Journal of Educational Computing Research

Papers
(The median citation count of Journal of Educational Computing Research is 4. 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
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
Educational Robots Improve K-12 Students’ Computational Thinking and STEM Attitudes: Systematic Review33
Scientific Mapping of Social Media in Education: A Decade of Exponential Growth31
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
Entertainment Video Games for Academic Learning: A Systematic Review30
The Impact of Immersive Virtual Reality on EFL Learners’ Listening Comprehension28
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
Ready for Online? Exploring EFL Teachers’ ICT Acceptance and ICT Literacy During COVID-19 in Mainland China26
A Meta-Analysis on Computer Technology Intervention Effects on Mathematics Achievement for Low-Performing Students in K-12 Classrooms23
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
The Interplay Between Mathematical and Computational Thinking in Primary School Students’ Mathematical Problem-Solving Within a Programming Environment22
A Comparison of Solo and Pair Programming in Terms of Flow Experience, Coding Quality, and Coding Achievement22
Visual Programming Environments and Computational Thinking Performance of Fifth- and Sixth-Grade Students21
Automatic Assessment of Students’ Engineering Design Performance Using a Bayesian Network Model21
Online Self-Regulated Learning and Achievement in the Era of Change21
Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis21
Supporting the Instructional Videos With Chatbot and Peer Feedback Mechanisms in Online Learning: The Effects on Learning Performance and Intrinsic Motivation20
The Associations Between Computational Thinking and Creativity: The Role of Personal Characteristics20
Exploring Factors That Influence Computational Thinking Skills in Elementary Students’ Collaborative Robotics20
Effect of Unplugged Programming Teaching Aids on Children’s Computational Thinking and Classroom Interaction: with Respect to Piaget’s Four Stages Theory20
Computer Science Meets Education: Natural Language Processing for Automatic Grading of Open-Ended Questions in eBooks19
Who’s There? Characterizing Interaction in Virtual Classrooms19
Enhancing Learning Performance and Motivation of Cultural Heritage Using Serious Games18
Exploring the Relationship Between Social Interaction, Cognitive Processing and Learning Achievements in a MOOC Discussion Forum18
Designing a Programming Game to Improve Children’s Procedural Abstraction Skills in Scratch18
An Integrated View of Information Feedback, Game Quality, and Autonomous Motivation for Evaluating Game-Based Learning Effectiveness17
Evaluation of Students’ Flow State in an E-learning Environment Through Activity and Performance Using Deep Learning Techniques17
Automatic Classification of Semantic Content of Classroom Dialogue17
The Effect of Determining Pair Programming Groups According to Various Individual Difference Variables on Group Compatibility, Flow, and Coding Performance16
Engaging With Biology by Asking Questions: Investigating Students’ Interaction and Learning With an Artificial Intelligence-Enriched Textbook16
A Topic-Based Bibliometric Analysis of Two Decades of Research on the Application of Technology in Classroom Dialogue16
A Valid and Reliable Scale for Developing Programming-Oriented Computational Thinking15
An Evaluation of the Relationship Between Perceptions and Performance of Students in a Serious Game15
Structural Validation for the Developmental Model of Computational Thinking15
Facing Radical Digitalization: Capturing Teachers’ Transition to Virtual Classrooms Through Ideal Type Experiences14
Professional Development of Code and Robotics Teachers Through Small Private Online Course (SPOC): Teacher Centrality and Pedagogical Strategies for Developing Computational Thinking of Students14
Toward a 5E-Based Flipped Classroom Model for Teaching Computational Thinking in Elementary School: Effects on Student Computational Thinking and Problem-Solving Performance14
The Development Trajectory of Shared Epistemic Agency in Online Collaborative Learning: A Study Combing Network Analysis and Sequential Analysis13
Using Three Social Network Analysis Approaches to Understand Computer-Supported Collaborative Learning13
Examining the Effects of a Pedagogical Agent With Dual-Channel Emotional Cues on Learner Emotions, Cognitive Load, and Knowledge Transfer Performance13
Effects of Automatic Speech Recognition Software on Pronunciation for Adults With Different Learning Styles13
Effect of Mind Mapping on Creative Thinking of Children in Scratch Visual Programming Education13
