Journal of Computer Assisted Learning

Papers
(The H4-Index of Journal of Computer Assisted Learning is 39. 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 2022-08-01 to 2026-08-01.)
ArticleCitations
Investigating the Effects of Affective Pedagogical Agent and Meta‐Cognitive Prompts in Online Learning Environment199
Captioning and repetition for Chinese students' immediate and delayed retention of English‐speaking multimedia lessons183
Using Trace Data of Secondary Students to Understand Metacognitive Processes in Writing From Multiple Sources165
The effect of mobile assisted teaching on nursing students' learning ventrogluteal injection application: The case of Turkey107
Enacting control with student dashboards: The role of motivation94
Effects of flipped English learning designs on learning outcomes and cognitive load: Workload of out‐of‐class activities versus during‐class activities90
Investigating students' use of self‐assessments in higher education using learning analytics79
The Effect of Mind Map as a Prewriting Activity in Third Grade Elementary Students' Descriptive Narrative Creative Writing With a Writing E‐Portfolio79
Learning computer algorithms through dynamic visualizations: Benefits of ‘AlgoRythmics’ videos77
A New Approach to Field Learning—Virtual Field Trips: A Systematic Review69
The Role of Theories in Understanding and Promoting CSCL67
Individual differences in executive function affect learning with immersive virtual reality65
Issue Information64
Issue Information62
From the Performer to the Evaluator: Exploring the Effects of the Evaluation‐Explanation‐Comparison‐Based SVVR on Students' Vocal Music Appreciation 59
Using learning analytics to enhance college students' shared epistemic agency in mobile instant messaging: A new way to support deep discussion59
Digital Literacy, Social Support, and Well‐Being Among FL Learners: A Moderated Moderation Approach59
Using multimodal learning analytics as a formative assessment tool: Exploring collaborative dynamics in mathematics teacher education58
Digital Adaptive Learning in Secondary Mathematics: A Qualitative Interview Study With Austrian Teachers on Perceptions, Needs, and Implementations58
Gamification improves learning: Experience in a training activity of computer programming in higher education56
Making the Invisible Visible: Exploring Joint Attention Behaviour in Remote Collaborative Problem‐Solving54
The impact of parent mediation on young children's home digital literacy practices and learning: A narrative review52
Examining students' self‐regulated learning processes and performance in an immersive virtual environment51
Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory51
Should We Use Educational Robots to Introduce Students to Computational Thinking? Insights From Two Experimental Studies50
The effectiveness of self‐regulated learning strategies in higher education blended learning: A five years systematic review49
A Study on the Role of Midjourney, A Generative Artificial Intelligence Tool, in Enhancing Student Creativity in Illustration Design Classes48
The Interplay of Teacher Agency and TPACK in AI ‐Integrated Science Education: Insights From Exemp48
Issue Information47
Enhancing Emotional Intelligence Through Generative AI ‐Supported Digital Storytelling: A Mixed Methods Study Using Epistemic Network Analysis45
Implementing Pretraining to Optimise Learning in Immersive Virtual Reality44
The effect of instructor's voice enthusiasm and visual cueing in multimedia learning43
A Domain‐Independent, Extensible Framework for Generators of Training Game Activities on Declarative Knowledge41
Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds41
From Viewers to Participants: The Evolution of Learning Through Interactive Video40
Correction to “Using ChatGPT to promote research competency: English as a foreign language undergraduates' perceptions and practices across varied me40
Effects of Cognitive‐, Social‐, and Group‐Awareness Tools on Learners' Cognitive Load in Computer‐Mediated Writing Classes40
Design and development of a mobile augmented reality‐based learning environment for teaching the lives of scientists40
Gamification for Wildfire Education and Safety Training: A Systematic Literature Review and Meta‐Analysis39
0.12366104125977