Computer Applications in Engineering Education

Papers
(The TQCC of Computer Applications in Engineering Education is 5. 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 2020-04-01 to 2024-04-01.)
ArticleCitations
Sentiment analysis on massive open online course evaluations: A text mining and deep learning approach191
Rediscovering the use of chatbots in education: A systematic literature review122
Computational thinking in programming with Scratch in primary schools: A systematic review85
Education in times of crisis: Rapid transition to distance learning71
Fostering STEAM through challenge‐based learning, robotics, and physical devices: A systematic mapping literature review62
Virtual reality learning environment for enhancing electronics engineering laboratory experience60
A review of the uses of virtual reality in engineering education55
Computational thinking in higher education: A review of the literature49
Research on the design of analytical communication and information model for teaching resources with cloud‐sharing platform40
Knowledge mapping of computer applications in education using CiteSpace40
A framework utilizing augmented reality to improve critical thinking ability and learning gain of the students in Physics39
Weighted word embeddings and clustering‐based identification of question topics in MOOC discussion forum posts32
Reflections on the last decade of MOOC research31
Digital device‐based active learning approach using virtual community classroom during the COVID‐19 pandemic31
Adaptive gamification in E‐learning: A literature review and future challenges29
Improving MOOC learning performance in China: An analysis of factors from the TAM and TPB29
Computational thinking development through physical computing activities in STEAM education29
Virtual reality as a didactic resource from the perspective of engineering teachers28
A MOOC‐based flipped experience: Scaffolding SRL strategies improves learners’ time management and engagement27
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
Visual analytics of video‐clickstream data and prediction of learners' performance using deep learning models in MOOCs' courses26
Development of an augmented reality‐based scaffold to improve the learning experience of engineering students in embedded system course24
Head‐mounted display‐based virtual reality systems in engineering education: A review of recent research24
SIAAA‐C: A student interactive assistant android application with chatbot during COVID‐19 pandemic21
Measuring effectiveness of augmented reality‐based geometry learning assistant on memory retention abilities of the students in 3D geometry21
Stabil: An educational Matlab toolbox for static and dynamic structural analysis21
Application of VR technology in civil engineering education21
Adaptive learning: Helpful to the flipped classroom in the online environment of COVID?20
The impact of using program visualization techniques on learning basic programming concepts at the K–12 level20
Optical fog‐assisted cyber‐physical system for intelligent surveillance in the education system20
Virtual reality application to aid civil engineering laboratory course: A multicriteria comparative study20
The consequences of robotics programming education on computational thinking skills: An intervention of the Young Engineer's Workshop (YEW)20
Developing a mobile application‐based particle image velocimetry tool for enhanced teaching and learning in fluid mechanics: A design‐based research approach19
The future of university education: Examination, transcript, and certificate system using blockchain19
Design science research for learning software engineering and computational thinking: Four cases19
Exploration and practical research on teaching reforms of engineering practice center based on 3I‐CDIO‐OBE talent‐training mode18
A meta‐analysis and systematic review of the effect of virtual reality technology on users' learning outcomes18
Investigating the effect of reverse engineering pedagogy in K‐12 robotics education16
Predicting individual learning performance using machine‐learning hybridized with the teaching‐learning‐based optimization16
Flipped classroom model applications in computing courses: Peer‐assisted groups, collaborative group and individual learning15
Engineering through distance education in the time of the fourth industrial revolution: Reflections from three decades of peer reviewed studies15
Construction and application of SPOC‐based flipped classroom teaching mode in Installation Engineering Cost curriculum based on OBE concept14
Customizable and scalable automated assessment of C/C++ programming assignments14
Serious games in future skills development: A systematic review of the design approaches14
Improving the learning of engineering students with interactive teaching applications14
An experience of automated assessment in a large‐scale introduction programming course13
Task scheduling using artificial bee foraging optimization for load balancing in cloud data centers13
Design of a physical education training system based on an intelligent vision13
