Journal of Computer Assisted Learning

Papers
(The median citation count of Journal of Computer Assisted Learning is 3. 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 2020-05-01 to 2024-05-01.)
ArticleCitations
Chatbots for language learning—Are they really useful? A systematic review of chatbot‐supported language learning155
Cognitive and affective processes for learning science in immersive virtual reality122
Virtual reality in K‐12 and higher education: A systematic review of the literature from 2000 to 2019108
Augmented reality in language learning: A state‐of‐the‐art review of 2014–201988
The impact of augmented reality on cognitive load and performance: A systematic review80
Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion67
Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games65
The impact of risk and protective factors on online teaching experience in high school Italian teachers during the COVID‐19 pandemic60
Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners55
Evaluating the effectiveness of blended learning using the ARCS model55
Higher education students' experiences and opinion about distance learning during the Covid‐19 pandemic52
Artificial intelligence in educational assessment: ‘Breakthrough? Or buncombe and ballyhoo?’48
STEM learning attitude predicts computational thinking skills among primary school students47
The effects of self‐efficacy,self‐regulationand social presence on learning engagement in a large university class using flipped Learning47
Enhancing learning engagement during COVID‐19 pandemic: Self‐efficacy in time management, technology use, and online learning environments45
The role of digital informal learning in the relationship between students' digital competence and academic engagement during the COVID‐19 pandemic44
Which way of design programming activities is more effective to promote K‐12 students' computational thinking skills? A meta‐analysis39
Investigating the mediating role of online learning motivation in the COVID‐19 pandemic situation in Bangladesh38
Factors impacting university students' online learning experiences during the COVID‐19 epidemic37
The validation and further development of a multidimensional cognitive load scale for virtual environments36
Platform is not destiny: Embodied learning effects comparing 2D desktop to 3D virtual reality STEM experiences36
Effectiveness of automated writing evaluation systems in school settings: A systematic review of studies from 2000 to 202035
A review of learning demands in instructional animations: The educational effectiveness of animations unfolds if the features of change need to be learned35
Application of virtual reality (VR) technology for medical practitioners in type and screen (T&S) training33
Augmented reality assisted learning achievement, motivation, and creativity for children of low‐grade in primary school33
Using metacognitive prompts to enhance self‐regulated learning and learning outcomes: A meta‐analysis of experimental studies in computer‐based learning environments32
Inquiry‐based mobile learning in secondary school science education: A systematic review32
Augmented reality and competition in robotics education: Effects on 21st century competencies, group collaboration and learning motivation32
Using eye‐movement modelling examples to improve critical reading of multiple webpages on a conflicting topic31
The structure of student engagement in online learning: A bi‐factor exploratory structural equation modelling approach30
The Community of Inquiry perspective on students' social presence, cognitive presence, and academic performance in online project‐based learning30
Enhancing community of inquiry and reflective thinking skills of undergraduates through using learning analytics‐based process feedback30
Challenges and opportunities of multimodal data in human learning: The computer science students' perspective29
Instructional mechanisms in immersive virtual reality serious games: Earthquake emergency training for children27
The effects of an augmented reality based magnetic experimental tool on students' knowledge improvement and cognitive load26
Augmented reality technology in language learning: Ameta‐analysis26
If and how do 360° videos fit into education settings? Results from a scoping review of empirical research26
Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐1225
Exploring pre‐service teachers' use of technology: The technology acceptance model and expectancy–value theory25
Online engagement during COVID‐19: Role of agency on collaborative learning orientation and learning expectations25
Computer‐mediated feedback for L2 learners: Challenges versus affordances25
Exploring behavioural patterns during complex problem‐solving25
Developing a flipped learning approach to support student engagement: A design‐based research of secondary school mathematics teaching25
Investigating the redundancy principle in immersive virtual reality environments: An eye‐tracking and EEG study24
Effects of immersive virtual reality classrooms on students' academic achievement, motivation and cognitive load in science lessons24
A systematic review of academic dishonesty in online learning environments24
Emotional design of multimedia learning using background images with motivational cues23
Academic dishonesty and trustworthy assessment in online learning: A systematic literature review23
Applying learning analytics dashboards based on process‐oriented feedback to improve students' learning effectiveness22
The pandemic semesters: Examining public opinion regarding online learning amidst COVID‐1922