Still a New Kid on the Block? Computational Thinking as Problem Solving in Code.org12
Application of Educational Data Mining Approach for Student Academic Performance Prediction Using Progressive Temporal Data12
Longitudinal Effects in the Effectiveness of Educational Virtual Field Trips12
Quantifying the Influence of Achievement Emotions for Student Learning in MOOCs12
Three Contrasting Pairs’ Collaborative Programming Processes in China’s Secondary Education12
Investigating the Relationship Between Information Literacy and Social Media Competence Among University Students12
Troubleshooting to Learn via Scaffolds: Effect on Students’ Ability and Cognitive Load in a Robotics Course12
Learner Engagement in a Business Simulation Game: Impact on Higher-Order Thinking Skills12
Augmented Reality in Science Laboratories: Investigating High School Students’ Navigation Patterns and Their Effects on Learning Performance11
Effects of Panoramic Image Virtual Reality on the Workplace English Learning Performance of Vocational High School Students11
The Effects of Virtual Reality Infused Instruction on Elementary School Students’ English-Speaking Performance, Willingness to Communicate, and Learning Autonomy11
Detecting Students’ Flow States and Their Construct Through Electroencephalogram: Reflective Flow Experiences, Balance of Challenge and Skill, and Sense of Control11
Examining the Effects of Three Group-Level Metacognitive Scaffoldings on In-Service Teachers’ Knowledge Building11
Focus-Fight-Finalize (3F): Problem-Solving Steps Extracted From Behavioral Patterns in Block Based Programming11
Computer-Mediated Corrective Feedback to Improve L2 Writing Skills: A Meta-Analysis10
Single or Combined? A Study on Programming to Promote Junior High School Students’ Computational Thinking Skills10
The Effects of Self-Regulated Learning Support on Learners’ Task Performance and Cognitive Load in Computer Programing10
Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies9
The Effects of MALL on L2 Pronunciation Learning: A Meta-Analysis9
A Log-Based Analysis of the Associations Between Creativity and Computational Thinking9
Creativity Development With Problem-Based Digital Making and Block-Based Programming for Science, Technology, Engineering, Arts, and Mathematics Learning in Middle School Contexts9
AI and Recognition Technologies to Facilitate English as Foreign Language Writing for Supporting Personalization and Contextualization in Authentic Contexts8
Computer-Based and Paper-and-Pencil Tests: A Study in Calculus for STEM Majors8
Online Versus Offline Peer Feedback in Higher Education: A Meta-Analysis8
Machine Learning-Based Student Modeling Methodology for Intelligent Tutoring Systems8
The Effects of Three Instructor Participatory Roles on a Small Group’s Collaborative Concept Mapping7
Predicting Students’ Achievement in a Hybrid Environment Through Self-Regulated Learning, Log Data, and Course Engagement: A Data Mining Approach7
Extending the Cognitive-Affective Theory of Learning with Media in Virtual Reality Learning: A Structural Equation Modeling Approach7
Effects of Mobile Drama With Authentic Contexts on English Learning7
A New Student Modeling Technique With Convolutional Neural Networks: LearnerPrints7
Evaluation of an Inquiry-Based Virtual Lab for Junior High School Science Classes7
From Critique to Computational Thinking: A Peer-Assessment-Supported Problem Identification, Flow Definition, Coding, and Testing Approach for Computer Programming Instruction7
Two Emotional Design Features Are More Effective Than One in Multimedia Learning7
Effect of Gamified Mobile Applications and the Role of Player Types on the Achievement of Students7
Learning Analytics Based on Wearable Devices: A Systematic Literature Review From 2011 to 20217
The Effectiveness of Automated Writing Evaluation on Writing Quality: A Meta-Analysis7
Mining Teacher Informal Online Learning Networks: Insights From Massive Educational Chat Tweets7
Students’ Activity in an Online Learning Environment for Mathematics: The Role of Thinking Levels7
IoT-Based Serious Gaming Platform for Improving Cognitive Skills of Children with Special Needs6
Analysis of Computational Thinking in Children’s Literature for K-6 Students: Literature as a Non-Programming Unplugged Resource6
Supporting Youth With Autism Learning Social Competence: A Comparison of Game-and Nongame-Based Activities in 3D Virtual World6
Strategy Uptake in Writing Pal: Adaptive Feedback and Instruction6
The Competent Computational Thinking Test: Development and Validation of an Unplugged Computational Thinking Test for Upper Primary School6
