Journal of Computer Assisted Learning

Papers
(The median citation count of Journal of Computer Assisted Learning is 4. 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 2021-07-01 to 2025-07-01.)
ArticleCitations
Enacting control with student dashboards: The role of motivation385
Evaluating performance on a bespoke maths game with children with Down syndrome176
The Effect of Mind Map as a Prewriting Activity in Third Grade Elementary Students' Descriptive Narrative Creative Writing With a Writing E‐Portfolio116
The effect of mobile assisted teaching on nursing students' learning ventrogluteal injection application: The case of Turkey67
Learning computer algorithms through dynamic visualizations: Benefits of ‘AlgoRythmics’ videos67
Captioning and repetition for Chinese students' immediate and delayed retention of English‐speaking multimedia lessons66
Technology‐based self‐monitoring system for on‐task behavior of students with disabilities: A quantitative meta‐analysis of single‐subject research66
Understanding the experiences of teacher candidates related to online flipped learning in relation to Community of Inquiry framework65
Effects of flipped English learning designs on learning outcomes and cognitive load: Workload of out‐of‐class activities versus during‐class activities64
Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial63
Investigating students' use of self‐assessments in higher education using learning analytics63
Digital self‐control interventions for distracting media multitasking ‐ A systematic review62
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Individual differences in executive function affect learning with immersive virtual reality58
Issue Information53
Issue Information53
Comparing technology acceptance of K‐12 teachers with and without prior experience of learning management systems: A Covid‐19 pandemic study52
Issue Information52
The fear of big brother: The potential negative side‐effects of proctored exams49
Making the Invisible Visible: Exploring Joint Attention Behaviour in Remote Collaborative Problem‐Solving49
Should We Use Educational Robots to Introduce Students to Computational Thinking? Insights From Two Experimental Studies48
Examining students' self‐regulated learning processes and performance in an immersive virtual environment46
Understanding topic duration in Twitter learning communities using data mining43
Patterns of reading behaviour in digital hypertext environments43
Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory40
Responsiveness to a game‐based intervention to enhance reading efficiency in first graders40
The influences of a virtual instructor's voice and appearance on learning from video lectures38
Exploring age and gender differences of computational thinkers in primary school: A developmental perspective37
Using learning analytics to enhance college students' shared epistemic agency in mobile instant messaging: A new way to support deep discussion36
Using multimodal learning analytics as a formative assessment tool: Exploring collaborative dynamics in mathematics teacher education35
Gamification improves learning: Experience in a training activity of computer programming in higher education35
The impact of parent mediation on young children's home digital literacy practices and learning: A narrative review35
Implementing an automated feedback program for a foreign language writing course: A learner‐centric study34
The effectiveness of self‐regulated learning strategies in higher education blended learning: A five years systematic review34
Issue Information32
Computer‐Based Answer‐Until‐Correct and Elaborated Feedback: Effects on Affective‐Motivational and Performance Outcomes32
Correction to “Using ChatGPT to promote research competency: English as a foreign language undergraduates' perceptions and practices across varied metacognitive awareness levels”32
The quality of prospective mathematics teachers' dynamic geometry tasks in terms of the coordination between mathematical depth levels and technological actions31
Pre‐service teachers' collaborative learning and role‐based drama activity in a virtual reality environment31
The effect of instructor's voice enthusiasm and visual cueing in multimedia learning31
Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds30
Towards tailored cognitive support in augmented reality assembly work instructions30
Exploring the impact of audio self‐modelling on Chinese as a foreign language students' tone pronunciation skill, self‐efficacy, and motivation30
Design and development of a mobile augmented reality‐based learning environment for teaching the lives of scientists29
Effects of Cognitive‐, Social‐, and Group‐Awareness Tools on Learners' Cognitive Load in Computer‐Mediated Writing Classes29
Online collaborative tools for science education: Boosting learning outcomes, motivation, and engagement29
Virtual reality enhances safety training in the maritime industry: An organizational training experiment with a non‐WEIRD sample28
Is Chatgpt a menace for creative writing ability? An experiment28
From Viewers to Participants: The Evolution of Learning Through Interactive Video28
Exploring ChatGPT‐Facilitated Scaffolding in Undergraduates' Mathematical Problem Solving28
An investigation of teachers' perceptions of using ChatGPT as a supporting tool for teaching and learning in the digital era27
A meta‐analysis of effects of self‐directed learning in online learning environments27
In the nexus of integrity and surveillance: Proctoring (re)considered26
