ETR&D-Educational Technology Research and Development

Papers
(The TQCC of ETR&D-Educational Technology Research and Development is 11. 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 2022-08-01 to 2026-08-01.)
ArticleCitations
Exploring the influence of favorite projects on programming skill improvement: analyzing the longitudinal dataset of 5 years of public activity on scratch social media529
Facebook post data: a primer for educational research290
Should We account for classrooms? Analyzing online experimental data with student-level randomization272
Implementation of the flipped classroom approach for promoting college students’ deeper learning174
Enhancing self-regulated learning in online environments: challenges and opportunities for recommender system algorithms150
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge84
Online professional development to support K-12 teachers’ computer science integration83
A study of using mobile phone application in badminton teaching and learning process based on deep learning and auto-feedback-based WISER model79
From analogy to reflective thinking: an observation-identification-analogy-based virtual learning approach70
Taking adaptive learning in educational settings to the next level: leveraging natural language processing for improved personalization69
Design mobile computational thinking-integrated mathematics lessons based on the 5E instructional model for primary students68
Education and technology: elements of a relevant, comprehensive, and cumulative research agenda66
Student engagement profiles in a mobile app: Links to self-regulated learning and performance63
Exploring the influence of competition and collaboration on learning performance in digital game-based learning61
Bridging cognitive and literacy gaps: designing a working memory-based reading support program for students with dyslexia57
A two-staged SEM: artificial neural network approach for understanding and predicting the factors of students’ satisfaction with emergency remote teaching57
Designing for actively engaging with mathematics education research in mentoring practice: a Vignette Activity Sequence approach54
The impact of synchronous online discussions and online flipped learning on student engagement and self-regulation among preliminary undergraduates in a basic math course52
Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study47
Transforming curriculum design with generative AI: a model for assessing teacher digital competence47
Development research on an AI English learning support system to facilitate learner-generated-context-based learning40
Enhancing design ldeation: comparing AIGC-engaged and traditional brainstorming in educational contexts37
Exploring expert perceptions of creativity in instructional design: a phenomenographic study36
Entangled eclecticism: a sociotechnical-pedagogical systems theory approach to learning experience design36
Constructing problems in context: a synthesized model of dialectical problem-framing35
The implementation of a group knowledge awareness tool to promote collaborative discussions in China’s higher education34
Reflection as a social phenomenon: a conceptual framework toward group reflection research34
Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment33
Exploring the effect of computational thinking levels on students' learning performance, cognition, and behavior when using AI coding assistants33
What I think I learned32
Prompting scientific concept learning in augmented reality: impact of the concept map strategy on mental models and cognitive load32
The effect of cumulative eye movements’ guidance of experts on transition from novice to expert31
A comparative study of students’ adoption and usage of mobile learning in developing countries: Tunisia, Morocco, and Libya31
“Then You go to Snap”: Multimodal Making of Digital Comics in a Language Arts High School Classroom31
The effects of reading prompts and of post-reading generative learning tasks on multiple document integration: evidence from concept network analysis31
RETRACTED ARTICLE: Exploring the use of social media for informal learning in professional development in Saudi Arabian higher education30
Correction to: Implementation of the flipped classroom approach for promoting college students’ deeper learning30
Integrating cognition, self-regulation, motivation, and metacognition: a framework of post-pandemic flipped classroom design30
Technology-supported interventions in intercultural learning: a meta-analytic review29
Instructional design for tutoring on interactive platforms: creating educational interventions overcoming the digital gap29
Effects of applying speech-enabled language translation technology to EMI lectures on students’ discussion quality and learning achievement28
Artificial intelligence learning platform in a visual programming environment: exploring an artificial intelligence learning model27
Effects of different feedback strategies on academic achievements, learning motivations, and self-efficacy for novice programmers27
Digital distractions in education: a systematic review of research on causes, consequences and prevention strategies27
Each discipline is different: teacher capabilities for future-focussed digitally infused undergraduate programmes26
Developing a digital tutor as an intermediary between students, teaching assistants, and lecturers25
