IEEE Transactions on Learning Technologies

(The TQCC of IEEE Transactions on Learning Technologies is 23. The table below lists those papers that are above that threshold based on CrossRef citation counts. The publications cover those that have been published in the past four years, i.e., from 2019-06-01 to 2023-06-01.)
Gamification for Engaging Computer Science Students in Learning Activities: A Case Study211
Predicting Student Performance from LMS Data: A Comparison of 17 Blended Courses Using Moodle LMS175
Learning about Social Learning in MOOCs: From Statistical Analysis to Generative Model134
Learning Analytics for Learning Design: A Systematic Literature Review of Analytics-Driven Design to Enhance Learning128
Prediction in MOOCs: A Review and Future Research Directions77
Adaptive Gamification for Learning Environments75
From Study Tactics to Learning Strategies: An Analytical Method for Extracting Interpretable Representations66
Support for Augmented Reality Simulation Systems: The Effects of Scaffolding on Learning Outcomes and Behavior Patterns62
An Early Feedback Prediction System for Learners At-Risk Within a First-Year Higher Education Course58
Building Domain Ontologies from Text for Educational Purposes52
Interpretable Multiview Early Warning System Adapted to Underrepresented Student Populations41
Systematic Review of Discussion Forums in Massive Open Online Courses (MOOCs)39
How Teachers Make Dashboard Information Actionable38
Let Them Play: The Impact of Mechanics and Dynamics of a Serious Game on Student Perceptions of Learning Engagement38
Automatic Multiple Choice Question Generation From Text: A Survey35
Feature Extraction for Next-Term Prediction of Poor Student Performance31
Augmenting Reality and Formality of Informal and Non-Formal Settings to Enhance Blended Learning30
Improving Predictive Modeling for At-Risk Student Identification: A Multistage Approach29
Early Detection Prediction of Learning Outcomes in Online Short-Courses via Learning Behaviors29
A Quest for a One-Size-Fits-All Neural Network: Early Prediction of Students at Risk in Online Courses29
How Widely Can Prediction Models Be Generalized? Performance Prediction in Blended Courses28
Using Machine Learning to Detect ‘Multiple-Account’ Cheating and Analyze the Influence of Student and Problem Features28
Personalized Affective Feedback to Address Students’ Frustration in ITS28
Let's Set Up Some Subgoals: Understanding Human-Pedagogical Agent Collaborations and Their Implications for Learning and Prompt and Feedback Compliance28
Trace-SRL: A Framework for Analysis of Microlevel Processes of Self-Regulated Learning From Trace Data27
Collaborative Educational Environments Incorporating Mixed Reality Technologies: A Systematic Mapping Study26
Automated Essay Feedback Generation and Its Impact on Revision23