Computers & Education

Papers
(The median citation count of Computers & Education 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 2020-04-01 to 2024-04-01.)
ArticleCitations
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda1065
Assessing computational thinking: A systematic review of empirical studies283
The effect of using Kahoot! for learning – A literature review273
Chatbots for learning: A review of educational chatbots for the Facebook Messenger271
A systematic review of research on online teaching and learning from 2009 to 2018229
Comparative analysis of Student's live online learning readiness during the coronavirus (COVID-19) pandemic in the higher education sector218
Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education190
The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis156
Digital competence in higher education research: A systematic literature review152
Facilitating student engagement through the flipped learning approach in K-12: A systematic review150
Explaining Chinese university students’ continuance learning intention in the MOOC setting: A modified expectation confirmation model perspective121
Computational thinking through unplugged activities in early years of Primary Education117
Understanding academics' adoption of learning technologies: A systematic review109
A systematic review of online examinations: A pedagogical innovation for scalable authentication and integrity105
Effects of teacher role on student engagement in WeChat-Based online discussion learning105
A systematic review of educational digital storytelling103
Signaling in virtual reality influences learning outcome and cognitive load102
Mapping computational thinking through programming in K-12 education: A conceptual model based on a systematic literature Review101
Self-regulated mobile game-based English learning in a virtual reality environment98
Teaching and learning with children: Impact of reciprocal peer learning with a social robot on children’s learning and emotive engagement96
Effectiveness of virtual reality game in foreign language vocabulary acquisition93
From dual digitalization to digital learning space: Exploring the digital transformation of higher education91
The relation between in-service teachers' digital competence and personal and contextual factors: What matters most?91
Developing a short assessment instrument for Technological Pedagogical Content Knowledge (TPACK.xs) and comparing the factor structure of an integrative and a transformative model90
How can the digital competences of pre-service teachers be developed? Examining a case study through the lens of DigComp and DigCompEdu89
Engagement, disengagement and performance when learning with technologies in upper secondary school87
EmoFindAR: Evaluation of a mobile multiplayer augmented reality game for primary school children87
The polarizing effect of the online flipped classroom87
The agency effect: The impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment87
The effectiveness of partial pair programming on elementary school students’ Computational Thinking skills and self-efficacy86
Augmented reality tools for sports education and training86
Successful design and delivery of online professional development for teachers: A systematic review of the literature85
Teacher development in computational thinking: Design and learning outcomes of programming concepts, practices and pedagogy83
A study of how immersion and interactivity drive VR learning82
Immersive virtual reality as a tool to learn problem-solving skills81
Learning to code and the acquisition of computational thinking by young children80
Is the use of ICT in education leading to higher student outcomes? Analysis from the Spanish Autonomous Communities79
A self-determination theory (SDT) design approach for inclusive and diverse artificial intelligence (AI) education78
Individual motivation and social media influence on student knowledge sharing and learning performance: Evidence from an emerging economy78
Variability of teachers’ technology integration in the classroom: A matter of utility!77
Impact of immersing university and high school students in educational linear narratives using virtual reality technology76
A meta-analysis addressing the relationship between teaching presence and students’ satisfaction and learning75
Assessment of cognitive, behavioral, and affective learning outcomes in massive open online courses: A systematic literature review74
Automated detection of emotional and cognitive engagement in MOOC discussions to predict learning achievement70
Remediating learning from non-immersive to immersive media: Using EEG to investigate the effects of environmental embeddedness on reading in Virtual Reality69
Learning analytics in European higher education—Trends and barriers69
Self-regulated learning support in flipped learning videos enhances learning outcomes69
Automatic recognition of student emotions from facial expressions during a lecture66
Effects of a social regulation-based online learning framework on students’ learning achievements and behaviors in mathematics66
Can digital technologies improve students' efficiency? Exploring the role of Virtual Learning Environment and Social Media use in Higher Education66
Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors65
A review of automated feedback systems for learners: Classification framework, challenges and opportunities64
The mediating and buffering effect of academic self-efficacy on the relationship between smartphone addiction and academic procrastination64
