Journal of Computer Assisted Learning

Papers
(The TQCC of Journal of Computer Assisted Learning is 9. 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 2020-04-01 to 2024-04-01.)
ArticleCitations
Chatbots for language learning—Are they really useful? A systematic review of chatbot‐supported language learning145
Cognitive and affective processes for learning science in immersive virtual reality121
Virtual reality in K‐12 and higher education: A systematic review of the literature from 2000 to 2019106
Augmented reality in language learning: A state‐of‐the‐art review of 2014–201986
The impact of augmented reality on cognitive load and performance: A systematic review77
Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion65
Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games65
The impact of risk and protective factors on online teaching experience in high school Italian teachers during the COVID‐19 pandemic60
Evaluating the effectiveness of blended learning using the ARCS model53
Higher education students' experiences and opinion about distance learning during the Covid‐19 pandemic51
Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners50
STEM learning attitude predicts computational thinking skills among primary school students46
The effects of self‐efficacy,self‐regulationand social presence on learning engagement in a large university class using flipped Learning45
Enhancing learning engagement during COVID‐19 pandemic: Self‐efficacy in time management, technology use, and online learning environments44
The role of digital informal learning in the relationship between students' digital competence and academic engagement during the COVID‐19 pandemic43
Artificial intelligence in educational assessment: ‘Breakthrough? Or buncombe and ballyhoo?’42
Investigating the mediating role of online learning motivation in the COVID‐19 pandemic situation in Bangladesh38
Factors impacting university students' online learning experiences during the COVID‐19 epidemic37
Which way of design programming activities is more effective to promote K‐12 students' computational thinking skills? A meta‐analysis37
A review of learning demands in instructional animations: The educational effectiveness of animations unfolds if the features of change need to be learned35
The validation and further development of a multidimensional cognitive load scale for virtual environments35
Effectiveness of automated writing evaluation systems in school settings: A systematic review of studies from 2000 to 202034
Platform is not destiny: Embodied learning effects comparing 2D desktop to 3D virtual reality STEM experiences34
Inquiry‐based mobile learning in secondary school science education: A systematic review32
Application of virtual reality (VR) technology for medical practitioners in type and screen (T&S) training32
Augmented reality assisted learning achievement, motivation, and creativity for children of low‐grade in primary school31
Augmented reality and competition in robotics education: Effects on 21st century competencies, group collaboration and learning motivation31
Using eye‐movement modelling examples to improve critical reading of multiple webpages on a conflicting topic31
The structure of student engagement in online learning: A bi‐factor exploratory structural equation modelling approach30
Enhancing community of inquiry and reflective thinking skills of undergraduates through using learning analytics‐based process feedback29
Using metacognitive prompts to enhance self‐regulated learning and learning outcomes: A meta‐analysis of experimental studies in computer‐based learning environments29
The Community of Inquiry perspective on students' social presence, cognitive presence, and academic performance in online project‐based learning29
Challenges and opportunities of multimodal data in human learning: The computer science students' perspective27
Online engagement during COVID‐19: Role of agency on collaborative learning orientation and learning expectations25
The effects of an augmented reality based magnetic experimental tool on students' knowledge improvement and cognitive load25
Exploring pre‐service teachers' use of technology: The technology acceptance model and expectancy–value theory25
Instructional mechanisms in immersive virtual reality serious games: Earthquake emergency training for children25
Exploring behavioural patterns during complex problem‐solving24
Developing a flipped learning approach to support student engagement: A design‐based research of secondary school mathematics teaching24
Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐1224
Investigating the redundancy principle in immersive virtual reality environments: An eye‐tracking and EEG study24
Computer‐mediated feedback for L2 learners: Challenges versus affordances24
If and how do 360° videos fit into education settings? Results from a scoping review of empirical research23
Emotional design of multimedia learning using background images with motivational cues23
Augmented reality technology in language learning: Ameta‐analysis23
A systematic review of academic dishonesty in online learning environments23
The pandemic semesters: Examining public opinion regarding online learning amidst COVID‐1922
Applying learning analytics dashboards based on process‐oriented feedback to improve students' learning effectiveness22
Exploring students' cognitive and affective states during problem solving through multimodal data: Lessons learned from a programming activity22
