ETR&D-Educational Technology Research and Development

Papers
(The median citation count of ETR&D-Educational Technology Research and Development is 3. 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
Examining K-12 teachers’ feelings, experiences, and perspectives regarding online teaching during the early stage of the COVID-19 pandemic78
Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world76
Activity-Centred Analysis and Design (ACAD): Core purposes, distinctive qualities and current developments73
Augmented reality enhanced cognitive engagement: designing classroom-based collaborative learning activities for young language learners61
Impacts of an AI-based chabot on college students’ after-class review, academic performance, self-efficacy, learning attitude, and motivation58
Learning about history in immersive virtual reality: does immersion facilitate learning?50
Design considerations in emergency remote teaching during the COVID-19 pandemic: a human-centered approach49
Machine learning for human learners: opportunities, issues, tensions and threats48
Assistive technology for the inclusion of students with disabilities: a systematic review48
Towards utilising emerging technologies to address the challenges of using Open Educational Resources: a vision of the future42
Creativity and technology in teaching and learning: a literature review of the uneasy space of implementation 41
Putting learning back into learning analytics: actions for policy makers, researchers, and practitioners40
Ethical issues in learning analytics: a review of the field39
A systematic review of augmented reality game-based Learning in STEM education37
A pilot study examining the impact of collaborative mind mapping strategy in a flipped classroom: learning achievement, self-efficacy, motivation, and students’ acceptance36
The positivity principle: do positive instructors improve learning from video lectures?35
Learning experience design with immersive virtual reality in physics education35
Implementing open educational resources in digital education34
Cross-cultural learning in virtual reality environment: facilitating cross-cultural understanding, trait emotional intelligence, and sense of presence33
Mobile microlearning design and effects on learning efficacy and learner experience33
Supporting the shift to digital with student-centered learning analytics32
Effects of online strategies on students’ learning performance, self-efficacy, self-regulation and critical thinking in university online courses32
Understanding teacher design practices for digital inquiry–based science learning: the case of Go-Lab32
Usability research in educational technology: a state-of-the-art systematic review31
The Effects of Microlearning: A Scoping Review30
Investigating the usability and learner experience of a virtual reality adaptive skills intervention for adults with autism spectrum disorder30
Promoting pupils’ computational thinking skills and self-efficacy: a problem-solving instructional approach28
Learning in digital environments: a model for cross-cultural alignment26
Secondary school students’ intentions to learn AI: testing moderation effects of readiness, social good and optimism26
Taking critical thinking, creativity and grit online26
Knowledge building: aligning education with needs for knowledge creation in the digital age26
A meta-analysis on the influence of gamification in formal educational settings on affective and behavioral outcomes25
Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course25
Online learning under COVID-19: re-examining the prominence of video-based and text-based feedback25
The effectiveness of using augmented reality (AR) to enhance student performance: using quick response (QR) codes in student textbooks in the Saudi education system24
Quality criteria for conceptual technology integration models in education: bridging research and practice23
To prove or improve, that is the question: the resurgence of comparative, confounded research between 2010 and 201922
The role of teachers in a sustainable university: from digital competencies to postdigital capabilities22
Using the first principles of instruction and multimedia learning principles to design and develop in-game learning support videos22
Person-centered analysis of self-regulated learner profiles in MOOCs: a cultural perspective22
Addressing students’ emotional needs during the COVID-19 pandemic: a perspective on text versus video feedback in online environments22
Pre-service teachers’ acceptance of mobile-technology-supported learning activities21
Integration of problem-based learning in elementary computer science education: effects on computational thinking and attitudes21
Predict or describe? How learning analytics dashboard design influences motivation and statistics anxiety in an online statistics course21
A cross-cultural study on the influence of cultural values and teacher beliefs on university teachers’ information and communications technology acceptance21
Immersive virtual reality in STEM: is IVR an effective learning medium and does adding self-explanation after a lesson improve learning outcomes?20
Pointing and tracing enhance computer-based learning20
Promoting students’ cross-disciplinary performance and higher order thinking: a peer assessment-facilitated STEM approach in a mathematics course20
