Computers & Education

Papers
(The H4-Index of Computers & Education is 61. 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 2020-03-01 to 2024-03-01.)
ArticleCitations
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda1031
Assessing computational thinking: A systematic review of empirical studies276
The effect of using Kahoot! for learning – A literature review263
Chatbots for learning: A review of educational chatbots for the Facebook Messenger262
A systematic review of research on online teaching and learning from 2009 to 2018222
Comparative analysis of Student's live online learning readiness during the coronavirus (COVID-19) pandemic in the higher education sector215
Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education189
Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions167
The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis155
Facilitating student engagement through the flipped learning approach in K-12: A systematic review143
Digital competence in higher education research: A systematic literature review137
Digital competencies: A review of the literature and applications in the workplace132
Supporting learners' self-regulated learning in Massive Open Online Courses128
Explaining Chinese university students’ continuance learning intention in the MOOC setting: A modified expectation confirmation model perspective120
Computational thinking through unplugged activities in early years of Primary Education114
Understanding academics' adoption of learning technologies: A systematic review105
A systematic review of online examinations: A pedagogical innovation for scalable authentication and integrity104
Effects of teacher role on student engagement in WeChat-Based online discussion learning103
A systematic review of educational digital storytelling101
Signaling in virtual reality influences learning outcome and cognitive load101
Mapping computational thinking through programming in K-12 education: A conceptual model based on a systematic literature Review98
Self-regulated mobile game-based English learning in a virtual reality environment95
Teaching and learning with children: Impact of reciprocal peer learning with a social robot on children’s learning and emotive engagement93
Understanding higher education learners' acceptance and use of mobile devices for language learning: A Rasch-based path modeling approach93
Integration of the peer assessment approach with a virtual reality design system for learning earth science91
Effectiveness of virtual reality game in foreign language vocabulary acquisition90
Student Loneliness: The Role of Social Media Through Life Transitions87
The relation between in-service teachers' digital competence and personal and contextual factors: What matters most?87
The agency effect: The impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment87
From dual digitalization to digital learning space: Exploring the digital transformation of higher education86
How can the digital competences of pre-service teachers be developed? Examining a case study through the lens of DigComp and DigCompEdu85
Engagement, disengagement and performance when learning with technologies in upper secondary school85
Augmented reality tools for sports education and training85
Does visual attention to the instructor in online video affect learning and learner perceptions? An eye-tracking analysis84
The effectiveness of partial pair programming on elementary school students’ Computational Thinking skills and self-efficacy83
Successful design and delivery of online professional development for teachers: A systematic review of the literature83
Teacher development in computational thinking: Design and learning outcomes of programming concepts, practices and pedagogy81
EmoFindAR: Evaluation of a mobile multiplayer augmented reality game for primary school children81
Developing a short assessment instrument for Technological Pedagogical Content Knowledge (TPACK.xs) and comparing the factor structure of an integrative and a transformative model79
The polarizing effect of the online flipped classroom79
Is the use of ICT in education leading to higher student outcomes? Analysis from the Spanish Autonomous Communities78
Immersive virtual reality as a tool to learn problem-solving skills77
A study of how immersion and interactivity drive VR learning77
Learning to code and the acquisition of computational thinking by young children76
Individual motivation and social media influence on student knowledge sharing and learning performance: Evidence from an emerging economy76
Assessment of cognitive, behavioral, and affective learning outcomes in massive open online courses: A systematic literature review73
Impact of immersing university and high school students in educational linear narratives using virtual reality technology72
A meta-analysis addressing the relationship between teaching presence and students’ satisfaction and learning70
A self-determination theory (SDT) design approach for inclusive and diverse artificial intelligence (AI) education70
Variability of teachers’ technology integration in the classroom: A matter of utility!70
Self-regulated learning support in flipped learning videos enhances learning outcomes67
Learning analytics in European higher education—Trends and barriers67
Can digital technologies improve students' efficiency? Exploring the role of Virtual Learning Environment and Social Media use in Higher Education66
Automated detection of emotional and cognitive engagement in MOOC discussions to predict learning achievement66
Factors affecting Nigerian teacher educators’ technology integration: Considering characteristics, knowledge constructs, ICT practices and beliefs66
Remediating learning from non-immersive to immersive media: Using EEG to investigate the effects of environmental embeddedness on reading in Virtual Reality66
Automatic recognition of student emotions from facial expressions during a lecture65
Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors65
Effects of a social regulation-based online learning framework on students’ learning achievements and behaviors in mathematics64
A review of automated feedback systems for learners: Classification framework, challenges and opportunities63
The mediating and buffering effect of academic self-efficacy on the relationship between smartphone addiction and academic procrastination62
An empirical study of techno-stressors, literacy facilitation, burnout, and turnover intention as experienced by K-12 teachers61
Usage of social media, student engagement, and creativity: The role of knowledge sharing behavior and cyberbullying61
Measuring digital literacy across three age cohorts: Exploring test dimensionality and performance differences61
Adaptive learning path recommender approach using auxiliary learning objects61
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