Journal of Educational Computing Research

Papers
(The TQCC of Journal of Educational Computing Research is 12. 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 2021-05-01 to 2025-05-01.)
ArticleCitations
So, Why Do Students Perform Better in Gamified Courses? Understanding Motivational Styles in Educational Gamification80
Enhancing Academic Achievement and Engagement Through Digital Game-Based Learning: An Empirical Study on Middle School Students72
Strategy Uptake in Writing Pal: Adaptive Feedback and Instruction63
Trusting and Learning From Virtual Humans that Correct Common Misconceptions62
Mining Large Open Online Learning Networks: Exploring Community Dynamics and Communities of Performance54
Educational Programming Environments for Enhancing Conceptual Design in the Object-Oriented Paradigm: A Systematic Mapping Study49
Effects of Robot-Assisted Language Learning on English-as-a-Foreign-Language Skill Development39
Identifying Key Contextual Factors of Digital Reading Literacy Through a Machine Learning Approach36
A Cross-Sectional Study Investigating Primary School Children’s Coding Practices and Computational Thinking Using ScratchJr34
Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms30
Crafting Compelling Argumentative Writing for Undergraduates: Exploring the Nexus of Digital Annotations, Conversational Agents, and Collaborative Concept Maps27
Can Gamification Assist Learning? A Study to Design and Explore the Uses of Educational Music Games for Adults and Young Learners27
The Effects of ChatGPT-Generated Feedback on Saudi EFL Learners’ Writing Skills and Perception at the Tertiary Level: A Mixed-Methods Study27
The Effects of Worked-Out Example and Metacognitive Scaffolding on Problem-Solving Programming27
Enhancing Computational Thinking, Spatial Reasoning, and Executive Function Skills: The Impact of Tangible Programming Tools in Early Childhood and Across Different Learner Stages26
An Empirical Investigation of the Different Levels of Gamification in an Introductory Programming Course26
Understanding English as a Foreign Language Students’ Idea Generation Strategies for Creative Writing With Natural Language Generation Tools26
Research on the Role of an Automatic Resource Generation System to Promote Chinese as a Second Language Learners’ Learning in Colleges25
Investigating the Effect of Role-Play Activity With GenAI Agent on EFL Students’ Speaking Performance25
Beyond Innovation: Centring Ethics and Social Responsibility in Educational Computing22
Application of Educational Data Mining Approach for Student Academic Performance Prediction Using Progressive Temporal Data22
Revisiting Analogical Reasoning in Computing Education: Use of Similarities Between Robot Programming Tasks in Debugging22
Introductory Editorial: Shaping the Future of Educational Computing Research22
Ingame Worked Examples Support as an Alternative to Textual Instructions in Serious Games About Programming21
Journal of Educational Computing Research (JEC), Volume 61, Issue 8 (January 2024) through Volume 62 (March 2024 – January 2025) Pagination21
Charting Competence: A Holistic Scale for Measuring Proficiency in Artificial Intelligence Literacy21
Lexiland: A Tablet-based Universal Screener for Reading Difficulties in the School Context20
Recognizing and Relating to the Race/Ethnicity and Gender of Animated Pedagogical Agents20
The Use of Data-Based Emotion Recognition Systems for the Development of Emotional and Musical Creativity in Vocal Students20
Empowering Student Learning Through Artificial Intelligence: A Bibliometric Analysis20
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 Fore20
Contextualized Game-Based Language Learning: Retrospect and Prospect20
Exploring the Impact of Interaction Modality on Students’ Learning Performance19
The Competent Computational Thinking Test: Development and Validation of an Unplugged Computational Thinking Test for Upper Primary School19
Understanding the Characteristics of Students’ Behavioral Processes in Solving Computational Thinking Problems Based on the Behavioral Sequences19
Impact of Teaching a Neuro-Computerized Course Through VLE to Develop Computational Thinking Among Mathematics Pre-service Teachers18
Online Activity and Achievements in Elementary School Mathematics: A Large-Scale Exploration18
Network Dynamics and the Impact of Gamification on Computational Thinking and Visual Programming in Primary Education18
The Development and Validation of the Questionnaire to Characterize Learning Strategies in Computer Programming (CEAPC)17
Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms17
The Effect of Teaching Physical Programming on Computational Thinking Skills and Self-Efficacy Perceptions Towards Computational Thinking17
Developing an Analysis Framework for Studies on Pedagogical Agent in an e-Learning Environment16
Domain Knowledge and Adaptive Serious Games: Exploring the Relationship of Learner Ability and Affect Adaptability16
Computer-Mediated Corrective Feedback to Improve L2 Writing Skills: A Meta-Analysis16
A Curation Activity-Based Self-Regulated Learning Promotion Approach as Scaffolding to Improving Learners’ Performance in STEM Courses16
Spatial Cognition Effects of IVE Teaching Resources on Red-Green Color Blindness15
Learning Marine Biology Quantitative Skills Through Computational Thinking15
Effect of Mind Mapping on Creative Thinking of Children in Scratch Visual Programming Education15
The Effects of MALL on L2 Pronunciation Learning: A Meta-Analysis15
Effects of Incorporating a Large Language Model-Based Adaptive Mechanism Into Contextual Games on Students’ Academic Performance, Flow Experience, Cognitive Load and Behavioral Patterns14
A Mobile Contextualized Educational Game Framework With ChatGPT Interactive Scaffolding for Employee Ethics Training14
The Effects of Computational Thinking Integration in STEM on Students’ Learning Performance in K-12 Education: A Meta-analysis14
InquiryGPT: Augmenting ChatGPT for Enhancing Inquiry-Based Learning in STEM Education14
Learner Engagement in a Business Simulation Game: Impact on Higher-Order Thinking Skills14
Collaborative Behavior Patterns of Students in Programming Instruction14
Using Business Simulation Games to Explore the Effects of Instructional and Technological Support on Students’ Psychological Needs, Cognitive Load, and Learning Achievement13
What Else Can Be Learned When Coding? A Configurative Literature Review of Learning Opportunities Through Computational Thinking13
Effects of Collaborative Support on Learning in Serious Games for Programming13
Curiosity, Interest, and Engagement: Unpacking Their Roles in Students’ Learning within a Virtual Game Environment13
Adaptive Support With Working Examples in Serious Games About Programming12
The Effects of Self-Regulated Learning Support on Learners’ Task Performance and Cognitive Load in Computer Programing12
The Impact of Puzzle-Based Game With Scaffolding-Aid on Cultural Heritage Learning: Evidence From Eye Movements12
Determinants of Technological Interventions for Children With Autism - A Systematic Review12
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