A toy or a friend? Children's anthropomorphic beliefs about robots and how these relate to second‐language word learning22
Exploring students' cognitive and affective states during problem solving through multimodal data: Lessons learned from a programming activity22
Mine, ours, and yours: Whose engagement and prior knowledge affects individual achievement from online collaborative learning?21
A systematic scoping review and textual narrative synthesis of physical and mixed‐reality simulation in pre‐service teacher training21
Student engagement with mobile‐based assessment systems: A survival analysis21
Students and instructors perspective on blended synchronous learning in a Canadian graduate program21
Investigating the value of immersive virtual reality tools for organizational training: An applied international study in the biotech industry20
Effects of regulatory focus on online learning engagement of high school students: The mediating role of self‐efficacy and academic emotions20
Virtual reality application influences cognitive load‐mediated creativity components and creative performance in engineering design20
The fear of big brother: The potential negative side‐effects of proctored exams19
A mobile game as a support tool for children with severe difficulties in reading and spelling19
Immersive virtual reality for increasing presence and empathy19
Exploring the link between self‐regulated learning and learner behaviour in a massive open online course18
Using eye movement modelling examples to guide visual attention and foster cognitive performance: A meta‐analysis18
Characteristics of pedagogical change in integrating digital collaborative learning and their sustainability in a school culture: e‐CSAMR framework17
Exploring age and gender differences of computational thinkers in primary school: A developmental perspective17
Exploring latent states of problem‐solving competence using hidden Markov model on process data17
Promoting student engagement in online collaborative writing through a student‐facing social learning analytics tool17
The prevalence and use of emerging technologies in STEAM education: A systematic review of the literature17
Implementing flipped learning approach based on ‘first principles of instruction’ in mathematics courses17
Distance education amid a pandemic: Which psycho‐demographic variables affect students in higher education?17
The influences of a virtual instructor's voice and appearance on learning from video lectures16
The effects of digital storytelling games on high school students' critical thinking skills16
The development of artificial intelligence in education: A review in context16
Cultivating creative thinking in engineering student teams: Can a computer‐mediated virtual laboratory help?16
The relationship between self‐assessment and performance in learning TPACK: Are self‐assessments a good way to support preservice teachers' learning?15
Analysing interactions in online discussions through social network analysis15
A meta‐analysis on the effects of technology's functions and roles on students' mathematics achievement in K‐12 classrooms15
Discrepancy between language learners and teachers concerns about emergency remote teaching15
Comparing technology acceptance of K‐12 teachers with and without prior experience of learning management systems: A Covid‐19 pandemic study15
A systematic review of empirical research on learning with3Dprinting technology15
Students' self‐report and observed learning orientations in blended university course design: How are they related to each other and to academic performance?15
Virtual reality enhances safety training in the maritime industry: An organizational training experiment with a non‐WEIRD sample15
Effect of teacher autonomy support on the online self‐regulated learning of students during COVID‐19 in China: The chain mediating effect of parental autonomy support and students’ self‐eff15
Press, swipe and read: Do interactive features facilitate engagement and learning with e‐Books?15
Powering up flipped learning: An online learning environment with a concept map‐guided problem‐posing strategy15
A systematic review ofeye‐tracking‐basedresearch on animated multimedia learning15
The moving learner: Object manipulation in virtual reality improves vocabulary learning14
Attention‐driven read‐aloud technology increases reading comprehension in children with reading disabilities14
Dissecting learning tactics in MOOC using ordered network analysis14
Enhancing design thinking in instructional technology students14
The added benefit of an extra practice session in virtual reality on the development of presentation skills: A randomized control trial14
Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial14
Animated pedagogical agents enhance learning outcomes and brain activity during learning13
Improving summary writing through formative feedback in a technology‐enhanced learning environment13
Understanding topic duration in Twitter learning communities using data mining13
Effects of community of inquiry, learning presence and mentor presence on K‐12 online learning outcomes13
Flipping writing metacognitive strategies and writing skills in an English as a foreign language collaborative writing context: a mixed‐methods study13
Analysing adaptive scaffolds that help students develop self‐regulated learning behaviours13
Online 3D gamification for teaching a human resource development course13
Teacher‐created video instruction in the elementary classroom—Its impact on students and teachers13
To simplify or not? Facilitating English L2 users' comprehension and processing of open educational resources in English using text simplification13
