Computer Applications in Engineering Education

Papers
(The H4-Index of Computer Applications in Engineering Education is 25. 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 2020-03-01 to 2024-03-01.)
ArticleCitations
Sentiment analysis on massive open online course evaluations: A text mining and deep learning approach180
Rediscovering the use of chatbots in education: A systematic literature review116
Computational thinking in programming with Scratch in primary schools: A systematic review81
Education in times of crisis: Rapid transition to distance learning68
Fostering STEAM through challenge‐based learning, robotics, and physical devices: A systematic mapping literature review61
A review of the uses of virtual reality in engineering education54
Virtual reality learning environment for enhancing electronics engineering laboratory experience54
Computational thinking in higher education: A review of the literature48
Knowledge mapping of computer applications in education using CiteSpace38
A framework utilizing augmented reality to improve critical thinking ability and learning gain of the students in Physics37
Research on the design of analytical communication and information model for teaching resources with cloud‐sharing platform35
Weighted word embeddings and clustering‐based identification of question topics in MOOC discussion forum posts32
Reflections on the last decade of MOOC research30
Digital device‐based active learning approach using virtual community classroom during the COVID‐19 pandemic30
Building an efficient artificial intelligence model for personalized training in colleges and universities29
Adapting gamified learning systems using educational data mining techniques29
Computational thinking development through physical computing activities in STEAM education29
Adaptive gamification in E‐learning: A literature review and future challenges28
The effects of game‐based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature review27
Computational thinking: Enhancing STEAM and engineering education, from theory to practice27
Improving learner engagement in MOOCs using a learning intervention system: A research study in engineering education26
Improving MOOC learning performance in China: An analysis of factors from the TAM and TPB26
Virtual reality as a didactic resource from the perspective of engineering teachers26
A MOOC‐based flipped experience: Scaffolding SRL strategies improves learners’ time management and engagement26
Visual analytics of video‐clickstream data and prediction of learners' performance using deep learning models in MOOCs' courses26
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