Hackathons as extracurricular activities: Unraveling the motivational orientation behind student participation13
Curriculum analysis and design, implementation, and validation of a STEAM project through educational robotics in primary education13
Appraisal of information and communications technologies on the teaching process by neuro fuzzy logic12
The design and application of IRobotQ3D for simulating robotics experiments in K‐12 education12
Augmented and virtual reality for physics: Experience of Kazakhstan secondary educational institutions11
Improved fuzzy‐assisted multimedia‐assistive technology for engineering education11
“Houston, we have a problem”: Revealing MOOC practitioners' experiences regarding feedback provision to learners facing difficulties11
Digital signal processing course on Jupyter–Python Notebook for electronics undergraduates10
Design and implementation of virtual laboratory for a microgrid with renewable energy sources10
Exploring the effects of gamification on students with rote learning background while learning computer programming10
Integrated activities in STEM environment: Methodology and implementation practice10
The role of MOOCs in engineering education: An exploratory systematic review of peer‐reviewed literature10
Is critical thinking happening? Testing content analysis schemes applied to MOOC discussion forums10
Serious games for teaching agile methods: A review of multivocal literature10
An empirical study on the evaluation system of innovation and entrepreneurship education in applied universities10
Evaluating an online augmented reality puzzle for DC circuits: Students' feedback and conceptual knowledge gain10
Understanding student perceptions of worked example videos through the technology acceptance model10
Research on predicting learning achievement in a flipped classroom based on MOOCs by big data analysis10
A novel animation authoring framework for the virtual teacher performing experiment in mixed reality9
Designing an extended smart classroom: An approach to game‐based learning for IoT9
Training simulators for manufacturing processes: Literature review and systematisation of applicability factors9
Game‐based learning for better decision‐making: A collision prevention training for maritime transportation engineering students9
A web‐based integrated GUI for 3D modeling, kinematic study, and control of robotic manipulators9
First experiences of integrating computational thinking into a blended learning in‐service training program for STEM teachers9
Effect of virtual reality technology on the teaching of urban railway vehicle engineering9
An interactive virtual reality model for enhancing safety training in construction education9
Building Virtual Laboratory with Simulations9
An Excel VBA‐based educational module for bed roughness predictors9
A gamification strategy in engineering education—A case study on motivation and engagement9
A remote emulation environment for the teaching of low‐power wireless communications9
Pedagogy of teaching introductory text‐based programming in terms of computational thinking concepts and practices9
Enhancing computational thinking in undergraduate engineering courses using model‐eliciting activities9
The challenges of migrating an active learning classroom online in a crisis9
Teaching structural analysis theory with Jupyter Notebooks8
Investigating learning outcomes in engineering education with data mining8
Analysis of adaptive e‐learning systems with adjustment of Felder‐Silverman model in a Moodle DLS8
Evolution of students' interaction using a gamified virtual learning environment in an engineering course8
A meta‐analysis of the effects of augmented reality technologies in interactive learning environments (2012–2022)8
Player profiles for game‐based applications in engineering education8
Gamification tools in the learning of shipbuilding in the undergraduate marine engineering education8
Development of a photovoltaic panel emulator and LabVIEW‐based application platform8
What influences computational thinking? A theoretical and empirical study based on the influence of learning engagement on computational thinking in higher education8
Feasibility study on machine‐learning‐based hybrid renewable energy applications for engineering education8
Real, virtual, or simulated: Approaches to emergency remote learning in engineering8
Design and development of psychological virtual simulation experiment teaching system8
A new model based on the extended COPRAS method for improving performance during the accreditation process of Indian Higher Educational Institutions7
An integrated numerical visualization teaching approach for an undergraduate course, Flow in Porous Media: An attempt toward sustainable engineering education7
A virtual reality experiment system for an introductory computer hardware course7
Using machine learning to predict engineering technology students’ success with computer‐aided design7
Advancing preuniversity students' computational thinking skills through an educational project based on tangible elements and virtual block‐based programming7