Shifting to digital: informing the rapid development, deployment, and future of teaching and learning20
Teachers’ experiences of teaching online during COVID-19: implications for postpandemic professional development20
A meta-analysis of relative effectiveness of flipped learning in English as second/foreign language research20
Adoption of mobile social media for learning among Chinese older adults in senior citizen colleges20
Examining the relationship between emotion variability, self-regulated learning, and task performance in an intelligent tutoring system20
Using achievement goal-based personalized motivational feedback to enhance online learning19
Exploring students’ learning experience in online education: analysis and improvement proposals based on the case of a Spanish open learning university19
Young children’s embodied interactions with a social robot19
Development of a badminton teaching system with wearable technology for improving students’ badminton doubles skills19
Student perceptions and mobile technology adoption: implications for lower-income students shifting to digital19
An online collaborative peer-assessment approach to strengthening pre-service teachers’ digital content development competence and higher-order thinking tendency19
Exploring groups’ affective states during collaborative learning: what triggers activating affect on a group level?19
Knowledge-construction behaviors in a mobile learning environment: a lag-sequential analysis of group differences19
Understanding the mediating effect of learning approach between learning factors and higher order thinking skills in collaborative inquiry-based learning19
Learner-centric MOOC model: a pedagogical design model towards active learner participation and higher completion rates19
Extending the social influence factor: behavioural intention to increase the usage of information and communication technology-enhanced student-centered teaching methods19
Projecting learner engagement in remote contexts using empathic design18
Tracking the process and motivation of math learning with augmented reality18
Design, development, and evaluation of a virtual reality game-based application to support computational thinking17
Scaffolding in immersive virtual reality environments for learning English: an eye tracking study17
Virtual reality for developing intercultural communication competence in Mandarin as a Foreign language16
Studying the effect of redundancy in a virtual reality classroom16
Factors influencing university teachers’ use of a mobile technology-enhanced teaching (MTT) platform16
A meta-analysis of the impact of virtual technologies on students’ spatial ability16
Technology-based interventions for children with reading difficulties: a literature review from 2010 to 202016
Understanding the relationship between computational thinking and computational participation: a case study from Scratch online community15
The mainstream and extension of contemporary virtual reality education research: Insights from a co-citation network analysis (2015–2020)15
Effort expectancy mediate the relationship between instructors’ digital competence and their work engagement: evidence from universities in China15
Current initiatives, barriers, and opportunities for networked learning in Latin America15
The effect of narrative-based E-learning systems on novice users’ cognitive load while learning software applications15
Do social regulation strategies predict learning engagement and learning outcomes? A study of English language learners in wiki-supported literature circles activities15
The Effects of an Immersive Virtual Reality Application in First Person Point-of-View (IVRA-FPV) on The Learning and Generalized Performance of a Lumbar Puncture Medical Procedure15
Does information and communication technology (ICT) empower teacher innovativeness: a multilevel, multisite analysis15
New alignments for the digital age: insights into connected learning15
School learning support for teacher technology integration from a self-determination theory perspective14
Two sides of the same coin: video annotations and in-video questions for active learning14
Enhancing computational thinking skills in informatics in secondary education: the case of South Korea14
Designing research to inform sustainability and scalability of digital technology innovations14
Virtual reality and gamification in education: a systematic review13
Effects of podcast-making on college students’ English speaking skills in higher education13
Learning teamwork through a computer game: for the sake of performance or collaborative learning?13
The role of authentic teaching cases and mastery approach goals in online pre-service teachers’ self-regulated learning13
Developmental research on an interactive application for language speaking practice using speech recognition technology13
Implementation of the flipped classroom approach for promoting college students’ deeper learning13
Development and students’ evaluation of a blended online and offline pedagogy for physical education theory curriculum in China during the COVID-19 pandemic12
Ideas for supporting student-centered stem learning through remote labs: a response12
Promoting student flow and interest in a science learning game: a design-based research study of School Scene Investigators12
