Journal of Computer Assisted Learning

Papers
(The TQCC of Journal of Computer Assisted Learning is 11. 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 2022-01-01 to 2026-01-01.)
ArticleCitations
Learning computer algorithms through dynamic visualizations: Benefits of ‘AlgoRythmics’ videos120
The Effect of Mind Map as a Prewriting Activity in Third Grade Elementary Students' Descriptive Narrative Creative Writing With a Writing E‐Portfolio116
Using Trace Data of Secondary Students to Understand Metacognitive Processes in Writing From Multiple Sources108
The effect of mobile assisted teaching on nursing students' learning ventrogluteal injection application: The case of Turkey89
Investigating the Effects of Affective Pedagogical Agent and Meta‐Cognitive Prompts in Online Learning Environment89
Captioning and repetition for Chinese students' immediate and delayed retention of English‐speaking multimedia lessons86
Investigating students' use of self‐assessments in higher education using learning analytics78
Enacting control with student dashboards: The role of motivation77
A New Approach to Field Learning—Virtual Field Trips: A Systematic Review74
Individual differences in executive function affect learning with immersive virtual reality67
Effects of flipped English learning designs on learning outcomes and cognitive load: Workload of out‐of‐class activities versus during‐class activities66
Evaluating performance on a bespoke maths game with children with Down syndrome64
Issue Information61
Issue Information55
Issue Information53
Making the Invisible Visible: Exploring Joint Attention Behaviour in Remote Collaborative Problem‐Solving51
51
From the Performer to the Evaluator: Exploring the Effects of the Evaluation‐Explanation‐Comparison‐Based SVVR on Students' Vocal Music Appreciation 50
Using multimodal learning analytics as a formative assessment tool: Exploring collaborative dynamics in mathematics teacher education46
Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory46
Digital Adaptive Learning in Secondary Mathematics: A Qualitative Interview Study With Austrian Teachers on Perceptions, Needs, and Implementations46
The influences of a virtual instructor's voice and appearance on learning from video lectures45
Examining students' self‐regulated learning processes and performance in an immersive virtual environment45
Should We Use Educational Robots to Introduce Students to Computational Thinking? Insights From Two Experimental Studies44
Digital Literacy, Social Support, and Well‐Being Among FL Learners: A Moderated Moderation Approach41
The impact of parent mediation on young children's home digital literacy practices and learning: A narrative review41
Gamification improves learning: Experience in a training activity of computer programming in higher education40
The fear of big brother: The potential negative side‐effects of proctored exams39
The effectiveness of self‐regulated learning strategies in higher education blended learning: A five years systematic review38
Using learning analytics to enhance college students' shared epistemic agency in mobile instant messaging: A new way to support deep discussion38
Issue Information38
Patterns of reading behaviour in digital hypertext environments38
Middle School Students' In‐Moment Engagement in Synchronous Online Learning: An Activity–Community of Inquiry Approach37
Correction to “Using ChatGPT to promote research competency: English as a foreign language undergraduates' perceptions and practices across varied metacognitive awareness levels”37
Exploring the impact of audio self‐modelling on Chinese as a foreign language students' tone pronunciation skill, self‐efficacy, and motivation37
Gamification for Wildfire Education and Safety Training: A Systematic Literature Review and Meta‐Analysis36
The effect of instructor's voice enthusiasm and visual cueing in multimedia learning36
Online collaborative tools for science education: Boosting learning outcomes, motivation, and engagement36
Design and development of a mobile augmented reality‐based learning environment for teaching the lives of scientists35
Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds35
A Domain‐Independent, Extensible Framework for Generators of Training Game Activities on Declarative Knowledge34
Exploring ChatGPT‐Facilitated Scaffolding in Undergraduates' Mathematical Problem Solving32
Towards tailored cognitive support in augmented reality assembly work instructions31
Implementing Pretraining to Optimise Learning in Immersive Virtual Reality31
Pre‐service teachers' collaborative learning and role‐based drama activity in a virtual reality environment31
