roles: Gender diversity dynamics in a CSCL‐Escape game9
Analysing students' self‐assessment practice in a distance education environment: Student behaviour, accuracy, and task‐related characteristics9
Effects of Digital Game‐Based Learning on Student's Problem‐Solving Ability: A Three‐Level Meta‐Analysis9
Let me explain! The effects of writing and reading short justifications on students' performance, confidence and opinions in audience response systems9
Finger versus pencil: An eye tracking study of learning by drawing on touchscreens9
Online engagement during COVID‐19: Role of agency on collaborative learning orientation and learning expectations8
Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition8
Cover Image8
Examining the structure of credibility evaluation when sixth graders read online texts8
The use of annotations to explain labels: Comparing results from a human‐rater approach to a deep learning approach8
Effect of blended learning on student performance in K‐12 settings: A meta‐analysis8
Using WhatsApp increases language students' self‐motivation and achievement, and decreases learning anxiety: A self‐determination theory approach8
Factors influencing Chinese undergraduate students' emotions in an online EFL learning context during the COVID pandemic8
Pre‐class learning analytics in flipped classroom: Focusing on resource management strategy, procrastination and repetitive learning8
Issue Information8
Influence of programming education modalities on the computational thinking in young children: A comprehensive review and meta‐analysis8
Designing a novel teaching platform for AI: A case study in a Thai school context8
Assessing fidelity of implementation to a technology‐mediated early intervention using process data8
Analysing students' concept mapping style and its association with task performance in computer‐based inquiry learning8
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Real Practice and Virtual Practice Improve Basketball Free Throwing Skill Learning in Female Students: Examining the Role of Concurrent and Delayed Feedback7
Fostering EFL Learners' Speaking Skills and Flow Experience With Video‐Dubbing Tasks: A Flow Theory Perspective7
Academic discourse and peer collaboration in online high school learning environments7
Eye Movement Modelling Examples as Cues to Guide Attention and Improve Learning in Short or Long Animations7
Unveiling the pedagogical advantage of tutoring‐style videos in an authentic biology class7
Effect of Cultural Values on Students' Adoption of Social Media for Collaborative Learning7
Tech‐driven excellence: A quantitative analysis of cutting‐edge technology impact on professional sports training7
Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning7
Factors influencing students' listening learning performance in mobile vocabulary‐assisted listening learning: An extended technology acceptance model7
Understanding the effect of video conferencing learning environments on students' engagement: The role of basic psychological needs7
Promoting student engagement in online collaborative writing through a student‐facing social learning analytics tool7
Design, development and testing of BodoRao—A markerless augmented reality application for endangered language in primary education7
Potential of computer‐mediated communications in directing communication repair, co‐regulation patterns and student engagement7
Unlocking Augmented Reality Learning Design Based on Evidence From Empirical Cognitive Load Studies—A Systematic Literature Review7
Beyond online search strategies: The effects of internet epistemic beliefs and different note‐taking formats on online multiple document reading comprehension7
Patterns of students' collaborations by variations in their learning orientations in blended course designs: How is it associated with academic achievement?7
Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners7
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Effects of new coopetition designs on learning performance in robotics education7
Expert examples and prompted reflection in learning withself‐generatedconcept maps7
The richer, the better? Effects of combining seductive and interpretational visuals in computer‐based learning6
Understanding mobile learning acceptance among university students with special needs: An exploration through the lens of self‐determination theory6
Trends and issues of social annotation in education: A systematic review from 2000 to 20206
Measuring self‐regulated learning in a junior high school mathematics classroom: Combining aptitude and event measures in digital learning materials6
Towards a partnership of teachers and intelligent learning technology: A systematic literature review of model‐based learning analytics6
Measuring (meta)cognitive processes in multimedia learning: Matching eye tracking metrics and think‐aloud protocols in case of seductive details6
From Imitation Games to Robot‐Teachers: A Review and Discussion of the Role of LLMs in Computing Education6
Meta‐analysis examining the effects of electronic storybooks on language and literacy outcomes for children in grades Pre‐K to grade 26
Facilitating learners' self‐assessment during formative writing tasks using writing analytics toolkit6
The impact of computer‐assisted and direct strategy teaching on reading comprehension6
Artificial intelligence on the advance to enhance educational assessment: Scientific clickbait or genuine gamechanger?6
Capturing cognitive load management during authentic virtual reality flight training with behavioural and physiological indicators6
Artificial intelligence and learning environment: Human considerations6
Customising a Three‐Stage Fade‐Out Scaffolding for Collaborative Programming Learning: Effects on Programming Achievement, Self‐Efficacy and Programming Behaviour6
Discovering computational thinking in everyday problem solving: A multiple case study of route planning6
Improving student learning performance in machine learning curricula: A comparative study of online problem‐solving competitions in Chinese and English‐medium instruction setting6
ICT and academic achievement in secondary education: A hierarchical linear modelling6
Examining virtual reality as a platform for developing mental models of industrial systems6
The moderating effect of self‐regulated learning skills on online learning behaviour in blended learning6
Explaining trace‐based learner profiles with self‐reports: The added value of psychological networks6
Computer‐assisted English learning: Uncovering the relationship between motivation and self‐regulation5
TPACK expression patterns in preservice teachers' design of innovative physics teaching and learning materials5
Effects of providing EFL learners with additional online and face‐to‐face practise opportunities to promote active learning in higher education5
Issue Information5
Empowering virtual reality with feedback and reflection in hands‐on learning: Effect of learning engagement and higher‐order thinking5
Unravelling the underlying mechanism of computational thinking: The mediating role of attitudinal beliefs between personality and learning performance5
Examination of Multimedia Learning Principles in Augmented Reality and Virtual Reality Learning Environments5
Discrepancy between language learners and teachers concerns about emergency remote teaching5
Are MOOC learning designs culturally inclusive (enough)?5
Improving Primary School Students' Oral Reading Fluency Through Voice Chatbot‐Based AI5
Effects of robotic module‐supported experimental activities with the cooperative learning method on student achievement, 21st‐century skills, and students' opinions5
The Simulated Classroom Biology—A simulated classroom environment for capturing the action‐oriented professional knowledge of pre‐service teachers about evolution5
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