Journal of Educational Computing Research

Papers
(The H4-Index of Journal of Educational Computing Research is 23. 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
Social Isolation and Acceptance of the Learning Management System (LMS) in the time of COVID-19 Pandemic: An Expansion of the UTAUT Model184
The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction80
Conversation Technology With Micro-Learning: The Impact of Chatbot-Based Learning on Students’ Learning Motivation and Performance77
Facilitating Emergency Remote K-12 Teaching in Computing-Enhanced Virtual Learning Environments During COVID-19 Pandemic - Blessing or Curse?62
A ChatBot for Learning Chinese: Learning Achievement and Technology Acceptance60
Education in the Digital Age: Learning Experience in Virtual and Mixed Realities49
From Gaming to Computational Thinking: An Adaptive Educational Computer Game-Based Learning Approach49
Integrating Computational Thinking Concept Into Digital Storytelling to Improve Learners’ Motivation and Performance41
Computational Thinking Through an Empirical Lens: A Systematic Review of Literature40
Augmented Reality for Early Language Learning: A Systematic Review of Augmented Reality Application Design, Instructional Strategies, and Evaluation Outcomes39
The Computational Thinking Scale for Computer Literacy Education35
Educational Robots Improve K-12 Students’ Computational Thinking and STEM Attitudes: Systematic Review33
Extending the Learning Technology Acceptance Model of WeChat by Adding New Psychological Constructs33
Exploring the Effectiveness and Moderators of Block-Based Visual Programming on Student Learning: A Meta-Analysis33
Scientific Mapping of Social Media in Education: A Decade of Exponential Growth31
Entertainment Video Games for Academic Learning: A Systematic Review30
A Dual-Scaffolding Framework Integrating Peer-Scaffolding and Cognitive-Scaffolding for an Augmented Reality-Based Educational Board Game: An Analysis of Learners’ Collective Flow State and Collaborat30
The Impact of Immersive Virtual Reality on EFL Learners’ Listening Comprehension28
Ready for Online? Exploring EFL Teachers’ ICT Acceptance and ICT Literacy During COVID-19 in Mainland China26
Simultaneously Improving Computational Thinking and Foreign Language Learning: Interdisciplinary Media With Plugged and Unplugged Approaches26
Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis26
The Role of Internet-Specific Justification Beliefs in Source Evaluation and Corroboration During Web Search on an Unsettled Socio-Scientific Issue23
Assessing Young Students’ Design Thinking Disposition and Its Relationship With Computer Programming Self-Efficacy23
A Meta-Analysis on Computer Technology Intervention Effects on Mathematics Achievement for Low-Performing Students in K-12 Classrooms23
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