A systematic mapping study: The new age of software architecture from monolithic to microservice architecture—awareness and challenges7
Enhancing design thinking in engineering students with project‐based learning7
To code or not to code: Introducing coding in primary schools7
The interplay between gamification and network structure in social learning environments: A case study7
A scale for measuring middle school students' attitudes toward programming7
Development of a student engagement score for online undergraduate engineering courses using learning management system interaction data7
Socrative, a powerful digital tool for enriching the teaching–learning process and promoting interactive learning in Chemistry and Chemical Engineering studies7
Using process simulators in Chemical Engineering education: Is it possible to minimize the “black box” effect?7
Application of Rain classroom in formal classroom learning in the teaching of offshore engineering environment and loads7
Advanced teaching method for learning power system operation based on load flow simulations7
An interactive user interface for a structural analysis software using computer graphics techniques in MATLAB7
Student interactions in a flipped classroom‐based undergraduate engineering statistics course7
Special issue on Artificial Intelligence in Engineering Education7
EHDO: A free and open‐source webtool for designing and optimizing multi‐energy systems based on MILP7
Design and implementation of an open source transmission line impedance matching educational framework7
Guidelines for the development of educational games to motivate the learning of theoretical concepts in Engineering and Computing courses6
Fostering study time outside class using gamification strategies: An experimental study at tertiary‐level database courses6
An optimization‐based decision support system for students' personalized long‐term course planning6
Using web‐based gamified software to learn Boolean algebra simplification in a blended learning setting6
Analysis of emotions in the use of augmented reality technologies in education: A systematic review6
Teaching the finite element method fundamentals to undergraduate students through truss builder and truss analyzer computational tools and student‐generated assignments mini‐projects6
Intelligent personalised exercise recommendation: A weighted knowledge graph‐based approach6
Learning with remote laboratories: Designing control algorithms with both block diagrams and customized C code schemes6
A computer‐aided educational tool for vector control of AC motors in graduate courses6
Using flipped classroom and peer instruction methodologies to improve introductory computer programming courses6
Enhancing problem‐solving skills of novice programmers in an introductory programming course6
Improving learning experiences in software engineering capstone courses using artificial intelligence virtual assistants6
An online course mode based on microlecture videos: Using CAD geometric modeling course as an example6
Experiences of web‐based extended reality technologies for physics education5
Open‐source terrestrial laser scanner for the virtualization of geometrical entities in AEC classrooms5
Implementation of Activated Sludge Model No. 3 as an educational tool: bioXL35
International collaborative projects on digital electronic systems using open source tools5
Anthropometric measures for better cardiovascular and musculoskeletal health5
A predictive analysis of learning motivation and reflective thinking skills on computer programming achievement5
Understanding the role of single‐board computers in engineering and computer science education: A systematic literature review5
Personalisation methods in e‐learning‐A literature review5
Using online discussions to connect theory and practice in core engineering undergraduate courses5
Data science knowledge integration: Affordances of a computational cognitive apprenticeship on student conceptual understanding5
Design and the technology acceptance model analysis of instructional mapping5
Fuzzy logic based performance analysis of educational mobile game for engineering students5
An ensembling model for early identification of at‐risk students in higher education5
A spreadsheet‐based tool for education of chemical process simulation and control fundamentals5
The study of virtual reality adaptive learning method based on learning style model5
Using handheld user interface and direct manipulation for architectural modeling in immersive virtual reality: An exploratory study5
Teaching concepts related to finite automata using ComVis5
Jupyter Notebooks for the study of advanced topics in Fluid Mechanics5
Bloom's taxonomy: A beneficial tool for learning and assessing students’ competency levels in computer programming using empirical analysis5
Development of dynamic OBE model to quantify student performance5
A genetic algorithm‐based approach for making pairs and assigning exercises in a programming course5
Introducing innovative technologies in higher education: An experience in using geographic information systems for the teaching‐learning process5
0.036699056625366