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 2021-08-01 to 2025-08-01.)
ArticleCitations
Identifying Key Contextual Factors of Digital Reading Literacy Through a Machine Learning Approach97
Mining Large Open Online Learning Networks: Exploring Community Dynamics and Communities of Performance96
Enhancing Academic Achievement and Engagement Through Digital Game-Based Learning: An Empirical Study on Middle School Students69
Educational Programming Environments for Enhancing Conceptual Design in the Object-Oriented Paradigm: A Systematic Mapping Study57
Effects of Robot-Assisted Language Learning on English-as-a-Foreign-Language Skill Development49
Strategy Uptake in Writing Pal: Adaptive Feedback and Instruction45
So, Why Do Students Perform Better in Gamified Courses? Understanding Motivational Styles in Educational Gamification40
Design and Development of Artificial Intelligence Dynamic Physical Education Teaching Resources in Human-Computer Interaction Mode37
Trusting and Learning From Virtual Humans that Correct Common Misconceptions32
Can Gamification Assist Learning? A Study to Design and Explore the Uses of Educational Music Games for Adults and Young Learners31
The Effects of Worked-Out Example and Metacognitive Scaffolding on Problem-Solving Programming31
Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms30
Application of Educational Data Mining Approach for Student Academic Performance Prediction Using Progressive Temporal Data30
A Cross-Sectional Study Investigating Primary School Children’s Coding Practices and Computational Thinking Using ScratchJr30
Crafting Compelling Argumentative Writing for Undergraduates: Exploring the Nexus of Digital Annotations, Conversational Agents, and Collaborative Concept Maps29
Research on the Role of an Automatic Resource Generation System to Promote Chinese as a Second Language Learners’ Learning in Colleges29
Enhancing Computational Thinking, Spatial Reasoning, and Executive Function Skills: The Impact of Tangible Programming Tools in Early Childhood and Across Different Learner Stages27
Investigating the Effect of Role-Play Activity With GenAI Agent on EFL Students’ Speaking Performance25
Introductory Editorial: Shaping the Future of Educational Computing Research25
The Effects of ChatGPT-Generated Feedback on Saudi EFL Learners’ Writing Skills and Perception at the Tertiary Level: A Mixed-Methods Study24
Charting Competence: A Holistic Scale for Measuring Proficiency in Artificial Intelligence Literacy24
Understanding English as a Foreign Language Students’ Idea Generation Strategies for Creative Writing With Natural Language Generation Tools24
An Empirical Investigation of the Different Levels of Gamification in an Introductory Programming Course24
Beyond Innovation: Centring Ethics and Social Responsibility in Educational Computing23
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