Journal of Educational Computing Research

Papers
(The median citation count of Journal of Educational Computing Research is 5. 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 2020-11-01 to 2024-11-01.)
ArticleCitations
The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction108
Education in the Digital Age: Learning Experience in Virtual and Mixed Realities80
Facilitating Emergency Remote K-12 Teaching in Computing-Enhanced Virtual Learning Environments During COVID-19 Pandemic - Blessing or Curse?72
Computational Thinking Through an Empirical Lens: A Systematic Review of Literature54
Entertainment Video Games for Academic Learning: A Systematic Review47
Educational Robots Improve K-12 Students’ Computational Thinking and STEM Attitudes: Systematic Review46
The Computational Thinking Scale for Computer Literacy Education45
The Impact of Immersive Virtual Reality on EFL Learners’ Listening Comprehension44
Supporting the Instructional Videos With Chatbot and Peer Feedback Mechanisms in Online Learning: The Effects on Learning Performance and Intrinsic Motivation40
Scientific Mapping of Social Media in Education: A Decade of Exponential Growth39
Ready for Online? Exploring EFL Teachers’ ICT Acceptance and ICT Literacy During COVID-19 in Mainland China39
Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis37
Simultaneously Improving Computational Thinking and Foreign Language Learning: Interdisciplinary Media With Plugged and Unplugged Approaches37
Promoting Self-Regulation Progress and Knowledge Construction in Blended Learning via ChatGPT-Based Learning Aid32
Effect of Unplugged Programming Teaching Aids on Children’s Computational Thinking and Classroom Interaction: with Respect to Piaget’s Four Stages Theory32
Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis30
The Interplay Between Mathematical and Computational Thinking in Primary School Students’ Mathematical Problem-Solving Within a Programming Environment29
Online Self-Regulated Learning and Achievement in the Era of Change27
Exploring Factors That Influence Computational Thinking Skills in Elementary Students’ Collaborative Robotics25
Visual Programming Environments and Computational Thinking Performance of Fifth- and Sixth-Grade Students25
Exploring the Relationship Between Social Interaction, Cognitive Processing and Learning Achievements in a MOOC Discussion Forum23
Automatic Classification of Semantic Content of Classroom Dialogue22
Professional Development of Code and Robotics Teachers Through Small Private Online Course (SPOC): Teacher Centrality and Pedagogical Strategies for Developing Computational Thinking of Students21
Who’s There? Characterizing Interaction in Virtual Classrooms20
Three Contrasting Pairs’ Collaborative Programming Processes in China’s Secondary Education19
Structural Validation for the Developmental Model of Computational Thinking19
An Evaluation of the Relationship Between Perceptions and Performance of Students in a Serious Game19
Toward a 5E-Based Flipped Classroom Model for Teaching Computational Thinking in Elementary School: Effects on Student Computational Thinking and Problem-Solving Performance19
Augmented Reality in Science Laboratories: Investigating High School Students’ Navigation Patterns and Their Effects on Learning Performance18
Evaluation of Students’ Flow State in an E-learning Environment Through Activity and Performance Using Deep Learning Techniques18
AI and Recognition Technologies to Facilitate English as Foreign Language Writing for Supporting Personalization and Contextualization in Authentic Contexts18
Effects of Automatic Speech Recognition Software on Pronunciation for Adults With Different Learning Styles18
The Competent Computational Thinking Test: Development and Validation of an Unplugged Computational Thinking Test for Upper Primary School18
Effect of Mind Mapping on Creative Thinking of Children in Scratch Visual Programming Education18
The Effectiveness of Automated Writing Evaluation on Writing Quality: A Meta-Analysis17
Still a New Kid on the Block? Computational Thinking as Problem Solving in Code.org17
Single or Combined? A Study on Programming to Promote Junior High School Students’ Computational Thinking Skills17
Application of Educational Data Mining Approach for Student Academic Performance Prediction Using Progressive Temporal Data17
The Effects of Virtual Reality Infused Instruction on Elementary School Students’ English-Speaking Performance, Willingness to Communicate, and Learning Autonomy17
Learner Engagement in a Business Simulation Game: Impact on Higher-Order Thinking Skills16
Examining the Effects of Three Group-Level Metacognitive Scaffoldings on In-Service Teachers’ Knowledge Building15
Examining the Effects of a Pedagogical Agent With Dual-Channel Emotional Cues on Learner Emotions, Cognitive Load, and Knowledge Transfer Performance15