The effect of virtual reality media characteristics on flow and learning transfer in job training: The moderating effect of presence26
Correction to “Towards automatic annotation of collaborative problem‐solving skills in technology‐enhanced environments” and “Investigating students' use of self‐assessments in higher education using 26
Implementing Pretraining to Optimise Learning in Immersive Virtual Reality26
The effect of an unplugged coding course on primary school students' improvement in their computational thinking skills25
Learning challenging L2 sounds via computer‐assisted training: Audiovisual training with an airflow model25
ChatGPT Interventions in Higher Education: A Systematic Review of Experimental Studies25
Do social cues in instructional videos affect attention allocation, perceived cognitive load, and learning outcomes under different visual complexity conditions?25
Adventures with Anxiety: Gender bias in using a digital game for teaching vocational English25
Mindfulness in a digital math learning game: Insights from two randomized controlled trials25
Evaluating Sentence‐BERT‐powered learning analytics for automated assessment of students' causal diagrams24
I see something you do not: Eye movement modelling examples do not improve anomaly detection in interpreting medical images24
The impact of frequency and stakes of formative assessment on student achievement in higher education: A learning analytics study24
The relationship between problem‐solving behaviour and performance – Analysing tool use and information retrieval in a computer‐based office simulation24
Promoting Patients' Cognitive Engagement With Robot‐Based SIPE Training: A Randomised Controlled Study23
Investigating the value of immersive virtual reality tools for organizational training: An applied international study in the biotech industry23
Does AI‐assisted creation of polyphonic music increase academic motivation? The DeepBach graphical model and its use in music education23
Supporting skill integration in an intelligent tutoring system for code tracing23
A Nuanced Perspective on VR Learning: Exploring the Effects of Immersion Levels on Knowledge Acquisition Using Electrodermal and Eye Tracking Sensors22
Learning analytics driven improvements in learning design in higher education: A systematic literature review22
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Virtual reality application influences cognitive load‐mediated creativity components and creative performance in engineering design22
Lesson learned from the pandemic for learning physics22
Analysing adaptive scaffolds that help students develop self‐regulated learning behaviours22
Elevating EFL learners' professional English achievements and positive learning behaviours: A motivation model‐based digital gaming approach21
Exploring the link between self‐regulated learning and learner behaviour in a massive open online course21
Integrating peer assessment cycle into ChatGPT for STEM education: A randomised controlled trial on knowledge, skills, and attitudes enhancement21
The interactive e‐book and video feedback in a multimedia learning environment: Influence on performance, cognitive, and motivational outcomes21
Usability Evaluation of an Adaptive Courseware Approach in the Natural Language‐Based Intelligent Tutoring System‐Tutomat21
Exploring the Effectiveness of Large‐Scale Automated Writing Evaluation Implementation on State Test Performance Using Generalised Boosted Modelling21
The supporting role of learning analytics for a blended learning environment: Exploring students' perceptions and the impact on relatedness20
Mathematical experience in game‐based problem‐solving20
Competency model development: The backbone of successful stealth assessments20
An examination of learning ecologies associated with the Holocaust: The role of social media20
The effect of the modality principle to support learning with virtual reality: An eye‐tracking and electrodermal activity study20
Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!20
The Effects of Augmented Reality in Situated English Language Learning20
Incorporating online writing resources into self‐regulated learning strategy‐based instruction: An intervention study20
Exploring Factors Influencing Teachers' Acceptance of AI Tools for Creating Animated Educational Videos With Pedagogical Agents20
Comparing effects of different goal type orders on collaborative simulation‐based inquiry in engineering problem solving: A process modelling approach20
Tracing changes in teachers' professional learning network on Twitter: Comparison of teachers' social network structure and content of interaction before and during theCOVID‐19 pandemic20
Does Instructors' and Students' On‐Camera Presence Enhance Learning?19
Dolos: Language‐agnostic plagiarism detection in source code19
Effects of Structural Reflection‐Promoting Mechanism‐Based Peer Assessment on Students' Vocal Music Learning Performance and Perceptions19
Effects of blended language learning on EFL learners' language performance: An activity theory approach19
Investigating the impact of a virtual reality mobile application on learners' interpreting competence19
Duration versus accuracy—what matters for computerised adaptive testing in schools?19
Be prepared: How training and emergency type affect evacuation behaviour19
Students' abilities to evaluate the credibility of online texts: The role of internet‐specific epistemic justifications19