The effect of GeoGebra software–supported mathematics instruction on eighth‐grade students' conceptual understanding and retention13
Implementing an automated feedback program for a foreign language writing course: A learner‐centric study13
Investigating students' use of self‐assessments in higher education using learning analytics13
Do zoom meetings really help? A comparative analysis of synchronous and asynchronous online learning during Covid‐19 pandemic12
Digital self‐control interventions for distracting media multitasking ‐ A systematic review12
Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects12
Where is the teacher? Digital analytics for classroom proxemics12
Designing a novel teaching platform for AI: A case study in a Thai school context12
Online versus face‐to‐face cheating: The prevalence of cheating behaviours during the pandemic compared to the pre‐pandemic among Turkish University students12
Multilevel analysis of the educational use of technology: Quantity and versatility of digital technology usage in Finnish basic education schools12
Trends and issues of social annotation in education: A systematic review from 2000 to 202012
Enhancing distance learning of science—Impacts of remote labs 2.0 on students' behavioural and cognitive engagement12
Revealing the hidden structure of physiological states during metacognitive monitoring in collaborative learning12
Adaptive retrieval practice with multiple‐choice questions in the university classroom12
Meta‐analysis examining the effects of electronic storybooks on language and literacy outcomes for children in grades Pre‐K to grade 212
Remote proctoring: Lessons learned from the COVID‐19 pandemic effect on the large scale on‐line assessment at Tel Aviv University12
Clustering sequential navigation patterns inmultiple‐sourcereading tasks with dynamic time warping method12
Using WhatsApp increases language students' self‐motivation and achievement, and decreases learning anxiety: A self‐determination theory approach12
Effect of blended learning on student performance in K‐12 settings: A meta‐analysis12
In the nexus of integrity and surveillance: Proctoring (re)considered12
Teaching Turkish‐Dutch kindergartners Dutch vocabulary with a social robot: Does the robot's use of Turkish translations benefit children's Dutch vocabulary learning?12
Comparison of object‐oriented and robot programming activities: The effects of programming modality on student achievement, abstraction, problem solving, and motivation11
Promoting the integration of technology in teaching: An analysis of the factors that increase the intention to use technologies among Italian teachers11
Effect of groups size on students' learning achievement, motivation, cognitive load, collaborative problem‐solving quality, and in‐class interaction in an introductory AI course11
Tracing changes in teachers' professional learning network on Twitter: Comparison of teachers' social network structure and content of interaction before and during the COVID‐19 pandemic11
Supporting digitally enhanced learning through measurement in higher education: Development and validation of a university students' digital competence scale11
Effects of AR‐ and VR‐based wearables in teaching English: The application of an ARCS model‐based learning design to improve elementary school students' lea11
Effects of blended language learning on EFL learners' language performance: An activity theory approach11
Effects of a collaborative AR‐enhanced learning environment on learning gains and technology implementation beliefs: Evidence from a graduate teacher training course11
The role of rapid guessing and test‐taking persistence in modelling test‐taking engagement11
Individual differences in visuospatial working memory capacity influence the modality effect11
The effect of the modality principle to support learning with virtual reality: An eye‐tracking and electrodermal activity study10
Adoption of learning technologies in times of pandemic crisis10
Analysing the role of a pedagogical agent in psychological and cognitive preparatory activities10
On the necessity (or lack thereof) of digital proctoring: Drawbacks, perceptions, and alternatives10
Automatic identification of knowledge‐transforming content in argument essays developed from multiple sources10
More challenging or more achievable? The impacts of difficulty and dominant goal orientation in leaderboards within educational gamification10
Connecting the dots – A literature review on learning analytics indicators from a learning design perspective10
Improving mobile learning in secondary mathematics and science: Listening to students10
Understanding embodied immersion in technology‐enabled embodied learning environments10
Students' abilities to evaluate the credibility of online texts: The role of internet‐specific epistemic justifications9
Promoting international high‐school students' Chinese language learning achievements and perceptions: A mind mapping‐based spherical video‐based virtual reality learning system in C9
Engage me: Learners' expectancies and teachers' efforts in designing effective online classes9
MOOC learners' time‐investment patterns and temporal‐learning characteristics9
Expository multimedia comprehension in E‐learning: Presentation format, verbal ability and working memory capacity9
The interactive e‐book and video feedback in a multimedia learning environment: Influence on performance, cognitive, and motivational outcomes9
An examination of the effectiveness of problem‐based learning method supported by augmented reality in science education9
Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning9
The impact of the social context on value and expectancy beliefs in an online graduate program: The role of social presence9
Understanding student simultaneous smartphone use in learning settings: A conceptual framework9
Realistic visualizations can aid transfer performance: Do distinctive shapes and descriptive labels contribute towards learning?9
Digital skills critical for education: Video analysis of students' technology use in Norwegian secondary English classrooms8
The supporting role of learning analytics for a blended learning environment: Exploring students' perceptions and the impact on relatedness8
The didactic and pedagogical design of e‐learning in higher education: A systematic literature review8
Emotional and cognitive effects of learning with computer simulations and computer videogames8
Patterns of reading behaviour in digital hypertext environments8
Smart mechanisms and their influence on geometry learning of elementary school students in authentic contexts8
Unpacking the black‐box of students' visual attention in Mathematics and English classrooms: Empirical evidence using mini‐video recording gadgets8
Lessons learned on student engagement from the nature of pervasive socio‐digital interests and related network participation of adolescents8
Coding energy knowledge in constructed responses with explainableNLPmodels8
Examining effects of instructional strategies on student engagement in blended online courses8
The impact of a professional upskilling training programme on developing teachers' digital competence8
Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory8
Digital learning of English as a foreign language among university students: How are approaches to learning linked to digital competence and technostress?8
Do educational games affect students' achievement emotions? Evidence from a meta‐analysis8
Factors influencing Chinese undergraduate students' emotions in an online EFL learning context during the COVID pandemic8
Text‐to‐speech applications to reduce mind wandering in students with dyslexia8
What should we evaluate when we use technology in education?8
Distance learning perceptions during the coronavirus outbreak: Freshmen versus more advanced students8
Effects of timing of formative feedback in computer‐assisted learning environments8
English outside the academic sphere: A mobile‐based context‐aware comparison study on collaborative and individual learning8
Seductive details do their damage also in longer learning sessions – When the details are perceived as relevant7
Digital reading in beginner readers: Advantage or disadvantage for comprehension of narrative and informational linear texts?7
Testing the segmentation effect of multimedia learning in a biological system7
A preliminary study on flipping an English as a foreign language collaborative writing course with video clips: Its impact on writing skills and writing motivation7
How differently designed guidance influences simulation‐based inquiry learning in science education: A systematic review7
How should webcams be used in online learning under COVID‐19: A co‐orientation analysis of teachers' and students' perceptions of student social presence on webcam7
Digital‐first assessments: A security framework7
Fostering science interests through head‐mounted displays7
Collaborative behavioural patterns of elementary school students working on a robotics project7
Virtual academic conferences as learning spaces: Factors associated with the perceived value of purely virtual conferences7
The impact of an online gamified approach embedded with self‐regulated learning support on students' reading performance and intrinsic motivation: A randomized controlled trial7
Learning immunology in a game: Learning outcomes, the use of player characters, immersion experiences and visual attention distributions7
Understanding the evolution of cognitive engagement with interaction levels in online learning environments: Insights from learning analytics and epistemic network analysis7
Visual representation fidelity and self‐explanation prompts in multi‐representational adaptive learning7
Acquisition of false certainty: Learners increase their confidence in the correctness of incorrect answers after online information search7
Emotion regulation, e‐learning readiness, technology usage status, in‐class smartphone cyberloafing, and smartphone addiction in the time of COVID‐19 pandemic7
The predictive validities of individual working‐memory capacity profiles and note‐taking strategies on online search performance7
Combined inner and outer loop feedback in an intelligent tutoring system for statistics in higher education7
Examining the structure of credibility evaluation when sixth graders read online texts6
Micro‐persistence and difficulty in a game‐based learning environment for computational thinking acquisition6
Facilitating learning in immersive virtual reality: Segmentation, summarizing, both or none?6
Towards automatic annotation of collaborative problem‐solving skills in technology‐enhanced environments6
Where's the germs? The effects of using virtual reality on nursing students' hospital infection prevention during the COVID‐19 pandemic6
Analysis of school students' misconceptions about basic programming concepts6
Leveraging natural language processing to support automated assessment and feedback for student open responses in mathematics6
Re‐viewing performance: Showing eye‐tracking data as feedback to improve performance monitoring in a complex visual task6
