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 2021-05-01 to 2025-05-01.)
ArticleCitations
Exploring the influence of favorite projects on programming skill improvement: analyzing the longitudinal dataset of 5 years of public activity on scratch social media194
Should We account for classrooms? Analyzing online experimental data with student-level randomization112
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge95
Elementary Students Learning Computer Programming: an investigation of their knowledge Retention, Motivation, and perceptions81
From analogy to reflective thinking: an observation-identification-analogy-based virtual learning approach68
Facebook post data: a primer for educational research63
A two-staged SEM: artificial neural network approach for understanding and predicting the factors of students’ satisfaction with emergency remote teaching60
Two sides of the same coin: video annotations and in-video questions for active learning49
Designing biomimetic robots: iterative development of an integrated technology design curriculum47
Cross-cultural learning in virtual reality environment: facilitating cross-cultural understanding, trait emotional intelligence, and sense of presence43
Implementation of the flipped classroom approach for promoting college students’ deeper learning42
Exploring the influence of competition and collaboration on learning performance in digital game-based learning41
Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course40
Scaffolding in immersive virtual reality environments for learning English: an eye tracking study40
Education and technology: elements of a relevant, comprehensive, and cumulative research agenda40
Taking adaptive learning in educational settings to the next level: leveraging natural language processing for improved personalization38
The impact of synchronous online discussions and online flipped learning on student engagement and self-regulation among preliminary undergraduates in a basic math course36
Entangled eclecticism: a sociotechnical-pedagogical systems theory approach to learning experience design36
Learner-centric MOOC model: a pedagogical design model towards active learner participation and higher completion rates35
Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study34
Design and development of an online formative peer assessment environment with instructional scaffolds34
Exploring the adoption of social media in self-paced physical activity in early childhood education: a case in central China34
Preservice science teachers coding science simulations: epistemological understanding, coding skills, and lesson design33
Designing for robot-mediated interaction among culturally and linguistically diverse children33
A review of how class orchestration with technology has been conducted for pedagogical practices32
Development research on an AI English learning support system to facilitate learner-generated-context-based learning31
Correction to: Implementation of the flipped classroom approach for promoting college students’ deeper learning29
Reflection as a social phenomenon: a conceptual framework toward group reflection research29
Factors influencing university teachers’ use of a mobile technology-enhanced teaching (MTT) platform28
Development and validation of a measure of authentic online work28
Integrating cognition, self-regulation, motivation, and metacognition: a framework of post-pandemic flipped classroom design27
Enhancing computational thinking skills in informatics in secondary education: the case of South Korea26
Corroborating a sorting task measure of individual and of local collective knowledge structure26
Artificial intelligence learning platform in a visual programming environment: exploring an artificial intelligence learning model26
The effects of reading prompts and of post-reading generative learning tasks on multiple document integration: evidence from concept network analysis26
Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment26
Constructing problems in context: a synthesized model of dialectical problem-framing25
What I think I learned24
Instructional designers’ professional futures: insights from best possible self and epistemic network analysis24
Developing a digital tutor as an intermediary between students, teaching assistants, and lecturers24
Effects of applying speech-enabled language translation technology to EMI lectures on students’ discussion quality and learning achievement24
Effects of different feedback strategies on academic achievements, learning motivations, and self-efficacy for novice programmers24
Prompting scientific concept learning in augmented reality: impact of the concept map strategy on mental models and cognitive load24
“Then You go to Snap”: Multimodal Making of Digital Comics in a Language Arts High School Classroom23
Open educational resources (OERs) and courseware development in dual-mode universities in Nigeria23
The effect of cumulative eye movements’ guidance of experts on transition from novice to expert23
Each discipline is different: teacher capabilities for future-focussed digitally infused undergraduate programmes23
Theoretically driven educational app design: the creation of a mathematics app22
Instructional design learners make sense of theory: a collaborative autoethnography22
Exploring the effect of parental involvement on student engagement and academic performance using process data from learning management system21
Just how much multitasking can students handle during lecture? Effects of question frequency and relevancy, and note taking on retention21