Design-based implementation research: milestones and trade-offs in designing a collaborative representation tool for engineering classrooms23
Instructional designers’ professional futures: insights from best possible self and epistemic network analysis23
Exploring non-dominant youths’ engineering identity through productive struggle in a making summer program22
A case-based reasoning and ontology-based hybrid recommender system for student orientation in higher education22
Design tensions in developing and using observation and assessment tools in makerspaces22
Beyond points and badges: systematic design and refinement of gamified learning through educational design research21
Breaking online language learning barriers: the effects of Experience-Based Cyclical E-Curriculum Design on learners’ vocational second language performance and learning experiences21
Visualizing the influence of text structures on readers’ knowledge structures: Pathfinder network scaling technique21
Exploring the effect of parental involvement on student engagement and academic performance using process data from learning management system21
Experience sampling methodology and technology: an approach for examining situational, longitudinal, and multi-dimensional characteristics of engagement21
Integrating augmented reality into inquiry-based learning approach in primary science classrooms20
The use of distance-shortening strategies to enhance opportunistic collaboration in knowledge-building environments20
Factors influencing teachers’ technology adoption in technology-rich classrooms: model development and test20
A systematic literature review of practical and explainable AI (XAI) student performance prediction system in higher education institutions20
Uncovering variations in learning behaviors and cognitive engagement among students with diverse learning goals and outcomes20
Exploring the relationships among adolescent students’ metacognitive awareness and social media use on predicting and explaining incidental information literacy20
A software prototype of formative assessment: designing and usability measurement19
How do they define design failure? An investigation of design failure in instructional design practice from the practitioners’ perspective19
Flipped classroom and learning outcomes: a second-order meta-analysis19
Comparing the effects of unplugged activities and plugged activities on the development of students'computational thinking: a meta-analysis19
Online instructors’ pedagogical beliefs and choice of student learning activities19
The intersection of artificial intelligence and instructional design practice: a systematic review19
Agile eVidence-Informed Design (AVIDesign): Unlocking the potential of emerging educational technologies and innovations18
Self-regulation, motivation, and outcomes in HyFlex classrooms18
Identity-in-action through preservice teachers’ engagement with robotics18
Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world18
Multimodal analysis of interaction data from embodied education technologies18
Effects on the learning performance of elementary school students using a situation-based interactive e-book in a flipped mathematics classroom18
Assessing the impact of substituting interaction types: an empirical study of the interaction equivalency theory18
Usability research in educational technology: a state-of-the-art systematic review18
Detector-driven classroom interviewing: focusing qualitative researcher time by selecting cases in situ18
The influence of course community and personal community support on learner engagement in online courses17
Incorporating spirituality and art factors into interdisciplinary tasks: project-based STREAM, STEAM, and STEM approaches17
Does slow and steady win the race?: Clustering patterns of students’ behaviors in an interactive online mathematics game17
Integrating artificial intelligence in literacy lessons for elementary classrooms: a co-design approach17
Enhancing Vocabulary Learning and Retention in EFL Students: A Comparative Study of ARLOOPA Augmented Reality App in Flipped Online and Flipped Face-to-Face Classes17
An exploration of factors that predict higher education faculty members’ intentions to utilize emerging technologies16
Human–machine knowledge building: reconceptualising knowledge building partnerships in the age of artificial intelligence16
Tracing the essence: ways to develop abstraction in computational thinking16
Shaping computational thinking through tangible user interfaces. A systematic review of educational contexts and impacts16
A robot-assisted multimodal health education model for primary school students based on the ARCS framework15
Facial expression recognition for investigating attention and affective states in synchronous online higher education15
Exploring the impact of a CALL tool for emergent bilinguals15
Effect of an interactive e-book on middle school students' mathematics reading and spatial ability15
Weaving in: shifts in youth mathematical engagement through weaving15
Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India15
Evaluating the impact of an early reading app on preschool literacy skills: A pilot randomized control study15
The added value of game elements: better training performance but comparable learning gains15
Relational topologies in the learning activity spaces: operationalising a sociomaterial approach15