Open learner models in supporting self-regulated learning in higher education: A systematic literature review63
An empirical study of techno-stressors, literacy facilitation, burnout, and turnover intention as experienced by K-12 teachers63
Virtual reality for fire safety training: Influence of immersion and sense of presence on conceptual and procedural acquisition62
Measuring digital literacy across three age cohorts: Exploring test dimensionality and performance differences62
Usage of social media, student engagement, and creativity: The role of knowledge sharing behavior and cyberbullying61
Massive LMS log data analysis for the early prediction of course-agnostic student performance61
Adaptive learning path recommender approach using auxiliary learning objects61
A systematic review of the literature regarding socially assistive robots in pre-tertiary education60
Assessing children's reading comprehension on paper and screen: A mode-effect study59
Comparing reading comprehension between children reading augmented reality and print storybooks59
Same benefits, different communication patterns: Comparing Children's reading with a conversational agent vs. a human partner58
Active learning with online video: The impact of learning context on engagement58
How digitalised are vocational teachers? Assessing digital competence in vocational education and looking at its underlying factors58
The impact of learner-, instructor-, and course-level factors on online learning58
Problem- based learning in live online classes: Learning achievement, problem-solving skill, communication skill, and interaction57
Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review57
Effectiveness of digital-based interventions for children with mathematical learning difficulties: A meta-analysis57
Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills56
Understanding learners’ acceptance of high-immersion virtual reality systems: Insights from confirmatory and exploratory PLS-SEM analyses56
Toward a framework that connects individual TPACK and collective TPACK: A systematic review of TPACK studies investigating teacher collaborative discourse in the learning by design process56
The mediating role of digital informal learning in the relationship between students' digital competence and their academic performance55
Effects of artificial Intelligence–Enabled personalized recommendations on learners’ learning engagement, motivation, and outcomes in a flipped classroom55
The impact of teacher education courses for technology integration on pre-service teacher knowledge: A meta-analysis study55
Fostering pre-service teachers’ technological pedagogical content knowledge (TPACK): A quasi-experimental field study55
The effects of coding on children's planning and inhibition skills55
Online vs traditional homework: A systematic review on the benefits to students’ performance55
Exploring the structural relationships between course design factors, learner commitment, self-directed learning, and intentions for further learning in a self-paced MOOC54
What to teach? Strategies for developing digital competency in preservice teacher training54
An empirical analysis of knowledge co-construction in YouTube comments54
A systematic review of audience response systems for teaching and learning in higher education: The student experience53
Digital literacy and the national curriculum for England: Learning from how the experts engage with and evaluate online content53
The influence of digital educational games on preschool Children's creative thinking52
Investigating the process of mine rescuers' safety training with immersive virtual reality: A structural equation modelling approach52
Learning analytics dashboards for adaptive support in face-to-face collaborative argumentation51
Effects of a formative assessment-based contextual gaming approach on students’ digital citizenship behaviours, learning motivations, and perceptions51
Applying the UTAUT model to explain the students' acceptance of an early warning system in Higher Education50
Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students49
The use of Massive Open Online Courses (MOOCs) in blended learning courses and the functional value perceived by students48
Determinants of mobile learning acceptance for STEM education in rural areas47
Ten years of augmented reality in education: A meta-analysis of (quasi-) experimental studies to investigate the impact47
Associations between learning analytics dashboard exposure and motivation and self-regulated learning47
Students matter the most in learning analytics: The effects of internal and instructional conditions in predicting academic success47
The influence of technology acceptance, academic self-efficacy, and gender on academic achievement through online tutoring46
A cognitive definition of computational thinking in primary education46
Two decades of game concepts in digital learning environments – A bibliometric study and research agenda45
Cognitive and emotional engagement while learning with VR: The perspective of multimodal methodology45
University students’ profiles of online learning and their relation to online metacognitive regulation and internet-specific epistemic justification45
Comparing synchronous and asynchronous online discussions for students with disabilities: The impact of social presence45
Understanding feedback in online learning – A critical review and metaphor analysis44