Exploring non-dominant youths’ engineering identity through productive struggle in a making summer program19
A case-based reasoning and ontology-based hybrid recommender system for student orientation in higher education19
Using social media affordances to support Ill-structured problem-solving skills: considering possibilities and challenges18
Design tensions in developing and using observation and assessment tools in makerspaces18
Which types of learners are suitable for augmented reality? A fuzzy set analysis of learning outcomes configurations from the perspective of individual differences18
Experience sampling methodology and technology: an approach for examining situational, longitudinal, and multi-dimensional characteristics of engagement18
The use of distance-shortening strategies to enhance opportunistic collaboration in knowledge-building environments18
Design-based implementation research: milestones and trade-offs in designing a collaborative representation tool for engineering classrooms18
Factors influencing teachers’ technology adoption in technology-rich classrooms: model development and test18
Personalizing mathematical content in educational applets repository: human teacher versus machine-based considerations17
Integrating augmented reality into inquiry-based learning approach in primary science classrooms17
Development and students’ evaluation of a blended online and offline pedagogy for physical education theory curriculum in China during the COVID-19 pandemic17
A software prototype of formative assessment: designing and usability measurement17
Online instructors’ pedagogical beliefs and choice of student learning activities17
Paradigms extended: how to integrate behaviorism, constructivism, knowledge domain, and learner mastery in instructional design17
Multimodal analysis of interaction data from embodied education technologies16
Detector-driven classroom interviewing: focusing qualitative researcher time by selecting cases in situ16
Combining exploratory learning with structured practice educational technologies to foster both conceptual and procedural fractions knowledge15
Exploring the characteristics of an optimal design of non-programming plugged learning for developing primary school students’ computational thinking in mathematics15
Learning about history in immersive virtual reality: does immersion facilitate learning?15
How the design and complexity of concept maps influence cognitive learning processes15
Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world15
Usability research in educational technology: a state-of-the-art systematic review15
Does slow and steady win the race?: Clustering patterns of students’ behaviors in an interactive online mathematics game14
Self-regulation, motivation, and outcomes in HyFlex classrooms14
How do they define design failure? An investigation of design failure in instructional design practice from the practitioners’ perspective14
Measuring students’ perception of an engaging online learning environment: an argument-based scale validation study13
Tracing the essence: ways to develop abstraction in computational thinking13
Enhancing Vocabulary Learning and Retention in EFL Students: A Comparative Study of ARLOOPA Augmented Reality App in Flipped Online and Flipped Face-to-Face Classes13
Investigating the usability and learner experience of a virtual reality adaptive skills intervention for adults with autism spectrum disorder13
Integrating artificial intelligence in literacy lessons for elementary classrooms: a co-design approach13
Missed opportunities in mixed methods EdTech research? Visual joint display development as an analytical strategy for achieving integration in mixed methods studies13
An exploration of factors that predict higher education faculty members’ intentions to utilize emerging technologies13
The influence of course community and personal community support on learner engagement in online courses13
The added value of game elements: better training performance but comparable learning gains12
Relational topologies in the learning activity spaces: operationalising a sociomaterial approach12
Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 202012
Exploring the impact of a CALL tool for emergent bilinguals12
A strategy to enhance e-safety among first-year students at Zimbabwean universities: an action research12
Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India12
Instructor presence in instructional videos in higher education: three field experiments in university courses12
Implementation of Lettersmith to improve the writing process among graduate-level public health students: Results from a pilot evaluation study12
Exploring students’ behavioral patterns when playing educational games with learning supports at different timings12
Effect of an interactive e-book on middle school students' mathematics reading and spatial ability12
Weaving in: shifts in youth mathematical engagement through weaving12
Technology-based interactive guidance to promote learning performance and self-regulation: a chatbot-assisted self-regulated learning approach11
Conceptual and theoretical frameworks for leveraging makerspaces to encourage and retain underrepresented populations in STEM through learning by design11
Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction11
The influence of the conceptual structure of external representations when relearning history content11
The effects of virtual human gesture frequency and reduced video speed on satisfaction and learning outcomes11
