IEEE Transactions on Learning Technologies

Papers
(The TQCC of IEEE Transactions on Learning Technologies is 6. 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
A Systematic Review of Empirical Studies on Learning Analytics Dashboards: A Self-Regulated Learning Perspective164
A Scoping Review of Immersive Virtual Reality in STEM Education128
Constructing an Edu-Metaverse Ecosystem: A New and Innovative Framework78
Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles71
Utilizing Multimodal Data Through fsQCA to Explain Engagement in Adaptive Learning44
Augmented Immersive Reality (AIR) for Improved Learning Performance: A Quantitative Evaluation40
Trace-SRL: A Framework for Analysis of Microlevel Processes of Self-Regulated Learning From Trace Data39
DeepStealth: Game-Based Learning Stealth Assessment With Deep Neural Networks38
Augmented Reality and Engineering Education: A Systematic Review38
There are Open Learner Models About!37
A Comparison of Procedural Safety Training in Three Conditions: Virtual Reality Headset, Smartphone, and Printed Materials30
Affordances and Core Functions of Smart Learning Environments: A Systematic Literature Review29
Taxonomy of Virtual and Augmented Reality Applications in Education27
Using Convolutional Neural Network to Recognize Learning Images for Early Warning of At-Risk Students27
Where is the Learning in Learning Analytics? A Systematic Literature Review on the Operationalization of Learning-Related Constructs in the Evaluation of Learning Analytics Interventions25
Assessing Pronunciation Improvement in Students of English Using a Controlled Computer-Assisted Pronunciation Tool25
Analyzing Large Collections of Open-Ended Feedback From MOOC Learners Using LDA Topic Modeling and Qualitative Analysis25
LD–LP Generation of Personalized Learning Path Based on Learning Diagnosis25
Self-Organized Laboratories for Smart Campus23
An Experiential Learning Approach to Learning Manual Communication Through a Virtual Reality Environment22
Characterizing Learners’ Engagement in MOOCs: An Observational Case Study Using the NoteMyProgress Tool for Supporting Self-Regulation22
Data Capture and Multimodal Learning Analytics Focused on Engagement With a New Wearable IoT Approach21
Instruction, Student Engagement, and Learning Outcomes: A Case Study Using Anonymous Social Media in a Face-to-Face Classroom20
Patterns of Engagement in an Educational Massively Multiplayer Online Game: A Multidimensional View20
Architecting Analytics Across Multiple E-Learning Systems to Enhance Learning Design20
Recommender Systems and Scratch: An Integrated Approach for Enhancing Computer Programming Learning20
Literature Review on Co-Located Collaboration Modeling Using Multimodal Learning Analytics—Can We Go the Whole Nine Yards?19
Evaluating the Quality of Learning Resources: A Learnersourcing Approach18
Introducing Algorithmic Thinking and Sequencing Using Tangible Robots18
To Add or Not to Add Game Elements? Exploring the Effects of Different Cognitive Task Designs Using Eye Tracking18
An Enhanced Genetic Algorithm for Heterogeneous Group Formation Based on Multi-Characteristics in Social-Networking-Based Learning18
Enhancing Learners’ Experience Through Extending Learning Systems18
Into the Brave New Metaverse: Envisaging Future Language Teaching and Learning18
Educational Practices and Strategies With Immersive Learning Environments: Mapping of Reviews for Using the Metaverse18
An Actionable Orchestration Dashboard to Enhance Collaboration in the Classroom18
A Generic IoT Architecture for Ubiquitous Context-Aware Learning16
Automatic Short-Answer Grading via BERT-Based Deep Neural Networks16
Perception Engineering Learning With Virtual Reality16
Wearable Technology in Education: A Systematic Review15
Automatic Content Analysis of Online Discussions for Cognitive Presence: A Study of the Generalizability Across Educational Contexts15
Automating Gamification Personalization to the User and Beyond14
Tools Designed to Support Self-Regulated Learning in Online Learning Environments: A Systematic Review14
Capacity Tracing-Enhanced Course Recommendation in MOOCs14
Homogeneous Group Formation in Collaborative Learning Scenarios: An Approach Based on Personality Traits and Genetic Algorithms14
Collaborative Game-Based Environment and Assessment Tool for Learning Computational Thinking in Primary School: A Case Study14
Engaging Students in Distance Learning of Science With Remote Labs 2.013
The Impact of Game Elements on Learner Motivation: Influence of Initial Motivation and Player Profile13
An Augmented Paper Game With Socio-Cognitive Support13
Metaverse in Education: Contributors, Cooperations, and Research Themes13
Serious Game Design in Health Education: A Systematic Review13
Impact of Immersive Virtual Reality Content Using 360-Degree Videos in Undergraduate Education12
Learning to Rank for Educational Search Engines12
A Study of Strategies for Developing Online Laboratories12
Leveraging Class Balancing Techniques to Alleviate Algorithmic Bias for Predictive Tasks in Education12
