ETR&D-Educational Technology Research and Development

Papers
(The TQCC of ETR&D-Educational Technology Research and Development is 9. 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 2020-02-01 to 2024-02-01.)
ArticleCitations
From digital literacy to digital competence: the teacher digital competency (TDC) framework220
Five ways to increase the effectiveness of instructional video122
Utilising learning analytics to support study success in higher education: a systematic review116
University students’ online learning attitudes and continuous intention to undertake online courses: a self-regulated learning perspective92
The impact of gamification in educational settings on student learning outcomes: a meta-analysis90
Academic Communities of Engagement: an expansive lens for examining support structures in blended and online learning76
Self-directed learning in MOOCs: exploring the relationships among motivation, self-monitoring, and self-management70
Systematic review of adaptive learning research designs, context, strategies, and technologies from 2009 to 201863
A meta-analysis of signaling principle in multimedia learning environments61
A comprehensive systematic review of MOOC research: Research techniques, topics, and trends from 2009 to 201960
Examining K-12 teachers’ feelings, experiences, and perspectives regarding online teaching during the early stage of the COVID-19 pandemic60
The research we have is not the research we need60
Activity-Centred Analysis and Design (ACAD): Core purposes, distinctive qualities and current developments55
The effects of competition in digital game-based learning (DGBL): a meta-analysis55
Effect of the flipped classroom on the mathematics performance of middle school students53
“Like, comment, and share”—professional development through social media in higher education: A systematic review50
A systematic review of mobile game-based learning in STEM education50
Shifting digital, shifting context: (re)considering teacher professional development for online and blended learning in the COVID-19 era49
The effects of using mobile devices on language learning: a meta-analysis45
Augmented reality enhanced cognitive engagement: designing classroom-based collaborative learning activities for young language learners44
Design considerations in emergency remote teaching during the COVID-19 pandemic: a human-centered approach42
A synthesis of systematic review research on emerging learning environments and technologies42
Does learner expertise matter when designing emotional multimedia for learners of primary school mathematics?40
Machine learning for human learners: opportunities, issues, tensions and threats36
The PLE as a framework for developing agency in lifelong learning36
Learning about history in immersive virtual reality: does immersion facilitate learning?33
Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning33
Effects of sustained attention and video lecture types on learning performances31
Creativity and technology in teaching and learning: a literature review of the uneasy space of implementation 30
A pilot study examining the impact of collaborative mind mapping strategy in a flipped classroom: learning achievement, self-efficacy, motivation, and students’ acceptance29
Impacts of an AI-based chabot on college students’ after-class review, academic performance, self-efficacy, learning attitude, and motivation29
Integrating adaptivity in educational games: a combined bibliometric analysis and meta-analysis review29
Effects of mobile-app learning diaries vs online training on specific self-regulated learning components29
Ethical issues in learning analytics: a review of the field28
Putting learning back into learning analytics: actions for policy makers, researchers, and practitioners28
Understanding teacher design practices for digital inquiry–based science learning: the case of Go-Lab28
Supporting the shift to digital with student-centered learning analytics28
Exploring first-time online undergraduate and graduate students’ growth mindsets and flexible thinking and their relations to online learning engagement27
Implementing open educational resources in digital education27
The effects of background music on learning: a systematic review of literature to guide future research and practice27
Assistive technology for the inclusion of students with disabilities: a systematic review26
Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world26
Investigating the usability and learner experience of a virtual reality adaptive skills intervention for adults with autism spectrum disorder25
Influence of problem-based learning games on effective computer programming learning in higher education25
Social media, teenagers, and the school context: a scoping review of research in education and related fields24
Towards utilising emerging technologies to address the challenges of using Open Educational Resources: a vision of the future23
Taking critical thinking, creativity and grit online23
Online learning under COVID-19: re-examining the prominence of video-based and text-based feedback23
The positivity principle: do positive instructors improve learning from video lectures?23
Effects of online strategies on students’ learning performance, self-efficacy, self-regulation and critical thinking in university online courses23
Cross-cultural learning in virtual reality environment: facilitating cross-cultural understanding, trait emotional intelligence, and sense of presence22
Exploring the influence of learners’ personal traits and perceived course characteristics on online interaction and engagement22
Analyzing children’s computational thinking through embodied interaction with technology: a multimodal perspective21