Designing and delivering representation-focused science lessons in a digital learning environment11
Role-playing monument exploration: an online educational game with a role-playing mechanism and multi-dimensional scaffolding for monument tours11
The influence of organizational factors on the acceptance of online teaching among college faculty during the COVID-19 pandemic: a nationwide study in mainland China11
Correction: Analyzing the discourse on open educational resources on Twitter: a sentiment analysis approach11
Instructional design students’ design judgment development10
Applying participatory design for developing an unplugged game to learning graph theory10
Effects of different graphic organizers in asynchronous online discussions10
Concept maps in technological contexts of higher education: a systematic review of selected SSCI publications10
Interpreting institute culture dynamics of technology adoption: a downscaling dynamic model10
Training in-service teachers through individualized technology-related mentorship10
Correction to: Promise and reality: using ICTs to bridge China’s rural–urban divide in education10
An educational model of equity and computing: a study of marginalized student experience during COVID pandemic10
Examination of systemic factors that impact instructional designers’ practices in higher education9
Motivation in online course design using self-determination theory: an action research study in a secondary mathematics course9
Could virtual reality be the next approach for international students learning Maltese?9
A systematic review of educational online peer-review and assessment systems: charting the landscape9
Impact of using authentic online learning environments on students’ perceived employability9
A comprehensive review of instructional designer research and approaches in learning design9
Transfer of responsibility from scaffolding to preservice early childhood teachers learning to debug9
Evaluation of metaverse use intention in software education of university students: combining technology acceptance model with external variables9
Understanding Distinctions of Worth in the Practices of Instructional Design Teams9
From cooperation to collaboration: investigating collaborative group writing and social knowledge construction in pre-service teachers9
Exploring teachers’ emotional experience in a TPACK development task9
Augmented reality for area measurement reasoning of elementary students9
Online presence and technology-enhanced language learning experience: a multivariate relationship of learning aspiration, perceived authenticity and learning engagement9
The mainstream and extension of contemporary virtual reality education research: Insights from a co-citation network analysis (2015–2020)9
Applying the DT-CDIO engineering design model in a flipped learning programming course9
Creative intention and persistence in educational robotic9
Embracing discomfort in active learning and technology-rich higher education settings: sensemaking through reflexive inquiry8
Students’ acceptance of and preferences regarding online exams: a systematic literature review8
Evaluation of the level of problem solving skills of Turkish higher education graduates in technology-rich environments8
Students’ preferences with university teaching practices: analysis of testimonials with artificial intelligence8
Exploring collaborative caption editing to augment video-based learning8
Causal reasoning with causal graphs in educational technology research8
Correction to: Exploring the structure of digital literacy competence assessed using authentic software applications8
The IT2 Survey: contextual knowledge (XK) influences on teacher candidates’ intention to integrate technology8
Learning programming through robots: the effects of educational robotics on pre-service teachers’ programming comprehension and motivation8
An exploration of the relationship between argumentative prompts and depth to elicit alternative positions in ill-structured problem solving8
Relationships between students’ affective experiences and technology acceptance in augmented reality design training in higher education8
Design principles to develop digital innovation skills: a design-based research approach8
Understanding the relationship between computational thinking and computational participation: a case study from Scratch online community8
Gamified learning impact: a meta-analysis of game element combinations on students’ learning outcomes8
The iBuddy experience: A digital simulation-based approach to enhance secondary school students’ privacy awareness7
Professional development in a pandemic: transforming teacher knowledge of reading comprehension instruction7
Parents’ epistemic supports during home-based engineering design tasks: opportunities and tensions through the use of technology7
What type of paper are you writing? A taxonomy of review and theory scholarship distinguished by their summary and advocacy arguments7
Learning and innovation skills in making contexts: a comprehensive analytical framework and coding scheme7
Mathematical modeling for theory-oriented research in educational technology7
Reading-comprehension performances of expository and narrative texts on Interactive-Whiteboards and Paper: evidence from 5th grade children7
A meta-analysis on the influence of gamification in formal educational settings on affective and behavioral outcomes7
Trends, tensions, and futures of maker education research: a 2025 vision for STEM+ disciplinary and transdisciplinary spaces for learning through making7