CMKT: Concept Map Driven Knowledge Tracing12
Effects of an Ambient Learning Display on Noise Levels and Perceived Learning in a Secondary School12
Design of an Intelligent Agent to Measure Collaboration and Verbal-Communication Skills of Children With Autism Spectrum Disorder in Collaborative Puzzle Games12
The Human Muscular Arm Avatar as an Interactive Visualization Tool in Learning Anatomy: Medical Students’ Perspectives12
Logistic Knowledge Tracing: A Constrained Framework for Learner Modeling12
An Approach to Group Formation in Collaborative Learning Using Learning Paths in Learning Management Systems12
Automated Educative Nudges to Reduce Missed Assignments in College11
Fidelity in Simulation-Based Serious Games11
Knowledge Tracing Within Single Programming Practice Using Problem-Solving Process Data10
An Infrastructure to Deliver Synchronous Remote Programming Labs10
Characterizing Curriculum Prerequisite Networks by a Student Flow Approach10
Storytelling With Learner Data: Guiding Student Reflection on Multimodal Team Data10
Xiao-Shih: A Self-Enriched Question Answering Bot With Machine Learning on Chinese-Based MOOCs10
Effect of Ubiquitous Fraction App on Mathematics Learning Achievements and Learning Behaviors of Taiwanese Students in Authentic Contexts10
Cyberspace Odyssey: A Competitive Team-Oriented Serious Game in Computer Networking9
The Future of Educational Technologies for Engineering Education9
A Feasible Study of a Deep Learning Model Supporting Human–Machine Collaborative Learning of Object-Oriented Programming9
Differentiated Teaching With Adaptive Learning Systems and Teacher Dashboards: The Teacher Still Matters Most9
What Do Linguistic Expressions Tell Us about Learners’ Confusion? A Domain-Independent Analysis in MOOCs9
Toward Personalized Scaffolding and Fading of Motivational Support in L2 Learner–Dialogue Agent Interactions: An Exploratory Study9
Augmented Reality With Authentic GeometryGo App to Help Geometry Learning and Assessments9
Learning UI Functional Design Principles Through Simulation With Feedback9
Reputation Systems Impact on Help Seeking in MOOC Discussion Forums9
Automated Assessment of and Feedback on Concept Maps During Inquiry Learning8
The Descriptive Features and Quantitative Aspects of Students’ Observed Online Learning: How Are They Related to Self-Reported Perceptions and Learning Outcomes?8
Toward Automatic Classification of Online Discussion Messages for Social Presence8
Using Process Mining to Analyze Time Distribution of Self-Assessment and Formative Assessment Exercises on an Online Learning Tool8
Scaling and Adopting a Multimodal Learning Analytics Application in an Institution-Wide Setting8
Understanding Depth of Reflective Writing in Workplace Learning Assessments Using Machine Learning Classification8
Measuring Similarity of Educational Items: An Overview8
Vocational Training With Microlearning—How Low-Immersive 360-Degree Learning Environments Support Work-Process-Integrated Learning8
Supporting the Process of Learning and Teaching Process Models8
Classifying and Solving Arithmetic Math Word Problems—An Intelligent Math Solver8
Advancing Education Through Extended Reality and Internet of Everything Enabled Metaverses: Applications, Challenges, and Open Issues7
An Agent-Based Simulator Applied to Teaching-Learning Process to Predict Sociometric Indices in Higher Education7
LOsMonitor: A Machine Learning Tool for Analyzing and Monitoring Cognitive Levels of Assessment Questions7
Adaptive Learning Support System Based on Automatic Recommendation of Personalized Review Materials7
Cyber Range for Research-Inspired Learning of “Attack Defense by Pretense” Principle and Practice7
Designing a Transferable Predictive Model for Online Learning Using a Bayesian Updating Approach7
Motivating Students in Collaborative Activities With Game-Theoretic Group Recommendations7
Improving Spatial Visualization and Mental Rotation Using FORSpatial Through Shapes and Letters in Virtual Environment7
A Knowledge Diffusion Model in Autonomous Learning Under Multiple Networks for Personalized Educational Resource Allocation7
MOOC-BERT: Automatically Identifying Learner Cognitive Presence From MOOC Discussion Data6
WebART: Web-Based Augmented Reality Learning Resources Authoring Tool and Its User Experience Study Among Teachers6
Cosmic Sounds: A Game to Support Phonological Awareness Skills for Children With Dyslexia6
Toward an Edu-Metaverse of Knowledge: Immersive Exploration of University Courses6
Learning Automated Essay Scoring Models Using Item-Response-Theory-Based Scores to Decrease Effects of Rater Biases6
Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement6
Automatic Learning Path Creation Using OER: A Systematic Literature Mapping6
Decentralized Learning Infrastructures for Community Knowledge Building6
Leveraging Extended Reality for Autistic Individuals: A Scoping Review of Technical Features and Technology Affordances6
MOCA: A Motivational Online Conversational Agent for Improving Student Engagement in Collaborative Learning6
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