A study on the determinants of social media based learning in higher education12
The first principles of instruction: an examination of their impact on preservice teachers’ TPACK12
Reconsidering teachers’ pedagogical reasoning and decision making for technology integration as an agenda for policy, practice and research12
The relationship between group adoption of Knowledge Building Principles and performance in creating artifacts12
Open educational resources: undertheorized research and untapped potential12
Fostering pedagogical reasoning and dynamic decision-making practices: a conceptual framework to support learning design in a digital age12
The effects of virtual human gesture frequency and reduced video speed on satisfaction and learning outcomes12
Analysis of patterns in time for evaluating effectiveness of first principles of instruction12
Promise and reality: using ICTs to bridge China’s rural–urban divide in education12
Teachers’ role in digitalizing education: an umbrella review11
The role of metacognition in the first-year design lab11
Designing for robot-mediated interaction among culturally and linguistically diverse children11
Improving K-12 Teachers’ Acceptance of Open Educational Resources by Open Educational Practices: A Mixed Methods Inquiry11
Examinations of the relationships between self-efficacy, self-regulation, teaching, cognitive presences, and learning engagement during COVID-1911
Using commonly-available technologies to create online multimedia lessons through the application of the Cognitive Theory of Multimedia Learning11
Implementation of the flipped classroom and its longitudinal impact on improving academic performance11
The HeDiCom framework: Higher Education teachers’ digital competencies for the future11
Students’ perception on immersive learning through 2D and 3D metaverse platforms11
Shifting to digital during COVID-19: are teachers empowered to give voice to students?11
Developing a quality curriculum in a technological era11
Pandemic induced remote learning increases need for mobile game-based learning to engage learners11
Tackle implementation challenges in project-based learning: a survey study of PBL e-learning platforms10
Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review10
Advancing automatic guidance in virtual science inquiry: from ease of use to personalization10
Is flipping effective? A meta-analysis of the effect of flipped instruction on K-12 students’ academic achievement10
Using graph centrality as a global index to assess students’ mental model structure development during summary writing10
An improved hybrid ontology-based approach for online learning resource recommendations10
Supporting interdisciplinary collaborative concept mapping with individual preparation phase10
Video feedback: is it worth the effort? A response to Borup et al.10
Learning by storytelling and critiquing: a peer assessment-enhanced digital storytelling approach to promoting young students’ information literacy, self-efficacy, and critical thinking awareness10
Effects of robotics STEM camps on rural elementary students’ self-efficacy and computational thinking10
Digital competence for emergency remote teaching in higher education: understanding the present and anticipating the future10
An international perspective for ‘Improving teacher professional development for online and blended learning: a systematic meta-aggregative review’10
Designing video feedback to support the socioemotional aspects of online learning10
A classification tool to foster self-regulated learning with generative artificial intelligence by applying self-determination theory: a case of ChatGPT10
Primary teachers’ self-assessment of their confidence in implementing digital technologies curriculum9
Structured or unstructured educational robotics curriculum? A study of debugging in block-based programming9
Narrative-supported math problem solving in digital game-based learning9
The affordances of a technology-aided formative assessment platform for the assessment and teaching of English as a foreign language: an ecological perspective9
Visualizing the learning patterns of topic-based social interaction in online discussion forums: an exploratory study9
Does slow and steady win the race?: Clustering patterns of students’ behaviors in an interactive online mathematics game9
Prioritizing teacher emotions: shifting teacher training to a digital environment9
How to foster pre-service teachers’ STEM learning design expertise through virtual internship: a design-based research9
Development research on an AI English learning support system to facilitate learner-generated-context-based learning9
Tracing the essence: ways to develop abstraction in computational thinking9
Critical pedagogy and teacher professional development for online and blended learning: the equity imperative in the shift to digital9
Student-centered learning: context needed9
Implementation of learning by design in a synchronized online environment to teach educational robotics to inservice teachers8
Exploring the characteristics of an optimal design of non-programming plugged learning for developing primary school students’ computational thinking in mathematics8
Which types of learners are suitable for augmented reality? A fuzzy set analysis of learning outcomes configurations from the perspective of individual differences8