Longitudinal Effects in the Effectiveness of Educational Virtual Field Trips15
Investigating the Relationship Between Information Literacy and Social Media Competence Among University Students15
Using Three Social Network Analysis Approaches to Understand Computer-Supported Collaborative Learning15
Facing Radical Digitalization: Capturing Teachers’ Transition to Virtual Classrooms Through Ideal Type Experiences15
Online Versus Offline Peer Feedback in Higher Education: A Meta-Analysis15
Exploring the Learning Process and Effectiveness of STEM Education via Learning Behavior Analysis and the Interactive-Constructive- Active-Passive Framework14
Computer-Mediated Corrective Feedback to Improve L2 Writing Skills: A Meta-Analysis14
The Development Trajectory of Shared Epistemic Agency in Online Collaborative Learning: A Study Combing Network Analysis and Sequential Analysis14
A Log-Based Analysis of the Associations Between Creativity and Computational Thinking14
Evaluation of an Inquiry-Based Virtual Lab for Junior High School Science Classes13
The Effects of Self-Regulated Learning Support on Learners’ Task Performance and Cognitive Load in Computer Programing13
Strategy Uptake in Writing Pal: Adaptive Feedback and Instruction13
Predicting Students’ Achievement in a Hybrid Environment Through Self-Regulated Learning, Log Data, and Course Engagement: A Data Mining Approach13
From Critique to Computational Thinking: A Peer-Assessment-Supported Problem Identification, Flow Definition, Coding, and Testing Approach for Computer Programming Instruction13
Creativity Development With Problem-Based Digital Making and Block-Based Programming for Science, Technology, Engineering, Arts, and Mathematics Learning in Middle School Contexts13
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 Fore13
The Effects of MALL on L2 Pronunciation Learning: A Meta-Analysis13
Extending the Cognitive-Affective Theory of Learning with Media in Virtual Reality Learning: A Structural Equation Modeling Approach12
Effects of Game-Based Learning on Students’ Computational Thinking: A Meta-Analysis12
Effects of Panoramic Image Virtual Reality on the Workplace English Learning Performance of Vocational High School Students12
Two Emotional Design Features Are More Effective Than One in Multimedia Learning12
Training Users to Identify Phishing Emails12
Effects of a Two-Tier Test Strategy on Students’ Digital Game-Based Learning Performances and Flow Experience in Environmental Education11
The Effects of Three Instructor Participatory Roles on a Small Group’s Collaborative Concept Mapping11
Identifying Key Contextual Factors of Digital Reading Literacy Through a Machine Learning Approach11
Analysis of Computational Thinking in Children’s Literature for K-6 Students: Literature as a Non-Programming Unplugged Resource11
Collaborative Behavior Patterns of Students in Programming Instruction11
Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies11
Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review11
Unleashing the Potential of Abstraction From Cloud of Computational Thinking: A Systematic Review of Literature11
Assessing Computational Thinking: Development and Validation of the Algorithmic Thinking Test for Adults10
IoT-Based Serious Gaming Platform for Improving Cognitive Skills of Children with Special Needs10
Mining Teacher Informal Online Learning Networks: Insights From Massive Educational Chat Tweets10
Machine Learning-Based Student Modeling Methodology for Intelligent Tutoring Systems10
Learning Culture and Computational Thinking in a Spanish Course: A Development Model10
Effects of Interaction between Peer Assessment and Problem-Solving Tendencies on Students’ Learning Achievements and Collaboration in Mobile Technology-Supported Project-Based Learning10
A Meta-Analytic Review on Embodied Pedagogical Agent Design and Testing Formats9
The Effects of Computational Thinking Integration in STEM on Students’ Learning Performance in K-12 Education: A Meta-analysis9
Cognitive Instrumental Processes of Flipped Learners: Effects of Relevance for Learning, Quality of Learning Outcomes, and Result Demonstrability9
Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms9
Development of Group Cognition in Online Collaborative Problem-Solving Processes9
Learning Analytics Based on Wearable Devices: A Systematic Literature Review From 2011 to 20219
Does Augmented Reality Also Augment Knowledge Acquisition? Augmented Reality Compared to Reading in Learning About the Human Digestive System?9
Students’ Activity in an Online Learning Environment for Mathematics: The Role of Thinking Levels9
Recurrent Neural Network-FitNets: Improving Early Prediction of Student Performanceby Time-Series Knowledge Distillation9