Cyberbullying in elementary and middle school students: A systematic review43
Student teachers’ responsible use of ICT: Examining two samples in Spain and Norway43
Digital inequality at home. The school as compensatory agent42
Understanding the determinants of learner engagement in MOOCs: An adaptive structuration perspective42
University students’ use of mobile technology in self-directed language learning: Using the integrative model of behavior prediction42
The potential of 360-degree virtual reality videos to teach water-safety skills to children42
“Think globally, act locally”: A glocal approach to the development of social media literacy42
Key factors in MOOC pedagogy based on NLP sentiment analysis of learner reviews: What makes a hit42
The qualitative evidence behind the factors impacting online learning experiences as informed by the community of inquiry framework: A thematic synthesis41
Exploring the influence of teachers' beliefs and 3D printing integrated STEM instruction on students’ STEM motivation41
Investigating relationships among blended synchronous learning environments, students’ motivation, and cognitive engagement: A mixed methods study41
Assessing learning in technology-rich maker activities: A systematic review of empirical research40
Observing 360-degree classroom videos – Effects of video type on presence, emotions, workload, classroom observations, and ratings of teaching quality40
Mobile learning and pedagogical opportunities: A configurative systematic review of PreK-12 research using the SAMR framework40
Teaching and social presences supporting basic needs satisfaction in online learning environments: How can presences and basic needs happily meet online?39
Measuring the effect of continuous professional development on elementary teachers’ self-efficacy to teach coding and computational thinking39
A multigroup analysis of factors underlying teachers’ technostress and their continuance intention toward online teaching39
Innovation in physical education: Teachers’ perspectives on readiness for wearable technology integration39
Exploring student and teacher usage patterns associated with student attrition in an open educational resource-supported online learning platform38
Self-directed learning in video games, affordances and pedagogical implications for teaching and learning38
On the predictors of computational thinking and its growth at the high-school level38
Programming attitudes predict computational thinking: Analysis of differences in gender and programming experience38
Robot tutor and pupils’ educational ability: Teaching the times tables38
The effects of ICT-based social media on adolescents' digital reading performance: A longitudinal study of PISA 2009, PISA 2012, PISA 2015 and PISA 201838
Can tablet apps support the learning of handwriting? An investigation of learning outcomes in kindergarten classroom38
Understanding student teachers’ collaborative problem solving: Insights from an epistemic network analysis (ENA)38
Classroom complexity affects student teachers’ behavior in a VR classroom38
Elements of Success: Supporting at-risk student resilience through learning analytics37
Educational scalability in MOOCs: Analysing instructional designs to find best practices37
Effect of different mind mapping approaches on primary school students’ computational thinking skills during visual programming learning37
Exploring teacher immediacy-(non)dependency in the tutored augmented reality game-assisted flipped classrooms of English for medical purposes comprehension among the Asian students36
Development and analysis of the Elementary Student Coding Attitudes Survey36
Examining the characteristics of game-based learning: A content analysis and design framework36
Usage of augmented reality (AR) and development of e-learning outcomes: An empirical evaluation of students’ e-learning experience36
Psychological effects of gamified didactics with exergames in Physical Education at primary schools: Results from a natural experiment36
The assessment of collaborative problem solving in PISA 2015: An investigation of the validity of the PISA 2015 CPS tasks36
Identifying multiple learning spaces within a single teacher-focused Twitter hashtag36
Gender difference in the association between internet addiction, self-esteem and academic aspirations among adolescents: A structural equation modelling36
Pre-class video watching fosters achievement and knowledge retention in a flipped classroom36
Classroom management competency enhancement for student teachers using a fully immersive virtual classroom36
A framework of pre-service teachers’ conceptions about digital literacy: Comparing the United States and Sweden35
Collaborating with ‘familiar’ strangers in mobile-assisted environments: The effect of socializing activities on learning EFL writing35
The dynamics of an online learning community in a hybrid statistics classroom over time: Implications for the question-oriented problem-solving course design with the social network analysis approach35
Early childhood educators’ teaching of digital citizenship competencies35
Facilitating EFL students’ English grammar learning performance and behaviors: A contextual gaming approach35
Promoting pre-class guidance and in-class reflection: A SQIRC-based mobile flipped learning approach to promoting students’ billiards skills, strategies, motivation and self-efficacy34
Exploration of learner-content interactions and learning approaches: The role of guided inquiry in the self-directed online environments34