The effect of virtual reality media characteristics on flow and learning transfer in job training: The moderating effect of presence31
Effects of Cognitive‐, Social‐, and Group‐Awareness Tools on Learners' Cognitive Load in Computer‐Mediated Writing Classes30
From Viewers to Participants: The Evolution of Learning Through Interactive Video30
The quality of prospective mathematics teachers' dynamic geometry tasks in terms of the coordination between mathematical depth levels and technological actions30
Computer‐Based Answer‐Until‐Correct and Elaborated Feedback: Effects on Affective‐Motivational and Performance Outcomes30
An investigation of teachers' perceptions of using ChatGPT as a supporting tool for teaching and learning in the digital era29
A meta‐analysis of effects of self‐directed learning in online learning environments29
Virtual reality enhances safety training in the maritime industry: An organizational training experiment with a non‐WEIRD sample29
Do social cues in instructional videos affect attention allocation, perceived cognitive load, and learning outcomes under different visual complexity conditions?29
Is Chatgpt a menace for creative writing ability? An experiment29
The effect of an unplugged coding course on primary school students' improvement in their computational thinking skills28
The Effectiveness of Technology‐Supported Learning in Improving Students' Digital Literacy—A Meta‐Analysis of 56 Experimental and Quasi‐Experimental Studies28
Evaluating Sentence‐BERT‐powered learning analytics for automated assessment of students' causal diagrams28
Lesson learned from the pandemic for learning physics28
Supporting Pre‐Service Teachers' Diagnostic Skills: Analysing Judgement Accuracy and Chatbot Impact in a Biology Classroom Simulation28
Mindfulness in a digital math learning game: Insights from two randomized controlled trials28
A Meta‐Analysis of Moderators of the Effects of Technology‐Enhanced Adaptive Learning on Primary and Secondary Students' Learning Outcomes28
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 27
Learning challenging L2 sounds via computer‐assisted training: Audiovisual training with an airflow model27
The impact of frequency and stakes of formative assessment on student achievement in higher education: A learning analytics study26
Unveiling the Relationship Between Undergraduate Students' Emergent Roles and Learning Performance in Collaborative Argumentation‐Based Learning: Insights From Sequence Clustering and Entropy Analysis26
Does AI‐assisted creation of polyphonic music increase academic motivation? The DeepBach graphical model and its use in music education26
Supporting skill integration in an intelligent tutoring system for code tracing25
ChatGPT Interventions in Higher Education: A Systematic Review of Experimental Studies25
In the nexus of integrity and surveillance: Proctoring (re)considered25
Analysing adaptive scaffolds that help students develop self‐regulated learning behaviours25
24
Adventures with Anxiety: Gender bias in using a digital game for teaching vocational English24
Does Instructors' and Students' On‐Camera Presence Enhance Learning?24
Learning analytics driven improvements in learning design in higher education: A systematic literature review24
The relationship between problem‐solving behaviour and performance – Analysing tool use and information retrieval in a computer‐based office simulation24
Promoting Patients' Cognitive Engagement With Robot‐Based SIPE Training: A Randomised Controlled Study24
An Artificial Intelligence‐Enabled Group Cognitive Diagnosis Approach With the Goal of Promoting Online Collaborative Learning23
Usability Evaluation of an Adaptive Courseware Approach in the Natural Language‐Based Intelligent Tutoring System‐Tutomat23
Does L2 Speaking Anxiety Differ in Classroom and Synchronous Online Learning Environments? Evidence From EFL College Students23
Competency model development: The backbone of successful stealth assessments23
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
Exploring the link between self‐regulated learning and learner behaviour in a massive open online course22
Integrating peer assessment cycle into ChatGPT for STEM education: A randomised controlled trial on knowledge, skills, and attitudes enhancement22
Comparing effects of different goal type orders on collaborative simulation‐based inquiry in engineering problem solving: A process modelling approach22
Exploring the Effectiveness of Large‐Scale Automated Writing Evaluation Implementation on State Test Performance Using Generalised Boosted Modelling22
Issue Information22
Mathematical experience in game‐based problem‐solving21
Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!21
Elevating EFL learners' professional English achievements and positive learning behaviours: A motivation model‐based digital gaming approach21
The Effects of Augmented Reality in Situated English Language Learning21
The interactive e‐book and video feedback in a multimedia learning environment: Influence on performance, cognitive, and motivational outcomes21
Exploring Factors Influencing Teachers' Acceptance of AI Tools for Creating Animated Educational Videos With Pedagogical Agents21
A Nuanced Perspective on VR Learning: Exploring the Effects of Immersion Levels on Knowledge Acquisition Using Electrodermal and Eye Tracking Sensors20
An examination of learning ecologies associated with the Holocaust: The role of social media20
Evaluating the Feedback Uptake for Developing Procedural Skills Remotely and Asynchronously: A Quantitative Study in Health Professions Training19
Nanolearning approach in developing professional competencies of modern students: Impact on self‐regulation development19
Incorporating online writing resources into self‐regulated learning strategy‐based instruction: An intervention study19
Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement18
An Analysis of Socially Shared Regulation and Performance on Co‐Creation Tasks in the Metaverse18
Benefits of asking students to make an instructional video of a multimedia lesson: Clarifying the learning‐by‐teaching hypothesis18
Investigating the impact of a virtual reality mobile application on learners' interpreting competence18
Playing With Emotions: Evaluating a Serious Game to Promote Parents' Emotional Competencies Within the Family Context18
Duration versus accuracy—what matters for computerised adaptive testing in schools?18
Learning from screencast software tutorials: A comparison of cognitive load in dual and single‐monitor learning environments18
High task motivation learners co‐viewing video lectures facilitates learning18
Dolos: Language‐agnostic plagiarism detection in source code18
Effects of Structural Reflection‐Promoting Mechanism‐Based Peer Assessment on Students' Vocal Music Learning Performance and Perceptions18
A model for assessing student satisfaction with smart classroom environment in higher education17
Can Active Blended Learning Instruction Enhance Reading Comprehension?17
Effects of Participation in Educational Robotics Competitions From the Parent's Perspective: A Mixed‐Methods Study17
Adoption of Generative AI Technologies: Insights From the UTAUT2 Model, Personality Characteristic17
17
Effects of Fatigue Detection With Adaptive Feedback on Sustained Alertness and Learning Outcomes in Video‐Based Learning17
Effects of blended language learning on EFL learners' language performance: An activity theory approach17
The use of leaderboards in education: A systematic review of empirical evidence in higher education16
A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self‐Efficacy16
The zoomorphic effect: A contribution to the study of images of pedagogical agents for children's learning in instructional videos16
Enhancing mandarin learning through classroom response apps: A comparison of cognitive and affective factors in touch and shaking responses16
Multimodal Effort Profiles and Children's Performance: Cognitive, Physiological and Physical Dimensions16
How differently designed guidance influences simulation‐based inquiry learning in science education: A systematic review16
Peer Interactions During Computer‐Supported Collaborative Learning: A Self‐Determination Perspective16
16
Design and Validation of the AI‐Integrated Metacognitive Learning Resilience Scale (AIIMLR Scale) for Secondary School Students in Jordan: Insights From the Network Analysis Pers16
Realistic visualizations can aid transfer performance: Do distinctive shapes and descriptive labels contribute towards learning?15
Virtual reality environment in pharmacy education: A cyclical study on instructional design principles15
Empowering learners with AI‐generated content for programming learning and computational thinking: The lens of extended effective use theory15
Cover Image15
‘Less Knowledge, Better Experience’: Examining the Expertise Reversal Effect in Learning With Instructor‐Generated Drawings15
Panoramic video in education: A systematic literature review from 2011 to 202115
Comparative interaction patterns of groups in an open network environment: The role of facilitators in collaborative learning15
Hacking gender in computer‐supported collaborative learning: The experience of being in mixed‐gender teams at a computer science hackathon15
Impact of Mobile Technology‐Integrated Dynamic Assessment on Students' Music Rhythm Learning14