Implementation of Lettersmith to improve the writing process among graduate-level public health students: Results from a pilot evaluation study15
Measuring students’ perception of an engaging online learning environment: an argument-based scale validation study14
Missed opportunities in mixed methods EdTech research? Visual joint display development as an analytical strategy for achieving integration in mixed methods studies14
Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction14
The influence of the conceptual structure of external representations when relearning history content14
Role-playing monument exploration: an online educational game with a role-playing mechanism and multi-dimensional scaffolding for monument tours14
Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 202014
Instructor presence in instructional videos in higher education: three field experiments in university courses14
Correction: Analyzing the discourse on open educational resources on Twitter: a sentiment analysis approach14
The influence of organizational factors on the acceptance of online teaching among college faculty during the COVID-19 pandemic: a nationwide study in mainland China13
Applying participatory design for developing an unplugged game to learning graph theory13
Technology-based interactive guidance to promote learning performance and self-regulation: a chatbot-assisted self-regulated learning approach13
Concept maps in technological contexts of higher education: a systematic review of selected SSCI publications13
Learning analytics in inquiry-based learning: a systematic review13
Comparing the impact of augmented reality and electronic popular science picture books on vocabulary and reading in preschool children13
Instructional design students’ design judgment development13
Conceptual and theoretical frameworks for leveraging makerspaces to encourage and retain underrepresented populations in STEM through learning by design13
From abstract ethics to situated practice: a bibliometric analysis of AI ethics and professional judgement13
A systematic review of educational online peer-review and assessment systems: charting the landscape12
How to promote students to pose deep questions in knowledge building? A data-driven approach to assessment and feedback12
Examination of systemic factors that impact instructional designers’ practices in higher education12
Augmented reality for area measurement reasoning of elementary students12
A comprehensive review of instructional designer research and approaches in learning design12
Predicting students engagement in asynchronous online learning: a mixed-method approach12
Interpreting institute culture dynamics of technology adoption: a downscaling dynamic model12
The influence of pre-reading purpose and extra-textual networks with summary writing on multiple document concept network integration: a replication of Wei et al. (2024)12
The handwriting programming language for primary school: aligning computer science education with established teaching practices12
Deploying explainable AI in educational systems: achieving understandability of algorithmic decisions and building teaching trust12
Impact of using authentic online learning environments on students’ perceived employability12
Static, dynamic, or human? The role of slide dynamics and instructor cues in video lectures12
An educational model of equity and computing: a study of marginalized student experience during COVID pandemic12
Effects of different graphic organizers in asynchronous online discussions12
The impact of emerging educational technologies, including artificial intelligence and augmented reality, on the improvement of practical skills learning12
An exploratory study of a new concept macrostructure measure when learning history in middle school11
Precision diagnosis in virtual learning contexts: a predict-observe-explain-diagnose-based approach to scientific inquiry11
Causal reasoning with causal graphs in educational technology research11
Gamified learning impact: a meta-analysis of game element combinations on students’ learning outcomes11
Motivation in online course design using self-determination theory: an action research study in a secondary mathematics course11
Multimedia-based cybersecurity and privacy professional development on educational technology for K-12 personnel11
Online presence and technology-enhanced language learning experience: a multivariate relationship of learning aspiration, perceived authenticity and learning engagement11
Transfer of responsibility from scaffolding to preservice early childhood teachers learning to debug11
An initial application of SCILDD: a Strategic, Co-created, and Iterative Learning Design and Development process11
Design principles to develop digital innovation skills: a design-based research approach11
Could virtual reality be the next approach for international students learning Maltese?11
Evaluation of metaverse use intention in software education of university students: combining technology acceptance model with external variables11
Adult learners’ perspectives of AI applications in supporting andragogy11
Model-based support for teaching practice and self-efficacy in artificial intelligence-enhanced virtual reality teaching simulation11
Learning programming through robots: the effects of educational robotics on pre-service teachers’ programming comprehension and motivation11
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