Effect of Gamified Mobile Applications and the Role of Player Types on the Achievement of Students8
A Cross-Sectional Study Investigating Primary School Children’s Coding Practices and Computational Thinking Using ScratchJr8
A New Student Modeling Technique With Convolutional Neural Networks: LearnerPrints8
Shaping Children’s Knowledge and Response to Bushfire Through Use of an Immersive Virtual Learning Environment8
The Relationship Between ICT Perceived Competence and Adolescents’ Digital Reading Performance: A Multilevel Mediation Study8
What Else Can Be Learned When Coding? A Configurative Literature Review of Learning Opportunities Through Computational Thinking8
Tools and Approaches for Integrating Computational Thinking and Mathematics: A Scoping Review of Current Empirical Studies8
Exploring the Effectiveness of Learning Path Recommendation based on Felder-Silverman Learning Style Model: A Learning Analytics Intervention Approach8
Effects of Mobile Drama With Authentic Contexts on English Learning8
Understanding English as a Foreign Language Students’ Idea Generation Strategies for Creative Writing With Natural Language Generation Tools8
A Phenomenographic Analysis of College Students’ Conceptions of and Approaches to Programming Learning: Insights From a Comparison of Computer Science and Non-Computer Science Contexts7
The Development and Validation of the Robotics Learning Self-Efficacy Scale (RLSES)7
Active Learning by Visual Programming: Pedagogical Perspectives of Instructivist and Constructivist Code Teachers and Their Implications on Actual Teaching Strategies and Students’ Programming Artifac7
The Roles of Epistemic Curiosity and Situational Interest in Students’ Attitudinal Learning in Immersive Virtual Reality Environments7
Engineering Lab in Immersive VR—An Embodied Approach to Training Wafer Preparation7
Combining Webduino Programming With Situated Learning to Promote Computational Thinking, Motivation, and Satisfaction Among High School Students7
Supporting Youth With Autism Learning Social Competence: A Comparison of Game-and Nongame-Based Activities in 3D Virtual World7
Can Gamification Assist Learning? A Study to Design and Explore the Uses of Educational Music Games for Adults and Young Learners7
Analyzing and Interpreting Students’ Self-regulated Learning Patterns Combining Time-series Feature Extraction, Segmentation, and Clustering6
Concept Mapping in Technology-Supported K-12 Education: A Systematic Review of Selected SSCI Publications From 2001 to 20206
The Relationships Among ICT-Related Psychological Factors, School Contextual Factors and Secondary Students’ Reading Performance: A Multilevel Analysis Across 47 Economies6
An Experimental Trial: Multi-Robot Therapy for Categorization of Autism Level Using Hidden Markov Model6
Spatial Cognition Effects of IVE Teaching Resources on Red-Green Color Blindness6
Developing an Analysis Framework for Studies on Pedagogical Agent in an e-Learning Environment6
Personalized Recommendation in the Adaptive Learning System: The Role of Adaptive Testing Technology6
Teachers’ Ontological Perspectives of Computational Thinking and Assessment: A Text Mining Approach6
Distributed Pair Programming in Higher Education: A Systematic Literature Review6
Pass/Fail Prediction in Programming Courses5
Lexiland: A Tablet-based Universal Screener for Reading Difficulties in the School Context5
Effects of Gamified Python Programming on Primary School Students’ Computational Thinking Skills: A Differential Analysis of Gender5
Examining the Accelerated Playback Hypothesis of Time-Compression in Multimedia Learning Environments: A Meta-Analysis Study5
An Empirical Investigation of the Different Levels of Gamification in an Introductory Programming Course5
Engaging Young Students in Effective Robotics Education: An Embodied Learning-Based Computer Programming Approach5
Evaluation of an Interactive Computer-Enabled Tabletop Learning Tool for Children with Special Needs5
Comparing ICT With Physical Manipulative Supported Learning of 3D Geometry in Elementary School5
The Negative Impact of Information and Communication Technologies Overuse on Student Performance: Evidence From OECD Countries5
Abstractive-Based Programming Approach to Computational Thinking: Discover, Extract, Create, and Assemble5
Exploring the Impact of Interaction Modality on Students’ Learning Performance5
A Flipped Systematic Debugging Approach to Enhance Elementary Students’ Program Debugging Performance and Optimize Cognitive Load5
Individual Experience and Engagement in Avatar-Mediated Environments: The Mediating Effect of Interpersonal Attraction5
Modeling of Online Learning Strategies Based on Fuzzy Expert Systems and Self-Directed Learning Readiness: The Effect on Learning Outcomes5
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