Contribution of self-determining theory to K–12 students’ online learning engagements: research on the relationship among teacher support dimensions, students’ basic psychological needs satisfaction, 7
Exploring grade and gender differences in computational thinking skills: a Greek primary school study7
Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform7
The effect of augmented reality on K-12 students’ motivation: a meta-analysis7
Group regulation guidance through agile learning strategies: empowering co-regulation, transactive memory, group cohesion, atmosphere, and participation7
Evidence-based development of an instrument for the assessment of teachers’ self-perceptions of their artificial intelligence competence7
Mapping academic perspectives on AI in education: trends, challenges, and sentiments in educational research (2018–2024)7
Effects of an adaptive computer agent-based digital game on EFL students’ English learning outcomes7
Development of the Design Thinking and Instructional Lessons (DTAIL) model: a creative approach for teachers6
Knowledge-based chatbots: a scale measuring students’ learning experiences in massive open online courses6
Inter-brain coupling analysis reveals learning-related attention of primary school students6
Promoting student flow and interest in a science learning game: a design-based research study of School Scene Investigators6
Correction to: Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction6
Do teaching staff trust stakeholders and tools in learning analytics? A mixed methods study6
A contextualized assessment of reliability and validity of student-initiated momentary self-reports during lectures6
Girls Design with Code Club6
Analysis of patterns in time for evaluating effectiveness of first principles of instruction6
The impact of designing an online learning environment based on cognitive apprenticeship on students’ critical thinking and interaction in CSCL6
Making for science: a framework for the design of physical materials for science learning6
Automated feedback on discourse moves: teachers’ perceived utility of a professional learning tool6
Role of emotional tone and gender of computer-generated voices in multimedia lessons6
A multi-level factors model affecting teachers’ behavioral intention in AI-enabled education ecosystem5
Evaluating educational robotics as a maker learning tool for pre-service teacher computer science instruction5
From experience to explanation: an analysis of students’ use of a wildfire simulation5
An exploration of conjecture strategies used by instructional design students to support design decision-making5
Predict or describe? How learning analytics dashboard design influences motivation and statistics anxiety in an online statistics course5
The role of teachers in a sustainable university: from digital competencies to postdigital capabilities5
Music and online learning: new perspectives and directions5
Cultivating visual literacy and critical thinking tendency with technological knowledge organizing supports: a concept mapping-based online problem-posing approach5
A person-centered approach to teacher motivation towards information technology: integrating achievement goal and expectancy-value perspectives5
Technology enriched teaching simulations5
Immersive virtual reality in STEM: is IVR an effective learning medium and does adding self-explanation after a lesson improve learning outcomes?5
Understanding pre-service teachers’ acceptance of generative artificial intelligence: an extended technology acceptance model approach5
Effects of robot-based multiple low-stakes assessments on students’ oral presentation performance, collective efficacy, and learning attitude5
Understanding museum visitors’ question-asking through a mobile app5
Integrating dialectical constructivist scaffolding-based argumentation mapping to support students’ dialectical thinking, oral and dialogical argumentation complexity5
First, second, and third-order barriers to information literacy and inquiry-based learning for teachers in poverty contexts5
Sense of promisingness: towards creative expertise through knowledge-building discourse in online graduate education5
The influence of resource interdependence during problem solving in groups: tracking changes in knowledge structure5
Implementation of the flipped classroom and its longitudinal impact on improving academic performance5
Exploring the impact of technology on foreign language learning: a multivariate meta–meta-analysis study5
The efficacy of animation and visualization in teaching data structures: a case study5
Exploring online authentic learning environment (OnALE) for inferential statistics: its efficacy and benefits to statistics learners4
A self-determination theory-based digital gaming approach to enhancing EFL learners’ competence in applying professional English4
Tackle implementation challenges in project-based learning: a survey study of PBL e-learning platforms4
Effects of robotics STEM camps on rural elementary students’ self-efficacy and computational thinking4
Perceptions of e-learning by deaf and hard of hearing students using asynchronous multimedia tutorials4
Examining the impact of ABRACADABRA (ABRA), a game-based online literacy program, on primary school students in rural Hunan, China4
More than knowing: toward collective, critical, and ecological approaches in educational technology research4
Managing large classes in virtual teaching: experiences of university teachers in Ghana during COVID-194