Academic dishonesty and trustworthy assessment in online learning: A systematic literature review22
Student engagement with mobile‐based assessment systems: A survival analysis21
Students and instructors perspective on blended synchronous learning in a Canadian graduate program21
Effects of immersive virtual reality classrooms on students' academic achievement, motivation and cognitive load in science lessons21
Digital collaborative learning in elementary and middle schools as a function of individualistic and collectivistic culture: The role of ICT coordinators' leadership experience, students' c21
Mine, ours, and yours: Whose engagement and prior knowledge affects individual achievement from online collaborative learning?21
A toy or a friend? Children's anthropomorphic beliefs about robots and how these relate to second‐language word learning21
Virtual reality application influences cognitive load‐mediated creativity components and creative performance in engineering design19
A mobile game as a support tool for children with severe difficulties in reading and spelling19
Investigating the value of immersive virtual reality tools for organizational training: An applied international study in the biotech industry19
Immersive virtual reality for increasing presence and empathy19
A systematic scoping review and textual narrative synthesis of physical and mixed‐reality simulation in pre‐service teacher training19
The fear of big brother: The potential negative side‐effects of proctored exams19
Effects of regulatory focus on online learning engagement of high school students: The mediating role of self‐efficacy and academic emotions18
Exploring the link between self‐regulated learning and learner behaviour in a massive open online course18
Using eye movement modelling examples to guide visual attention and foster cognitive performance: A meta‐analysis17
Promoting student engagement in online collaborative writing through a student‐facing social learning analytics tool17
Characteristics of pedagogical change in integrating digital collaborative learning and their sustainability in a school culture: e‐CSAMR framework17
Exploring age and gender differences of computational thinkers in primary school: A developmental perspective16
Distance education amid a pandemic: Which psycho‐demographic variables affect students in higher education?16
Students' self‐report and observed learning orientations in blended university course design: How are they related to each other and to academic performance?15
Cultivating creative thinking in engineering student teams: Can a computer‐mediated virtual laboratory help?15
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‐eff15
Analysing interactions in online discussions through social network analysis15
The effects of digital storytelling games on high school students' critical thinking skills15
Implementing flipped learning approach based on ‘first principles of instruction’ in mathematics courses15
Comparing technology acceptance of K‐12 teachers with and without prior experience of learning management systems: A Covid‐19 pandemic study15
Press, swipe and read: Do interactive features facilitate engagement and learning with e‐Books?15
Discrepancy between language learners and teachers concerns about emergency remote teaching15
A systematic review ofeye‐tracking‐basedresearch on animated multimedia learning15
The influences of a virtual instructor's voice and appearance on learning from video lectures15
Powering up flipped learning: An online learning environment with a concept map‐guided problem‐posing strategy14
A meta‐analysis on the effects of technology's functions and roles on students' mathematics achievement in K‐12 classrooms14
The relationship between self‐assessment and performance in learning TPACK: Are self‐assessments a good way to support preservice teachers' learning?14
The prevalence and use of emerging technologies in STEAM education: A systematic review of the literature14
A systematic review of empirical research on learning with3Dprinting technology14
The development of artificial intelligence in education: A review in context13
Attention‐driven read‐aloud technology increases reading comprehension in children with reading disabilities13
The moving learner: Object manipulation in virtual reality improves vocabulary learning13
Dissecting learning tactics in MOOC using ordered network analysis13
Implementing an automated feedback program for a foreign language writing course: A learner‐centric study13
Animated pedagogical agents enhance learning outcomes and brain activity during learning13
Exploring latent states of problem‐solving competence using hidden Markov model on process data13
Understanding topic duration in Twitter learning communities using data mining13
Analysing adaptive scaffolds that help students develop self‐regulated learning behaviours13
The added benefit of an extra practice session in virtual reality on the development of presentation skills: A randomized control trial13
Flipping writing metacognitive strategies and writing skills in an English as a foreign language collaborative writing context: a mixed‐methods study12
Adaptive retrieval practice with multiple‐choice questions in the university classroom12
Improving summary writing through formative feedback in a technology‐enhanced learning environment12
Online 3D gamification for teaching a human resource development course12