The effects of animated versus static metaphor with 3D images on EFL learners' acquisition of degrees of certainty14
Analysis of school students' misconceptions about basic programming concepts14
Exploring the effects of automatic speech recognition technology on oral accuracy and fluency in a flipped classroom14
Playing is just the beginning: Social learning dynamics in game communities of inquiry14
Issue Information14
Goal‐Setting and Self‐Explanation in Elementary Programming: A Self‐Regulated Learning Study14
Using learning analytics to investigate learning processes and behavioural patterns in an augmented reality language learning environment14
The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis14
Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis14
Leveraging natural language processing to support automated assessment and feedback for student open responses in mathematics14
Technological affordances in teachers' online professional learning communities: A systematic review13
Modelling children's inhibitory skills using learning data from an educational app13
Grit and learning: Understanding the sequential learning behaviours in snap!13
Bibliometric mapping of theme and trends of augmented reality in the field of education13
Flight emotions unleashed: Navigating training phases and difficulty levels in simulated flying13
Reference frames for learning analytics dashboards: The progress and social reference frame and occupational self‐efficacy13
Understanding the evolution of cognitive engagement with interaction levels in online learning environments: Insights from learning analytics and epistemic network analysis13
From Blocks to Artefacts: Exploring the Potential of Minecraft Education Edition in Archaeological Pedagogy13
An exploration of gendered differences in cognitive, motivational and emotional aspects of game‐based math learning13
Exploring the effects of seductive details and illustration dynamics on young children's performance in an origami task13
A systematic review of academic dishonesty in online learning environments13
The Role of Social Robot in Enhancing Social–Emotional Skill Development in Children With Autism: A Three‐Level Meta‐Analysis13
Does question order matter on online math assessments? A big data analysis of undergraduate mathematics final exams12
Gamebrics: Design, implementation and practical evaluation of analytical rubrics in serious game play12
Improving participation equity in dialogic collaborative problem solving: A participatory visual learning analytical approach12
Issue Information12
Online exams in higher education: Exploring distance learning students' acceptance and satisfaction12
The Role of Training Design and Individual Characteristics in Influencing Teachers' Intention to Adopt Learning Analytics12
Technological Competence in Formal Education Collaborative Maker Projects: An Epistemic Network Analysis12
A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective12
Issue Information12
Issue Information12
Fast certificate issuance in a Moodle‐based MOOC platform: A large‐scale study12
Learning analytics dashboard design: Workplace learner preferences for reference frames in immersive training in practice12
Self‐Efficacy, Emotions and Mathematics Achievement: Longitudinal Effects of Flipped Learning12
Ecological Analysis of Technology Use Among Children in Collaborative Design Contexts12
Enhancing Computing Education Through Large Language Models12
Secondary school teachers' use of online formative assessment during COVID‐19 lockdown: Experiences and lessons learned11
Taking the Edge Off Foreign Language Listening Anxiety: Online Game‐Based Working Memory Training Embedded in Metacognitive Intervention11
Impacts of three approaches on collaborative knowledge building, group performance, behavioural engagement, and socially shared regulation in online collaborative learning11
Recommendations Based on Experiences of Pandemic‐Led Remote Mathematics Teaching in Pre‐K–12 Contexts: A Systematic Review From the Activity Theory Perspective11
Levering AI to enhance students' conceptual understanding and confidence in mathematics11
The effects of computer‐assisted interactive reading model on higher‐level and lower‐level text processing skills and cognitive load11
Exploring the nature of peer feedback: An epistemic network analysis approach11
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 education11
Exploring learner motivation and mobile‐assisted peer feedback in a business English speaking course11
On the necessity (or lack thereof) of digital proctoring: Drawbacks, perceptions, and alternatives11
0.19807600975037