Threshold concepts, conceptions and skills: Teachers' experiences with students' engagement in functions6
Students' use of technology and their perceptions of its usefulness in higher education: International comparison6
Integrating modified WebQuest activities for programming learning6
Harnessing the potential of trace data and linguistic analysis to predict learner performance in a multi‐text writing task6
The role of desktop virtual reality as an accessible and equitable strategy to improve career opportunities for women in technology6
The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis6
Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning?6
Dolos: Language‐agnostic plagiarism detection in source code6
Investigating the pedagogies of screen‐sharing in contemporary learning environments—A mixed methods analysis6
Self‐concept but not prior knowledge moderates effects of different implementations of computer‐assisted inquiry learning activities on students' learning6
The effect of virtual reality media characteristics on flow and learning transfer in job training: The moderating effect of presence6
Exploring the effects of automatic speech recognition technology on oral accuracy and fluency in a flipped classroom6
Responsiveness to a game‐based intervention to enhance reading efficiency in first graders6
Guiding the use of collective feedback displayed on heatmaps to reduce group conformity and improve learning in Peer Instruction6
Effect sizes and research directions of technology application in museum learning: Evidence obtained by integrating meta‐analysis with co‐citation network analysis5
Enabling open‐ended questions in team‐based learning using automated marking: Impact on student achievement, learning and engagement5
Let me explain! The effects of writing and reading short justifications on students' performance, confidence and opinions in audience response systems5
Supporting skill integration in an intelligent tutoring system for code tracing5
Semi‐automatic coding of open‐ended text responses in large‐scale assessments5
The impact of adaptive computer assisted instruction on reading comprehension: Identifying the main idea5
Discovering computational thinking in everyday problem solving: A multiple case study of route planning5
Is the human movement effect stable over time? The effects of presentation format on acquisition and retention of a motor skill5
The development and construction of an AR‐guided learning model with focused learning theories5
Video‐enhanced or textual rubrics: Does the Viewbrics' formative assessment methodology support the mastery of complex (21st century) skills?5
Impact of anxiety and confidence in virtual reality‐mediated learning transferred to hands‐on tasks5
Scaling anti‐plagiarism efforts to meet the needs of large online computer science classes: Challenges, solutions, and recommendations5
Exploring learner motivation and mobile‐assisted peer feedback in a business English speaking course5
Language learners' digital literacies: Focus on students' information literacy and reading practices online5
Dual computer displays reduce extraneous cognitive load5
Technology‐based self‐monitoring system for on‐task behavior of students with disabilities: A quantitative meta‐analysis of single‐subject research5
A three‐step model for the gamification of training and automaticity acquisition5
Improving mathematics assessment readability: Do large language models help?5
Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement5
Measuring causality between collaborative and individual gaze metrics for collaborative problem‐solving with intelligent tutoring systems5
Looking through Sherlock's eyes: Effects of eye movement modelling examples with and without verbal explanations on deductive reasoning5
Delaying elaborated feedback within computer‐based learning environments: The role of summative and question‐based feedback5
Cognitive tasks in the core content areas: Factors that influence students' technology use in high‐school classrooms5
Shifting online: 12 tips for online teaching derived from contemporary educational psychology research5
Computerized dynamic testing of children's potential for reasoning by analogy: The role of executive functioning4
Panoramic video in education: A systematic literature review from 2011 to 20214
Adjunct aids and signals support online learning from multiple representations4
Promoting children's computational thinking: A quasi‐experimental study of web‐mediated parent education4
Machine translation in language acquisition: A study on EFL students' perceptions and practices in Saudi Arabia and South Korea4
Delving into instructor‐led feedback interventions informed by learning analytics in massive open online courses4
The effects of mobile technology usage on cognitive, affective, and behavioural learning outcomes in primary and secondary education: A systematic review with meta‐analysis4
Browsing to learn: How computer and software engineering students use online platforms in learning activities4
The effects of assessment design on academic dishonesty, learner engagement, and certification rates in MOOCs4
Teaching prototypes and pedagogical strategies in integrating Open Sim‐based virtual worlds in K‐12: Insights from perspectives and practices of teachers and students4
Touchy feely vectors: A compensatory design approach to support model‐based reasoning in developing country classrooms4
Personalized refutation texts best stimulate teachers' conceptual change about multimedia learning4
The effect of an artificial agent's vocal expressiveness on immediacy and learning4
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