Remote proctoring: Lessons learned from the COVID‐19 pandemic effect on the large scale on‐line assessment at Tel Aviv University12
Effects of community of inquiry, learning presence and mentor presence on K‐12 online learning outcomes12
Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects12
Revealing the hidden structure of physiological states during metacognitive monitoring in collaborative learning12
In the nexus of integrity and surveillance: Proctoring (re)considered12
Virtual reality enhances safety training in the maritime industry: An organizational training experiment with a non‐WEIRD sample12
Multilevel analysis of the educational use of technology: Quantity and versatility of digital technology usage in Finnish basic education schools12
Do zoom meetings really help? A comparative analysis of synchronous and asynchronous online learning during Covid‐19 pandemic12
Investigating students' use of self‐assessments in higher education using learning analytics12
To simplify or not? Facilitating English L2 users' comprehension and processing of open educational resources in English using text simplification12
Enhancing design thinking in instructional technology students12
The effect of GeoGebra software–supported mathematics instruction on eighth‐grade students' conceptual understanding and retention12
Online versus face‐to‐face cheating: The prevalence of cheating behaviours during the pandemic compared to the pre‐pandemic among Turkish University students12
Teacher‐created video instruction in the elementary classroom—Its impact on students and teachers12
Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial12
Digital self‐control interventions for distracting media multitasking ‐ A systematic review12
Tracing changes in teachers' professional learning network on Twitter: Comparison of teachers' social network structure and content of interaction before and during the COVID‐19 pandemic11
Supporting digitally enhanced learning through measurement in higher education: Development and validation of a university students' digital competence scale11
Trends and issues of social annotation in education: A systematic review from 2000 to 202011
Comparison of object‐oriented and robot programming activities: The effects of programming modality on student achievement, abstraction, problem solving, and motivation11
Promoting the integration of technology in teaching: An analysis of the factors that increase the intention to use technologies among Italian teachers11
Effect of groups size on students' learning achievement, motivation, cognitive load, collaborative problem‐solving quality, and in‐class interaction in an introductory AI course11
Meta‐analysis examining the effects of electronic storybooks on language and literacy outcomes for children in grades Pre‐K to grade 211
Where is the teacher? Digital analytics for classroom proxemics11
Designing a novel teaching platform for AI: A case study in a Thai school context11
Teaching Turkish‐Dutch kindergartners Dutch vocabulary with a social robot: Does the robot's use of Turkish translations benefit children's Dutch vocabulary learning?11
Individual differences in visuospatial working memory capacity influence the modality effect11
Enhancing distance learning of science—Impacts of remote labs 2.0 on students' behavioural and cognitive engagement10
Automatic identification of knowledge‐transforming content in argument essays developed from multiple sources10
Clustering sequential navigation patterns inmultiple‐sourcereading tasks with dynamic time warping method10
Effects of a collaborative AR‐enhanced learning environment on learning gains and technology implementation beliefs: Evidence from a graduate teacher training course10
Understanding embodied immersion in technology‐enabled embodied learning environments10
Connecting the dots – A literature review on learning analytics indicators from a learning design perspective10
Using WhatsApp increases language students' self‐motivation and achievement, and decreases learning anxiety: A self‐determination theory approach10
More challenging or more achievable? The impacts of difficulty and dominant goal orientation in leaderboards within educational gamification10
Students' abilities to evaluate the credibility of online texts: The role of internet‐specific epistemic justifications9
Effects of blended language learning on EFL learners' language performance: An activity theory approach9
Improving mobile learning in secondary mathematics and science: Listening to students9
Engage me: Learners' expectancies and teachers' efforts in designing effective online classes9
Expository multimedia comprehension in E‐learning: Presentation format, verbal ability and working memory capacity9
Effect of blended learning on student performance in K‐12 settings: A meta‐analysis9
Adoption of learning technologies in times of pandemic crisis9
An examination of the effectiveness of problem‐based learning method supported by augmented reality in science education9
The impact of the social context on value and expectancy beliefs in an online graduate program: The role of social presence9
The interactive e‐book and video feedback in a multimedia learning environment: Influence on performance, cognitive, and motivational outcomes9
The role of rapid guessing and test‐taking persistence in modelling test‐taking engagement9
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