An Analysis of Socially Shared Regulation and Performance on Co‐Creation Tasks in the Metaverse19
Nanolearning approach in developing professional competencies of modern students: Impact on self‐regulation development18
High task motivation learners co‐viewing video lectures facilitates learning18
Learning from screencast software tutorials: A comparison of cognitive load in dual and single‐monitor learning environments18
Benefits of asking students to make an instructional video of a multimedia lesson: Clarifying the learning‐by‐teaching hypothesis18
Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects18
Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement18
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A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self‐Efficacy17
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Empowering learners with AI‐generated content for programming learning and computational thinking: The lens of extended effective use theory17
The use of leaderboards in education: A systematic review of empirical evidence in higher education17
Can Active Blended Learning Instruction Enhance Reading Comprehension?17
A model for assessing student satisfaction with smart classroom environment in higher education16
Multimodal Effort Profiles and Children's Performance: Cognitive, Physiological and Physical Dimensions16
Instructing students on effective sequences of examples and problems: Does self‐regulated learning improve from knowing what works and why?16
Enhancing mandarin learning through classroom response apps: A comparison of cognitive and affective factors in touch and shaking responses16
Comparative interaction patterns of groups in an open network environment: The role of facilitators in collaborative learning16
Peer Interactions During Computer‐Supported Collaborative Learning: A Self‐Determination Perspective16
The zoomorphic effect: A contribution to the study of images of pedagogical agents for children's learning in instructional videos16
How differently designed guidance influences simulation‐based inquiry learning in science education: A systematic review16
Technological affordances in teachers' online professional learning communities: A systematic review15
Leveraging natural language processing to support automated assessment and feedback for student open responses in mathematics15
Issue Information15
Exploring behavioural patterns of virtual manipulatives supported collaborative inquiry learning: Effect of device‐student ratios and external scripts15
Playing is just the beginning: Social learning dynamics in game communities of inquiry15
Exploring the effects of automatic speech recognition technology on oral accuracy and fluency in a flipped classroom15
Panoramic video in education: A systematic literature review from 2011 to 202115
Flight emotions unleashed: Navigating training phases and difficulty levels in simulated flying15
An exploration of gendered differences in cognitive, motivational and emotional aspects of game‐based math learning15
The effect of an artificial agent's vocal expressiveness on immediacy and learning15
Reference frames for learning analytics dashboards: The progress and social reference frame and occupational self‐efficacy14
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Virtual reality environment in pharmacy education: A cyclical study on instructional design principles14
The effects of animated versus static metaphor with 3D images on EFL learners' acquisition of degrees of certainty14
Analysis of school students' misconceptions about basic programming concepts14
Hacking gender in computer‐supported collaborative learning: The experience of being in mixed‐gender teams at a computer science hackathon14
Impact of Mobile Technology‐Integrated Dynamic Assessment on Students' Music Rhythm Learning13
A systematic review ofeye‐tracking‐basedresearch on animated multimedia learning13
‘Less Knowledge, Better Experience’: Examining the Expertise Reversal Effect in Learning With Instructor‐Generated Drawings13
Enhancing learning engagement during COVID‐19 pandemic: Self‐efficacy in time management, technology use, and online learning environments13
Exploring the effects of seductive details and illustration dynamics on young children's performance in an origami task13
The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis13
Realistic visualizations can aid transfer performance: Do distinctive shapes and descriptive labels contribute towards learning?13
Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis13
Understanding the evolution of cognitive engagement with interaction levels in online learning environments: Insights from learning analytics and epistemic network analysis12
Bibliometric mapping of theme and trends of augmented reality in the field of education12
Gamebrics: Design, implementation and practical evaluation of analytical rubrics in serious game play12
Technological Competence in Formal Education Collaborative Maker Projects: An Epistemic Network Analysis12
Fast certificate issuance in a Moodle‐based MOOC platform: A large‐scale study12
Grit and learning: Understanding the sequential learning behaviours in snap!12
From Blocks to Artefacts: Exploring the Potential of Minecraft Education Edition in Archaeological Pedagogy12
Learning to eRead: A qualitative exploration of young children's developing eReader practices12
Improving participation equity in dialogic collaborative problem solving: A participatory visual learning analytical approach12