A systematic review of augmented reality game-based Learning in STEM education21
Quality criteria for conceptual technology integration models in education: bridging research and practice21
The influence of mobile technologies on preschool and elementary children’s literacy achievement: a systematic review spanning 2007–201921
Learning experience design with immersive virtual reality in physics education20
Student perceptions and mobile technology adoption: implications for lower-income students shifting to digital19
Mobile microlearning design and effects on learning efficacy and learner experience19
Person-centered analysis of self-regulated learner profiles in MOOCs: a cultural perspective19
Using the first principles of instruction and multimedia learning principles to design and develop in-game learning support videos19
Implementing an adaptive intelligent tutoring system as an instructional supplement19
Shifting to digital: informing the rapid development, deployment, and future of teaching and learning19
Addressing students’ emotional needs during the COVID-19 pandemic: a perspective on text versus video feedback in online environments18
To prove or improve, that is the question: the resurgence of comparative, confounded research between 2010 and 201918
Promoting pupils’ computational thinking skills and self-efficacy: a problem-solving instructional approach18
Knowledge-construction behaviors in a mobile learning environment: a lag-sequential analysis of group differences18
An examination of personality traits as a predictor of the use of self-regulated learning strategies and considerations for online instruction18
Predict or describe? How learning analytics dashboard design influences motivation and statistics anxiety in an online statistics course17
Technology infusion in K-12 classrooms: a retrospective look at three decades of challenges and advancements in research and practice16
Pointing and tracing enhance computer-based learning16
A meta-analysis on the influence of gamification in formal educational settings on affective and behavioral outcomes16
A cross-cultural study on the influence of cultural values and teacher beliefs on university teachers’ information and communications technology acceptance16
Development of a badminton teaching system with wearable technology for improving students’ badminton doubles skills16
Enhancing early numeracy skills with a tablet-based math game intervention: a study in Tanzania16
Secondary school students’ intentions to learn AI: testing moderation effects of readiness, social good and optimism16
Pre-service teachers’ acceptance of mobile-technology-supported learning activities15
Factors influencing university teachers’ use of a mobile technology-enhanced teaching (MTT) platform15
Extending the social influence factor: behavioural intention to increase the usage of information and communication technology-enhanced student-centered teaching methods15
A meta-analysis of relative effectiveness of flipped learning in English as second/foreign language research15
Knowledge building: aligning education with needs for knowledge creation in the digital age15
Learning in digital environments: a model for cross-cultural alignment15
Projecting learner engagement in remote contexts using empathic design15
Exploring groups’ affective states during collaborative learning: what triggers activating affect on a group level?15
Development of the digital and socio-civic skills (DIGISOC) questionnaire14
Immersive virtual reality in STEM: is IVR an effective learning medium and does adding self-explanation after a lesson improve learning outcomes?14
Identifying patterns in students’ scientific argumentation: content analysis through text mining using Latent Dirichlet Allocation14
Supporting school teachers’ rapid engagement with online education14
Usability research in educational technology: a state-of-the-art systematic review14
Educational theories and computer game design: lessons from an experiment in elementary mathematics education14
Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course14
Using achievement goal-based personalized motivational feedback to enhance online learning14
Learner-centric MOOC model: a pedagogical design model towards active learner participation and higher completion rates14
Examining the relationship between emotion variability, self-regulated learning, and task performance in an intelligent tutoring system14
Effects of lecture video styles on engagement and learning13
Exploring the structure of digital literacy competence assessed using authentic software applications13
Understanding the mediating effect of learning approach between learning factors and higher order thinking skills in collaborative inquiry-based learning13
Studying the effect of redundancy in a virtual reality classroom13
Syntactic complexity in individual, collaborative and E-collaborative EFL writing: mediating role of writing modality, L1 and sustained development in focus13
Integration of problem-based learning in elementary computer science education: effects on computational thinking and attitudes13
Do social regulation strategies predict learning engagement and learning outcomes? A study of English language learners in wiki-supported literature circles activities12
Two sides of the same coin: video annotations and in-video questions for active learning12
A meta-analysis of wearables research in educational settings published 2016–201912
Designing theory12
Preface: Reflections on the waves of emerging learning technologies12
Promoting computational thinking of both sciences- and humanities-oriented students: an instructional and motivational design perspective12
