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 2021-10-01 to 2025-10-01.)
ArticleCitations
A three-phase professional development approach to improving robotics pedagogical knowledge and computational thinking attitude of early childhood teachers315
Developing an AI-based chatbot for practicing responsive teaching in mathematics271
Investigating co-teaching presence and its impact on student engagement: A mixed-method study on the blended synchronous classroom209
Is game-based language learning general or specific-oriented? Exploring the applicability of mobile virtual realities to medical English education in the middle east203
The strength and direction of the difficulty adaptation affect situational interest in game-based learning196
Enhancing teacher collaboration for technology integration: the impact of transformational leadership193
Using 360-degree video to explore teachers' professional noticing159
Profiles of ICT identity and their associations with female high school students’ intention to study and work in ICT: A mixed-methods approach159
Utilizing virtual reality to assist social competence education and social support for children from under-represented backgrounds153
Developing a plugged-in class observation protocol in high-school blended STEM classes: Student engagement, teacher behaviors and student-teacher interaction patterns137
Online peer feedback via Moodle forum: Implications for longitudinal feedback design and feedback quality137
Exploring interactive behaviours of urban and rural teachers in blended synchronous classrooms: Insights from a proposed interaction analysis framework133
From experience to empathy: An empathetic VR-based learning approach to improving EFL learners’ empathy and writing performance132
Artificial intelligence for teaching and learning in schools: The need for pedagogical intelligence129
Coding in the cot? Factors influencing 0–17s’ experiences with technology and coding in the United Kingdom128
Investigating effects of computer-mediated feedback on L2 vocabulary learning123
Relations between academic boredom, academic achievement, ICT use, and teacher enthusiasm among adolescents121
Information and digital technology-assisted interventions to improve intercultural competence: A meta-analytical review118
Two decades of game concepts in digital learning environments – A bibliometric study and research agenda116
Editorial Board115
Grade-based similarity prevails in online course forums at scale110
Team interactions with learning analytics dashboards103
Associations of different types of informal teacher learning with teachers’ technology integration intention97
Attitude and peer norm predict how students use lecture recordings97
Editorial Board96
Should educators be concerned? The impact of short videos on rational thinking and learning: A comparative analysis95
Learner Autonomy and Mode Selection in Dual-Mode Chatbot: Students’ Interaction Patterns and Learning Outcomes in an Online Course94
An epistemic curiosity-evoking model for immersive virtual reality narrative reading: User experience and the interaction among epistemic curiosity, transportation, and attitudinal learning93
What do critical reading strategies look like? Eye-tracking and lag sequential analysis reveal attention to data and reasoning when reading conflicting information92
Guiding student learning in video lectures: Effects of instructors’ emotional expressions and visual cues88
Preparing preservice teachers to teach with digital technologies: An update of effective SQD-strategies85
Media comparison studies dominate comparative research on augmented reality in education84
Classroom management competency enhancement for student teachers using a fully immersive virtual classroom84
Assessing digital self-efficacy: Review and scale development83
Self-regulated learning and technological integration competency: A multilevel latent profile analysis of preschool teachers82
Pre-class video watching fosters achievement and knowledge retention in a flipped classroom81
Quality over frequency in using digital technology: Measuring the experienced functional use79
How instructional context can impact learning with educational technology: Lessons from a study with a digital learning game77
Editorial Board76
Formation mechanism of popular courses on MOOC platforms: A configurational approach75
Offline and online user experience of gamified robotics for introducing computational thinking: Comparing engagement, game mechanics and coding motivation75
Effects of integrating self-regulation scaffolding supported by chatbot and online collaborative reflection on students’ learning in an artificial intelligence course73
Cultural implications in the acceptability of game-based learning73
Peer assessment methodology of open-ended assignments: Insights from a two-year case study within a university course using novel open source system71
Student- versus teacher-generated explanations for answers to online multiple-choice questions: What are the differences?71
Prompting in-depth learning in immersive virtual reality: Impact of an elaboration prompt on developing a mental model70
Fostering pre-service teachers’ technological pedagogical content knowledge (TPACK): A quasi-experimental field study70
Impact of smart classrooms combined with student-centered pedagogies on rural students’ learning outcomes: Pedagogy and duration as moderator variables68
From dual digitalization to digital learning space: Exploring the digital transformation of higher education68
Application of cluster analysis to identify different reader groups through their engagement with a digital reading supplement68
Mastery experiences in immersive virtual reality promote pro-environmental waste-sorting behavior68
Identity profile of young people experiencing a sense of risk on the internet: A data mining application of decision tree with CHAID algorithm67
A review study on eye-tracking technology usage in immersive virtual reality learning environments67
Open Data Interface (ODI) for secondary school education67
Editorial Board66
Technological support to foster students’ artificial intelligence ethics: An augmented reality-based contextualized dilemma discussion approach66
Corrigendum to “Factors influencing students’ perceived impact of learning and satisfaction in Computer Supported Collaborative Learning” [Computers & Education 174 (2021) 104310]64
Innovative ongoing support within a multifaceted computational thinking professional learning program improves teachers’ self-efficacy and classroom practices63
Using sequence mining to study students’ calculator use, problem solving, and mathematics achievement in the National Assessment of Educational Progress (NAEP)63
Bridging the knowledge-skill gap: The role of large language model and critical thinking in education63
Validating a computational thinking concepts test for primary education using item response theory: An analysis of students’ responses63
Analysis and discovery of procrastination patterns in a language learning MOOC61
The role of teachable agents’ personality traits on student-AI interactions and math learning61
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