Exploring the Learning Process and Effectiveness of STEM Education via Learning Behavior Analysis and the Interactive-Constructive- Active-Passive Framework6
Active Learning by Visual Programming: Pedagogical Perspectives of Instructivist and Constructivist Code Teachers and Their Implications on Actual Teaching Strategies and Students’ Programming Artifac6
Investigating the Impact of Integrating Vocabulary Exercises Into an Adventure Video Game on Second Vocabulary Learning6
Integrating Smartphone-Controlled Paper Airplane Into Gamified Science Inquiry for Junior High School Students6
Training Users to Identify Phishing Emails6
Personalized Recommendation in the Adaptive Learning System: The Role of Adaptive Testing Technology5
Learning With Mobile Augmented Reality- and Automatic Speech Recognition-Based Materials for English Listening and Speaking Skills: Effectiveness and Perceptions of Non-English Major English as a Fore5
Task Characteristics as Source of Difficulty and Moderators of the Effect of Time-on-Task in Digital Problem-Solving5
Pioneers on the Case for Promoting Motivation to Teach Text-Based Programming5
Learning Culture and Computational Thinking in a Spanish Course: A Development Model5
Effects of Game-Based Learning on Students’ Computational Thinking: A Meta-Analysis5
A Cross-Sectional Study Investigating Primary School Children’s Coding Practices and Computational Thinking Using ScratchJr5
Cognitive Instrumental Processes of Flipped Learners: Effects of Relevance for Learning, Quality of Learning Outcomes, and Result Demonstrability5
Effects of a Two-Tier Test Strategy on Students’ Digital Game-Based Learning Performances and Flow Experience in Environmental Education5
Does Augmented Reality Also Augment Knowledge Acquisition? Augmented Reality Compared to Reading in Learning About the Human Digestive System?5
Engineering Lab in Immersive VR—An Embodied Approach to Training Wafer Preparation5
Unleashing the Potential of Abstraction From Cloud of Computational Thinking: A Systematic Review of Literature5
An Interactive Pedagogy in Mobile Context for Augmenting Early Childhood Numeric Literacy and Quantifying Skills4
An Empirical Investigation of the Different Levels of Gamification in an Introductory Programming Course4
Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review4
Distributed Pair Programming in Higher Education: A Systematic Literature Review4
Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms4
Hybrid and Non-Hybrid Block-Based Programming Languages in an Introductory College Computer-Science Course4
Promoting Self-Regulation Progress and Knowledge Construction in Blended Learning via ChatGPT-Based Learning Aid4
Comparing ICT With Physical Manipulative Supported Learning of 3D Geometry in Elementary School4
An Experimental Trial: Multi-Robot Therapy for Categorization of Autism Level Using Hidden Markov Model4
The Negative Impact of Information and Communication Technologies Overuse on Student Performance: Evidence From OECD Countries4
Shaping Children’s Knowledge and Response to Bushfire Through Use of an Immersive Virtual Learning Environment4
Identifying Key Contextual Factors of Digital Reading Literacy Through a Machine Learning Approach4
The Relationship Between ICT Perceived Competence and Adolescents’ Digital Reading Performance: A Multilevel Mediation Study4
A Phenomenographic Analysis of College Students’ Conceptions of and Approaches to Programming Learning: Insights From a Comparison of Computer Science and Non-Computer Science Contexts4
A Meta-Analytic Review on Embodied Pedagogical Agent Design and Testing Formats4
Investigating Students’ Engagement Patterns and Supporting Game Features in a Personalized Computerized Role-Playing Game Environment4
The Development and Validation of the Robotics Learning Self-Efficacy Scale (RLSES)4
Tools and Approaches for Integrating Computational Thinking and Mathematics: A Scoping Review of Current Empirical Studies4
Effects of Interaction between Peer Assessment and Problem-Solving Tendencies on Students’ Learning Achievements and Collaboration in Mobile Technology-Supported Project-Based Learning4
Can Gamification Assist Learning? A Study to Design and Explore the Uses of Educational Music Games for Adults and Young Learners4
Pass/Fail Prediction in Programming Courses4
Development of Group Cognition in Online Collaborative Problem-Solving Processes4
Assessing Computational Thinking: Development and Validation of the Algorithmic Thinking Test for Adults4
Exploring the Effectiveness of Learning Path Recommendation based on Felder-Silverman Learning Style Model: A Learning Analytics Intervention Approach4
0.055005073547363