ETR&D-Educational Technology Research and Development

Papers
(The TQCC of ETR&D-Educational Technology Research and Development is 7. 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 2021-02-01 to 2025-02-01.)
ArticleCitations
Development and validation of a life skills evaluation tool for online learning based on the framework of the capability approach115
Exploring the influence of favorite projects on programming skill improvement: analyzing the longitudinal dataset of 5 years of public activity on scratch social media82
A classification tool to foster self-regulated learning with generative artificial intelligence by applying self-determination theory: a case of ChatGPT67
Preventing reading disabilities in prekindergarten using a technology-aided tool54
The added value of game elements: better training performance but comparable learning gains50
Two sides of the same coin: video annotations and in-video questions for active learning44
Automated assessment system for programming courses: a case study for teaching data structures and algorithms39
Developing and validating the assessment of the skills of preservice teachers in implementing pedagogical model of collaborative problem solving38
The impact of designing an online learning environment based on cognitive apprenticeship on students’ critical thinking and interaction in CSCL37
Impact of a virtual environment on the learning effectiveness, motivation, cognitive load, and group self-efficacy of elementary school students in collaborative learning35
DUDA: a digital didactic learning unit based on educational escape rooms and multisensory learning activities for primary school children during COVID-19 lockdown35
East Africa and China faculty use of information and communication technology tools: a descriptive and comparative analysis35
Inter-brain coupling analysis reveals learning-related attention of primary school students34
Advancing understanding of learning experience design: refining and clarifying definitions using an eDelphi study approach31
How teams learn to regulate collaborative processes with technological support30
Role of emotional tone and gender of computer-generated voices in multimedia lessons30
Effect of an interactive e-book on middle school students' mathematics reading and spatial ability30
Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India28
Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students’ multimodal science learning28
Facebook post data: a primer for educational research26
Primary teachers’ self-assessment of their confidence in implementing digital technologies curriculum25
An exploratory case study of the use of a digital self-assessment tool of 21st-century skills in makerspace contexts25
Weaving in: shifts in youth mathematical engagement through weaving24
Knowledge-based chatbots: a scale measuring students’ learning experiences in massive open online courses24
Girls Design with Code Club24
Making for science: a framework for the design of physical materials for science learning24
A two-staged SEM: artificial neural network approach for understanding and predicting the factors of students’ satisfaction with emergency remote teaching22
The influence of the conceptual structure of external representations when relearning history content22
Taking adaptive learning in educational settings to the next level: leveraging natural language processing for improved personalization22
Designing biomimetic robots: iterative development of an integrated technology design curriculum22
Promoting student flow and interest in a science learning game: a design-based research study of School Scene Investigators22
Using virtual reality (VR) to improve structural systems knowledge of project and facilities management students21
Pointing and tracing enhance computer-based learning21
Measuring students’ perception of an engaging online learning environment: an argument-based scale validation study20
Evidence-based development of an instrument for the assessment of teachers’ self-perceptions of their artificial intelligence competence20
Collaborative note-taking affects cognitive load: the interplay of completeness and interaction20
Seasoned scholars’ perspectives on the core competencies, programs, research, and future directions of the field of instructional design and technology20
The role of authentic teaching cases and mastery approach goals in online pre-service teachers’ self-regulated learning20
Exploring the relationships between teacher noticing, ambisonic audio, and variance in focus when viewing 360 video19
Viewpoint, embodiment, and roles in STEM learning technologies19
A contextualized assessment of reliability and validity of student-initiated momentary self-reports during lectures19
An analysis approach for blended learning based on weighted multiplex networks19
Associating spatial knowledge with concept maps to facilitate learning in digital gaming contexts19
Reorienting the assessment of digital literacy in the twenty-first century: a product-lifecycle and experience dependence perspective19
Elementary Students Learning Computer Programming: an investigation of their knowledge Retention, Motivation, and perceptions19
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge19
Studying the effect of redundancy in a virtual reality classroom18
Cross-cultural learning in virtual reality environment: facilitating cross-cultural understanding, trait emotional intelligence, and sense of presence17
Hierarchical clustering of groups’ collaborative discourses during the computer-supported collaborative concept mapping process17
Is flipping effective? A meta-analysis of the effect of flipped instruction on K-12 students’ academic achievement17
Development of the Design Thinking and Instructional Lessons (DTAIL) model: a creative approach for teachers16
Cognitive engagement with technology scale: a validation study16
Analysis of patterns in time for evaluating effectiveness of first principles of instruction16
Students’ acceptance of online learning in developing nations: scale development and validation16
Cultivating an online teacher community of practice around the instructional conversation pedagogy: a social network analysis16
Missed opportunities in mixed methods EdTech research? Visual joint display development as an analytical strategy for achieving integration in mixed methods studies15
The relationship between group adoption of Knowledge Building Principles and performance in creating artifacts15
Adoption of mobile social media for learning among Chinese older adults in senior citizen colleges15
Do teaching staff trust stakeholders and tools in learning analytics? A mixed methods study15
A strategy to enhance e-safety among first-year students at Zimbabwean universities: an action research15
Should We account for classrooms? Analyzing online experimental data with student-level randomization15
Improving K-12 Teachers’ Acceptance of Open Educational Resources by Open Educational Practices: A Mixed Methods Inquiry15
Knowledge check-based concept mapping in digital games: impacts on students’ learning performance and behaviors15
Fostering parents-professional collaboration for facilitating the school inclusion of students with ASD: design of the “ToGather” web-based prototype14
Automated feedback on discourse moves: teachers’ perceived utility of a professional learning tool14
Relational topologies in the learning activity spaces: operationalising a sociomaterial approach14
Effort expectancy mediate the relationship between instructors’ digital competence and their work engagement: evidence from universities in China13
Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course13
Exploring the influence of competition and collaboration on learning performance in digital game-based learning13
Adaptive scaffolding and engagement in digital game-based learning13
Tracking the process and motivation of math learning with augmented reality13
Extending the social influence factor: behavioural intention to increase the usage of information and communication technology-enhanced student-centered teaching methods12
The HeDiCom framework: Higher Education teachers’ digital competencies for the future12
Correction to: Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction12
Education and technology: elements of a relevant, comprehensive, and cumulative research agenda12
Shifting to digital: informing the rapid development, deployment, and future of teaching and learning12
Effects of online strategies on students’ learning performance, self-efficacy, self-regulation and critical thinking in university online courses12
Scaffolding in immersive virtual reality environments for learning English: an eye tracking study12
Collaborative research and use of Q methodology to understand technology infusion in teacher preparation12
Role of organisational readiness and stakeholder acceptance: an implementation framework of adaptive learning for higher education12
Exploring students’ behavioral patterns when playing educational games with learning supports at different timings12
Development and validation of the online learner satisfaction instrument11
Implementation of the flipped classroom approach for promoting college students’ deeper learning11
Understanding how pre-service science teachers design inquiry-based activities in a knowledge integration (KI) based collaborative learning environment: a network analytic approach11
Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 202011
Exploring instructional designers' utilization and perspectives on generative AI tools: A mixed methods study11
Influences of immersive virtual reality (IVR)-based science, technology, religion, engineering, art, and mathematics (STREAM) instructional approach on students’ learning performances11
Instructor presence in instructional videos in higher education: three field experiments in university courses11
Learning by storytelling and critiquing: a peer assessment-enhanced digital storytelling approach to promoting young students’ information literacy, self-efficacy, and critical thinking awareness11
The impact of embodied scaffolding sequences on STEM conceptual learning11
A teacher technology tango shows strong results on 5th graders persuasive writing10
Pedagogical AI conversational agents in higher education: a conceptual framework and survey of the state of the art10
First, second, and third-order barriers to information literacy and inquiry-based learning for teachers in poverty contexts10
Taking coding home: analysis of ScratchJr usage in home and school settings10
Training in-service teachers through individualized technology-related mentorship10
Student interaction patterns and co-regulation practices in text-based and multimodal computer mediated collaborative writing modalities10
Secondary school students’ intentions to learn AI: testing moderation effects of readiness, social good and optimism9
Online learning and problem-solving skills during the COVID-19 pandemic (framework for designing instruction and assessment)9
The role of teachers in a sustainable university: from digital competencies to postdigital capabilities9
Forum posts, communication patterns, and relational structures: A multi-level view of discussions in online courses9
Analyzing properties of success for assessment development in maker-based learning9
Reflective comments on shifting to digital9
Designing for robot-mediated interaction among culturally and linguistically diverse children9
Critical events and pivotal factors as tools for analyzing the sustainability of online study programs9
Towards a new paradigm: the development and validation of a scale to explore technology-enhanced feedback literacy among primary and secondary school teachers9
Development research on an AI English learning support system to facilitate learner-generated-context-based learning9
Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review9
Towards utilising emerging technologies to address the challenges of using Open Educational Resources: a vision of the future8
Immersive virtual reality in STEM: is IVR an effective learning medium and does adding self-explanation after a lesson improve learning outcomes?8
How do teachers engaging messages affect students? A sentiment analysis8
Digital badging systems as a set of cultural tools for personalized professional development8
The role of mobile technologies in shifting to digital8
Facilitating information literacy and intercultural competence development through the VR Tour production learning activity8
Implementation of the flipped classroom and its longitudinal impact on improving academic performance8
Out of sight, but not out of mind: a case study of the collaborative development of a university-wide orientation resource for online students8
Rubric formats for the formative assessment of oral presentation skills acquisition in secondary education8
Uncovering maker educators’ heterogenous professional visions of agency within goal setting interactions8
Invisible borders in educational technology research? A comparative analysis8
The relationship among prior knowledge, accessing learning supports, learning outcomes, and game performance in educational games8
Designing and delivering representation-focused science lessons in a digital learning environment8
Editorial: preface to the special issue on embodied cognition and technology for learning8
Promoting pupils’ computational thinking skills and self-efficacy: a problem-solving instructional approach8
How well do contemporary knowledge tracing algorithms predict the knowledge carried out of a digital learning game?8
Digital competence for emergency remote teaching in higher education: understanding the present and anticipating the future7
Integration of ICTs in teaching practices: propositions to the SAMR model7
Higher education teachers' digital competencies for a blended future7
Funding the online teaching and learning in developing countries: insights from Zimbabwe7
Preservice science teachers coding science simulations: epistemological understanding, coding skills, and lesson design7
Exploring the use of technology among newly arrived children in Hong Kong: from an e-sports and cultural capital perspective7
A person-centered approach to teacher motivation towards information technology: integrating achievement goal and expectancy-value perspectives7
Assessing culturally inclusive instructional design in online learning7
Design, development, and evaluation of a virtual reality game-based application to support computational thinking7
Effects of VR instructional approaches and textual cues on performance, cognitive load, and learning experience7
Young children’s embodied interactions with a social robot7
The influence of organizational factors on the acceptance of online teaching among college faculty during the COVID-19 pandemic: a nationwide study in mainland China7
An exploration of conjecture strategies used by instructional design students to support design decision-making7
Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study7
Games in education: a systematic review of studies in international and Iranian contexts7
Instructional design students’ design judgment development7
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