Using Internet videos to learn about controversies: Evaluation and integration of multiple and multimodal documents by primary school students34
Multivariate analysis of teachers’ digital information skills - The importance of available resources34
Lurking and participation in the virtual classroom: The effects of gender, race, and age among graduate students in computer science34
When makers meet the metaverse: Effects of creating NFT metaverse exhibition in maker education34
Learning from text, video, or subtitles: A comparative analysis33
Students’ guided inquiry with simulation and its relation to school science achievement and scientific literacy33
Predictive effects of undergraduate students’ perceptions of social, cognitive, and teaching presence on affective learning outcomes according to disciplines33
The longitudinal trajectories of online engagement over a full program33
An analysis of children’ interaction with an AI chatbot and its impact on their interest in reading33
Effects of a concept mapping-based two-tier test strategy on students’ digital game-based learning performances and behavioral patterns32
Enhancing problem-solving skills with smart personal assistant technology32
The role of social annotation in facilitating collaborative inquiry-based learning32
Educational technology conditions to support the development of digital age skills32
Virtual reality for car-detailing skill development: Learning outcomes of procedural accuracy and performance quality predicted by VR self-efficacy, VR using anxiety, VR learning interest and flow exp32
Predicting achievement and providing support before STEM majors begin to fail32
What matters in AI-supported learning: A study of human-AI interactions in language learning using cluster analysis and epistemic network analysis32
Examining temporal dynamics of self-regulated learning behaviors in STEM learning: A network approach31
Elementary teachers’ perceptions of automated feedback and automated scoring: Transforming the teaching and learning of writing using automated writing evaluation31
Studying interrelations of computational thinking and creativity: A scoping review (2011–2020)31
Evaluation of a digital game-based reading training for German children with reading disorder31
The parents' tale: Why parents resist the educational use of smartphones at schools?31
ICT-related behavioral factors mediate the relationship between adolescents’ ICT interest and their ICT self-efficacy: Evidence from 30 countries31
Leveraging process data to assess adults’ problem-solving skills: Using sequence mining to identify behavioral patterns across digital tasks31
From the learner's perspective: A systematic review of MOOC learner experiences (2008–2021)31
From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement31
FAQ chatbot and inclusive learning in massive open online courses31
In-service teachers' conceptions of mobile technology-integrated instruction: Tendency towards student-centered learning31
The learning behaviours of dropouts in MOOCs: A collective attention network perspective30
Digital Game-Based Learning effectiveness assessment: Reflections on study design30
The power of feedback and reflection: Testing an online scenario-based learning intervention for student teachers30
Interplay of metacognitive experiences and performance in collaborative problem solving30
MOOC discussion forums: The interplay of the cognitive and the social30
Longitudinal clustering of students’ self-regulated learning behaviors in engineering design30
Investigating the effects of beat and deictic gestures of a lecturer in educational videos29
How do students generate ideas together in scientific creativity tasks through computer-based mind mapping?29
Using a design-based research approach to develop and study a web-based tool to support collaborative learning29
Towards the successful game-based learning: Detection and feedback to misconceptions is the key29
Designing digital game-based learning for professional upskilling: A systematic literature review29
Describing increasing proficiency in teachers’ knowledge of the effective use of digital technology29
Teamwork competency and satisfaction in online group project-based engineering course: The cross-level moderating effect of collective efficacy and flipped instruction29
Critical attitude and ability associated with students’ self-confidence and attitude toward “predict-observe-explain” online science inquiry learning29
Initial teacher training for twenty-first century skills in the Fourth Industrial Revolution (IR 4.0): A scoping review29
Reviewing and analyzing peer review Inter-Rater Reliability in a MOOC platform29
Effects of a multi-level concept mapping-based question-posing approach on students’ ubiquitous learning performance and perceptions28
Taking action to reduce dropout in MOOCs: Tested interventions28
“DNT LET ’EM H8 U!”: Applying the routine activity framework to understand cyberhate victimization among adolescents across eight countries28
A systematic review of mobile learning in social studies28
Expectations for supporting student engagement with learning analytics: An academic path perspective28
Moral considerations on social robots in education: A multi-stakeholder perspective27
Process analysis of teachers’ self-regulated learning patterns in technological pedagogical content knowledge development27
Factors influencing students’ perceived impact of learning and satisfaction in Computer Supported Collaborative Learning27
