Technology Pedagogy and Education

Papers
(The H4-Index of Technology Pedagogy and Education is 19. 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
Virtual, augmented and mixed reality in K–12 education: a review of the literature149
High school students’ experience of online learning during Covid-19: the influence of technology and pedagogy119
Technology-enabled remote learning during Covid-19: perspectives of Australian teachers, students and parents88
The educational response to Covid-19 across two countries: a critical examination of initial digital pedagogy adoption81
Ready, set, go! Profiling teachers’ readiness for online teaching in secondary education77
E-inclusion: online special education in Italy during the Covid-19 pandemic69
The Covid-19 epidemic: teachers’ responses to school closure in developing countries63
‘It is no longer scary’: digital learning before and during the Covid-19 pandemic in Irish secondary schools48
Teachers’ perspective on school development at German vocational schools during the Covid-19 pandemic44
Distance learning in Kazakhstan: estimating parents’ satisfaction of educational quality during the coronavirus39
Special issue: Covid-19 and the role of technology and pedagogy on school education during a pandemic37
Analysis of the implementation of teaching and learning processes at Catalan schools during the Covid-19 lockdown35
Effects of mobile learning technologies and social media tools on student engagement and learning outcomes of English learning34
Does it have to be easy, useful, or do we need something else? STEM teachers’ attitudes towards mobile device use in teaching28
The distance education process in K–12 schools during the pandemic period: evaluation of implementations in Turkey from the student perspective27
The effect of using augmented reality and sensing technology to teach magnetism in high school physics25
Kahoot! Using a game-based approach to blended learning to support effective learning environments and student engagement in traditional lecture theatres24
Are we ready for virtual reality in K–12 classrooms?22
An investigation into the role of course satisfaction on students’ engagement and motivation in a mobile‐assisted learning management system flipped classroom21
Making online learning more satisfying: the effects of online-learning self-efficacy, social presence and content structure19
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