Exploring pre-service teachers’ reflection mediated by an AI-powered teacher dashboard in video-based professional learning: a pilot study4
Different programming approaches on primary students’ computational thinking: a multifactorial chain mediation effect4
Can videos affect learning outcomes? Evidence from an actual learning environment4
E-learning with multiple-try-feedback: Can hints foster students’ achievement during the semester?4
Exploring students’ learning experience in online education: analysis and improvement proposals based on the case of a Spanish open learning university4
Learner-generated material: the effects of ubiquitous photography on foreign language speaking performance4
Learning technologies for adult literacy: a scoping review and analysis of the current state of evidence4
Examining teachers’ behavior patterns in and perceptions of using teacher dashboards for facilitating guidance in CSCL4
Development of an immersive virtual reality system for learning about plants in primary education: evaluation of teachers’ perceptions and learners’ flow experiences and learning attitudes4
Development and implementation of an IVR-based assessment system for student teachers’ professional vision4
How do Canadian faculty members imagine future teaching and learning modalities?4
Using gesture recognition with the memory strategy to improve preschoolers’ learning performance, motor skills, and executive function4
Learning teamwork through a computer game: for the sake of performance or collaborative learning?4
Dynamics of learning: time-varying feedback effects within the intelligent tutoring system of structure strategy (ITSS)4
Making in virtual reality environments: a case study of K-12 teachers’ perceptions on the educational affordances of virtual reality for maker-centered learning4
A computational thinking course for all preservice K-12 teachers: implementing the four pedagogies for developing computational thinking (4P4CT) framework4
The effectiveness of design thinking on K-12 school students’ creativity in a maker curriculum4
Block-based versus text-based programming: a comparison of learners’ programming behaviors, computational thinking skills and attitudes toward programming4
Institutional, program, and professional community: a framework for online higher education4
Assistive technology for the inclusion of students with disabilities: a systematic review4
Promoting draft revision motivation and quality through technology-enhanced peer feedback workshops3
Fostering parents-professional collaboration for facilitating the school inclusion of students with ASD: design of the “ToGather” web-based prototype3
Out of sight, but not out of mind: a case study of the collaborative development of a university-wide orientation resource for online students3
Investigating assessment types in an online climate change class: moderating and mediating effects3
Teachers’ use of data from digital learning platforms for instructional design: a systematic review3
Exploring Kid Space in the wild: a preliminary study of multimodal and immersive collaborative play-based learning experiences3
Effects of an automated corrective feedback-based peer assessment approach on students’ learning achievement, motivation, and self-regulated learning conceptions in foreign language pronunciation3
Secondary school students’ intentions to learn AI: testing moderation effects of readiness, social good and optimism3
Localized learning content in software education: effects on computational thinking and learning motivation among elementary students3
How well do contemporary knowledge tracing algorithms predict the knowledge carried out of a digital learning game?3
Adoption of mobile social media for learning among Chinese older adults in senior citizen colleges3
Tracking the process and motivation of math learning with augmented reality3
Virtual reality in primary science education: improving knowledge of the water cycle3
Virtual reality and gamification in education: a systematic review3
The impact of embodied scaffolding sequences on STEM conceptual learning3
Higher education teachers' digital competencies for a blended future3
Towards a new paradigm: the development and validation of a scale to explore technology-enhanced feedback literacy among primary and secondary school teachers3
Visualizing the learning patterns of topic-based social interaction in online discussion forums: an exploratory study3
Leading the AI transformation in schools: it starts with a digital mindset3
Learning by storytelling and critiquing: a peer assessment-enhanced digital storytelling approach to promoting young students’ information literacy, self-efficacy, and critical thinking awareness3
Pointing and tracing enhance computer-based learning3
A progressive concept map-based digital gaming approach for mathematics courses3
Computerized collaboration scripts and real-time intergroup competition for enhancing student collaboration and learning with multi-touch tabletop displays3
Viewpoint, embodiment, and roles in STEM learning technologies3
How do teachers engaging messages affect students? A sentiment analysis3
Effects of VR instructional approaches and textual cues on performance, cognitive load, and learning experience3
Adjusting to a new normal: understanding the need for a significant overhaul of the technological infrastructure at higher education institutions3
An exploratory case study of the use of a digital self-assessment tool of 21st-century skills in makerspace contexts3
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