A distributed systems laboratory that helps students accomplish their assignments through self-regulation of behavior8
Each discipline is different: teacher capabilities for future-focussed digitally infused undergraduate programmes8
A primer for transitioning to online science labs: “Identifying potential types of guidance for supporting student inquiry when using virtual and remote labs in science”8
How the design and complexity of concept maps influence cognitive learning processes8
Students’ preferences with university teaching practices: analysis of testimonials with artificial intelligence8
Can videos affect learning outcomes? Evidence from an actual learning environment8
Using social media affordances to support Ill-structured problem-solving skills: considering possibilities and challenges8
Taking coding home: analysis of ScratchJr usage in home and school settings8
Designing teacher professional development programs to support a rapid shift to digital8
Empathy and empathic design for meaningful deliverables8
Combining exploratory learning with structured practice educational technologies to foster both conceptual and procedural fractions knowledge8
Expanding interaction in online courses: integrating critical humanizing pedagogy for learner success8
Supporting problem solving with asynchronous online discussions: a social network analysis8
The shift to digital: designing for learning from a culturally relevant interactive media perspective8
“How Did I Do?”: Giving learners effective and affective feedback8
Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course8
Tracking public opinion about online education over COVID-19 in China7
Viewpoint, embodiment, and roles in STEM learning technologies7
Utilitarian and experiential aspects in acceptance models for learning technology7
Development and validation of a measure of authentic online work7
Designing for emergency remote blended and online education: a response to Bennett et al. (2017)7
Integration of ICTs in teaching practices: propositions to the SAMR model7
Differences in personalized learning practice and technology use in high- and low-performing learner-centered schools in the United States7
Designing and using digital platforms for 21st century learning7
The IT2 Survey: contextual knowledge (XK) influences on teacher candidates’ intention to integrate technology7
How teams learn to regulate collaborative processes with technological support7
The interaction effects of an instructor’s emotions in instructional videos and students’ emotional intelligence on L2 vocabulary learning7
Exploring teachers’ emotional experience in a TPACK development task7
The impact of 360° videos on basic Chinese writing: a preliminary exploration7
The use of learning analytics and the potential risk of harm for K-12 students participating in digital learning environments7
Higher education teachers' digital competencies for a blended future7
Examining the use of digital technology in schools with a school-wide approach to personalized learning7
Adaptive scaffolding and engagement in digital game-based learning7
Transforming student engagement in COVID-19 remote instruction: a research perspective7
Emotional design of pedagogical agents: the influence of enthusiasm and model-observer similarity7
Writing private and shared annotations and lurking in Annoto hyper-video in academia: Insights from learning analytics, content analysis, and interviews with lecturers and students7
A review of how class orchestration with technology has been conducted for pedagogical practices7
The relationship among prior knowledge, accessing learning supports, learning outcomes, and game performance in educational games7
Exploring the adoption of social media in self-paced physical activity in early childhood education: a case in central China7
University teachers’ design work: implications for an urgent shift to digital6
AppleTree system for effective computer-supported collaborative argumentation: an exploratory study6
An empirical research on China’s policy for ICT integration in Basic Education from 1988 to 20216
Did library learners benefit from m-learning strategies? Research-based evidence from a co-citation network analysis of the literature6
Safeguarding student privacy in an age of analytics6
Impact of a virtual environment on the learning effectiveness, motivation, cognitive load, and group self-efficacy of elementary school students in collaborative learning6
Learning programming through robots: the effects of educational robotics on pre-service teachers’ programming comprehension and motivation6
A concept mapping-based prediction-observation-explanation approach to promoting students’ flipped learning achievements and perceptions6
Integrating augmented reality into inquiry-based learning approach in primary science classrooms6
An exploration of conjecture strategies used by instructional design students to support design decision-making6
Shifting to digital: a policy perspective on ‘Student perceptions of privacy principles for learning analytics’ (Ifenthaler & Schumacher 2016)6
Design for now, but with the future in mind: a “cognitive flexibility theory” perspective on online learning through the lens of MOOCs6
E-learning with multiple-try-feedback: Can hints foster students’ achievement during the semester?6