Adoption of mobile social media for learning among Chinese older adults in senior citizen colleges12
Current initiatives, barriers, and opportunities for networked learning in Latin America12
The Effects of Microlearning: A Scoping Review12
Scaffolding in immersive virtual reality environments for learning English: an eye tracking study12
The role of authentic teaching cases and mastery approach goals in online pre-service teachers’ self-regulated learning12
Promoting students’ cross-disciplinary performance and higher order thinking: a peer assessment-facilitated STEM approach in a mathematics course12
An investigation of blended learning to support reading instruction in elementary schools12
Open educational resources: expanding equity or reflecting and furthering inequities?12
The first principles of instruction: an examination of their impact on preservice teachers’ TPACK11
Learning management system and course influences on student actions and learning experiences11
Designing research to inform sustainability and scalability of digital technology innovations11
The relationship between group adoption of Knowledge Building Principles and performance in creating artifacts11
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 Procedure11
Towards an ecological-dynamics design framework for embodied-interaction conceptual learning: the case of dynamic mathematics environments11
Using technology in special education: current practices and trends11
Pandemic induced remote learning increases need for mobile game-based learning to engage learners11
Measuring performance in leaning process of digital game-based learning and static E-learning11
A meta-analysis of the impact of virtual technologies on students’ spatial ability11
Understanding the relationship between computational thinking and computational participation: a case study from Scratch online community11
An online collaborative peer-assessment approach to strengthening pre-service teachers’ digital content development competence and higher-order thinking tendency11
Shifting to digital during COVID-19: are teachers empowered to give voice to students?10
Q methodology in learning, design, and technology: an introduction10
An international perspective for ‘Improving teacher professional development for online and blended learning: a systematic meta-aggregative review’10
Analyzing learners’ engagement and behavior in MOOCs on programming with the Codeboard IDE10
Teachers’ experiences of teaching online during COVID-19: implications for postpandemic professional development10
A study on the determinants of social media based learning in higher education10
Why does technology integration fail? Teacher beliefs and content developer assumptions in an Indian initiative10
A response to an article entitled “Improving teacher professional development for online and blended learning: a systematic meta-aggregative review”10
Young children’s embodied interactions with a social robot10
Designing video feedback to support the socioemotional aspects of online learning10
Sustainable participatory processes of education technology development10
Developmental research on an interactive application for language speaking practice using speech recognition technology10
The influence of university students’ learning beliefs on their intentions to use mobile technologies in learning: a study in China and Spain10
The mainstream and extension of contemporary virtual reality education research: Insights from a co-citation network analysis (2015–2020)10
To design or to integrate? Instructional design versus technology integration in developing learning interventions10
New alignments for the digital age: insights into connected learning10
Tracking the process and motivation of math learning with augmented reality10
Open educational resources: undertheorized research and untapped potential10
Effects of podcast-making on college students’ English speaking skills in higher education10
The effectiveness of using augmented reality (AR) to enhance student performance: using quick response (QR) codes in student textbooks in the Saudi education system9
The role of metacognition in the first-year design lab9
Gifted students’ learning experiences in systematic game development process in after-school activities9
Enhancing computational thinking skills in informatics in secondary education: the case of South Korea9
Data-driven problem based learning: enhancing problem based learning with learning analytics9
Examining the hard, peer, and teacher scaffolding framework in inquiry-based technology-enhanced learning environments: impact on academic achievement and group performance9
Virtual reality for developing intercultural communication competence in Mandarin as a Foreign language9
Digital storytelling as a disciplinary literacy enhancement tool for EFL students9
The effect of narrative-based E-learning systems on novice users’ cognitive load while learning software applications9
Is flipping effective? A meta-analysis of the effect of flipped instruction on K-12 students’ academic achievement9
Science identity development: how multimodal composition mediates student role-taking as scientist in a media-rich learning environment9
Learning teamwork through a computer game: for the sake of performance or collaborative learning?9
Understanding students’ game experiences throughout the developmental process of the number navigation game9
Ideas for supporting student-centered stem learning through remote labs: a response9
Exploring indicators of engagement in online learning as applied to adolescent health prevention: a pilot study of REAL media9
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