Fostering motor skills in physical education: A mobile technology-supported ICRA flipped learning model27
Large scale analytics of global and regional MOOC providers: Differences in learners’ demographics, preferences, and perceptions27
Developing an AI-based chatbot for practicing responsive teaching in mathematics27
Contrasting levels of student engagement in blended and non-blended learning scenarios27
Developing a Topic Analysis Instant Feedback System to facilitate asynchronous online discussion effectiveness27
Challenges to assessing motivation in MOOC learners: An application of an argument-based approach27
MantarayAR: Leveraging augmented reality to teach probability and sampling27
Predicting preservice teachers' intention to use technology-enabled learning27
A multilevel investigation of factors influencing university students’ behavioral engagement in flipped classrooms27
The impact of video lecturers’ nonverbal communication on learning – An experiment on gestures and facial expressions of pedagogical agents27
Rural teachers’ sharing of digital educational resources: From motivation to behavior26
The effect of feedback on metacognition - A randomized experiment using polling technology26
Engagement and disengagement in online learning26
Factors associated with teachers' competence to develop students’ information literacy: A multilevel approach26
Self-regulation and emotion matter: A case study of instructor interactions with a learning analytics dashboard26
Using the theory of planned behavior and the role of social image to understand mobile English learning check-in behavior26
Digital expansions of physical learning spaces in practice-based subjects - blended learning in Art and Craft & Design in teacher education26
Can an online educational game contribute to developing information literate citizens?25
Media comparison studies dominate comparative research on augmented reality in education25
Effects of audio support on multimedia learning processes and outcomes in students with dyslexia25
Effectiveness of digital games in producing environmentally friendly attitudes and behaviors: A mixed methods study25
Criteria for selecting apps: Debating the perceptions of young children, parents and industry stakeholders25
Design-based research on integrating learning technology tools into higher education classes to achieve active learning25
The role of feedback and guidance as intervention methods to foster computational thinking in educational robotics learning activities for primary school24
The effects of instructors' use of online discussions strategies on student participation and performance in university online introductory mathematics courses24
Trends and exemplary practices of STEM teacher professional development programs in K-12 contexts: A systematic review of empirical studies24
Learning analytics on structured and unstructured heterogeneous data sources: Perspectives from procrastination, help-seeking, and machine-learning defined cognitive engagement24
Capturing schools' digital capacity: Psychometric analyses of the SELFIE self-reflection tool24
Goal-oriented active learning (GOAL) system to promote reading engagement, self-directed learning behavior, and motivation in extensive reading24
Computational thinking for teachers: Development of a localised E-learning system24
Peer feedback to support collaborative knowledge improvement: What kind of feedback feed-forward?23
Socioeconomic status and social networking site addiction among children and adolescents: Examining the roles of parents' active mediation and ICT attitudes23
Exploring the behavioral patterns of students learning with a Facebook-based e-book approach23
Facilitating critical thinking in decision making-based professional training: An online interactive peer-review approach in a flipped learning context23
Formative assessment with interactive whiteboards: A one-year longitudinal study of primary students’ mathematical performance23
The Co-Creative approach to digital simulation games in social science education23
The SES-based difference of adolescents’ digital skills and usages: An explanation from family cultural capital23
Effect of Socratic Reflection Prompts via video-based learning system on elementary school students’ critical thinking skills23
First inspire, then instruct to improve students’ creativity22
Teaching teachers to use technology through massive open online course: Perspectives of interaction equivalency22
Diverse approaches to learning with immersive Virtual Reality identified from a systematic review22
The influence of a web-based learning environment on low achievers’ science argumentation22
Multimodal digital classroom assessments22
A cross-cultural perspective on the relationships among social media use, self-regulated learning and adolescents’ digital reading literacy22
Uncovering students’ problem-solving processes in game-based learning environments22
The varied experience of undergraduate students learning chemistry in virtual reality laboratories22
Learning analytics for student modeling in virtual reality training systems: Lineworkers case22
University students’ approaches to online learning technologies: The roles of perceived support, affect/emotion and self-efficacy in technology-enhanced learning22
Facebook is not a silver bullet for teachers’ professional development: Anatomy of an eight-year-old social-media community22
The use and effects of incentive systems on learning and performance in educational games21
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