Impact of using authentic online learning environments on students’ perceived employability6
Learning experience design of an mHealth self-management intervention for adolescents with type 1 diabetes6
Designing biomimetic robots: iterative development of an integrated technology design curriculum6
Corroborating a sorting task measure of individual and of local collective knowledge structure5
Development and validation of a computational thinking test for lower primary school students5
Reflections on empathic design: a K-16 perspective5
A study on the effects of using gamification with the 6E model on high school students’ computer programming self-efficacy, IoT knowledge, hands-on skills, and behavioral patterns5
Do teaching staff trust stakeholders and tools in learning analytics? A mixed methods study5
Mobile entanglements and communitas: the embodied nature of play in Pokémon Go5
The process of designing for [online] learning: response to Bennett et al.5
Revisiting Kuo and Belland’s exploratory study of undergraduate students’ perceptions of online learning: minority students in continuing education5
Self-regulation, motivation, and outcomes in HyFlex classrooms5
Materialist epistemology lends design wings: educational design as an embodied process5
Designing and integrating purposeful learning in gameplay: What will it take to ensure sustainable learning and effectiveness outcomes?5
Applying the DT-CDIO engineering design model in a flipped learning programming course5
Understanding Distinctions of Worth in the Practices of Instructional Design Teams5
Design and development of an online formative peer assessment environment with instructional scaffolds5
Collaborative note-taking affects cognitive load: the interplay of completeness and interaction5
Learning and innovation skills in making contexts: a comprehensive analytical framework and coding scheme5
Constructing social media links to formal learning: A knowledge Graph Approach5
Managing cognitive load in information literacy instruction5
Experience sampling methodology and technology: an approach for examining situational, longitudinal, and multi-dimensional characteristics of engagement5
Examining teachers’ behavior patterns in and perceptions of using teacher dashboards for facilitating guidance in CSCL5
Using eye-tracking in education: review of empirical research and technology5
Developing effective and accessible activities to improve and assess computational thinking and engineering learning5
Preservice science teachers coding science simulations: epistemological understanding, coding skills, and lesson design5
Effects of robot-assisted digital storytelling on hospitalized children’s communication during the COVID-19 pandemic5
Widening international perspectives and practices through online learning for developing critical friendship and skills5
We game on skyscrapers: the effects of an equity-informed game design workshop on students’ computational thinking skills and perceptions of computer science5
Managing large classes in virtual teaching: experiences of university teachers in Ghana during COVID-195
A systematic review of how expertise is cultivated in instructional design coursework5
Different programming approaches on primary students’ computational thinking: a multifactorial chain mediation effect5
The effects of learners’ background and social network position on content-related MOOC interaction4
Approaches to illuminate content-specific gameplay decisions using open-ended game data4
Policy and contextual considerations for enabling learning support roles in digital environments4
Exploring the influence of competition and collaboration on learning performance in digital game-based learning4
Cultivating an online teacher community of practice around the instructional conversation pedagogy: a social network analysis4
The impact of designing an online learning environment based on cognitive apprenticeship on students’ critical thinking and interaction in CSCL4
Academic, social, and cultural learning in the French #bac2018 Twitter hashtag4
Invisible borders in educational technology research? A comparative analysis4
Educators enacting online learning support roles in remote educational experiences4
A teacher technology tango shows strong results on 5th graders persuasive writing4
Exploring students’ behavioral patterns when playing educational games with learning supports at different timings4
Cognitive engagement with technology scale: a validation study4
The added value of game elements: better training performance but comparable learning gains4
Factors shaping faculty online teaching competencies during the Covid-19 pandemic4
The ever evolving MOOC4
Rubric formats for the formative assessment of oral presentation skills acquisition in secondary education4
Collaborative research and use of Q methodology to understand technology infusion in teacher preparation4
Fostering parents-professional collaboration for facilitating the school inclusion of students with ASD: design of the “ToGather” web-based prototype4
Measuring students’ perception of an engaging online learning environment: an argument-based scale validation study4
Emotion matters for academic success4
Simulation research and design: a dual-level framework for multi-project research programs4
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