Understanding embodied immersion in technology‐enabled embodied learning environments12
Using learning analytics to investigate learning processes and behavioural patterns in an augmented reality language learning environment12
The impact of functional interdependencies of computer simulations on collaborative learning: Evidence from multiple sources12
Modelling children's inhibitory skills using learning data from an educational app12
Does question order matter on online math assessments? A big data analysis of undergraduate mathematics final exams12
Recommendations Based on Experiences of Pandemic‐Led Remote Mathematics Teaching in Pre‐K–12 Contexts: A Systematic Review From the Activity Theory Perspective11
Secondary school teachers' use of online formative assessment during COVID‐19 lockdown: Experiences and lessons learned11
Engage me: Learners' expectancies and teachers' efforts in designing effective online classes11
A systematic review of academic dishonesty in online learning environments11
Exploring the nature of peer feedback: An epistemic network analysis approach11
Issue Information11
Learning analytics dashboard design: Workplace learner preferences for reference frames in immersive training in practice11
Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐1211
Enhancing Computing Education Through Large Language Models11
A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective11
Online exams in higher education: Exploring distance learning students' acceptance and satisfaction11
On the necessity (or lack thereof) of digital proctoring: Drawbacks, perceptions, and alternatives10
Taking the Edge Off Foreign Language Listening Anxiety: Online Game‐Based Working Memory Training Embedded in Metacognitive Intervention10
The effects of computer‐assisted interactive reading model on higher‐level and lower‐level text processing skills and cognitive load10
Improving mobile learning in secondary mathematics and science: Listening to students10
Shake it or light it! The effects of cueing in desktop‐VR learning environments on search time and learning10
Ecological Analysis of Technology Use Among Children in Collaborative Design Contexts10
Levering AI to enhance students' conceptual understanding and confidence in mathematics10
Academic dishonesty and trustworthy assessment in online learning: A systematic literature review10
Exploring learner motivation and mobile‐assisted peer feedback in a business English speaking course10
Unfolding self‐regulated learning profiles of students: A longitudinal study10
Exploring relationships among students' computational thinking skills, emotions, and cognitive load using simulation games in primary education10
Issue Information10
Impacts of three approaches on collaborative knowledge building, group performance, behavioural engagement, and socially shared regulation in online collaborative learning10
Influence of programming education modalities on the computational thinking in young children: A comprehensive review and meta‐analysis9
Fostering the Life Skills of Learners With Intellectual Disabilities Using Interactive Technologies: A Motivational Model‐Based Digital Game‐Based Training Approach9
High School Students' Perspectives on Their Online Learning Experiences: A Systematic Literature Review9
The Community of Inquiry perspective on students' social presence, cognitive presence, and academic performance in online project‐based learning9
Escaping binary gender roles: Gender diversity dynamics in a CSCL‐Escape game9
Data‐driven learning: English as a foreign language writing and complexity, accuracy and fluency measures9
Assessing fidelity of implementation to a technology‐mediated early intervention using process data9
Using knowledge building and flipped learning to enhance students' learning performance in a hands‐on STEM activity9
Improving Multimedia Learning With Emotional Design: Depicting Key Elements With Positive Features9
Finger versus pencil: An eye tracking study of learning by drawing on touchscreens9
AR as an Educational Technology for the Development of Reading Skills in Children With ASD in Korean Language Education9
Designing a novel teaching platform for AI: A case study in a Thai school context9
Analysing students' self‐assessment practice in a distance education environment: Student behaviour, accuracy, and task‐related characteristics9
Enhancing distance learning of science—Impacts of remote labs 2.0 on students' behavioural and cognitive engagement9
Promoting the integration of technology in teaching: An analysis of the factors that increase the intention to use technologies among Italian teachers9
Effects of Digital Game‐Based Learning on Student's Problem‐Solving Ability: A Three‐Level Meta‐Analysis9
Let me explain! The effects of writing and reading short justifications on students' performance, confidence and opinions in audience response systems9
Factors influencing Chinese undergraduate students' emotions in an online EFL learning context during the COVID pandemic8
Using WhatsApp increases language students' self‐motivation and achievement, and decreases learning anxiety: A self‐determination theory approach8
Potential of computer‐mediated communications in directing communication repair, co‐regulation patterns and student engagement8
Tech‐driven excellence: A quantitative analysis of cutting‐edge technology impact on professional sports training8
Real Practice and Virtual Practice Improve Basketball Free Throwing Skill Learning in Female Students: Examining the Role of Concurrent and Delayed Feedback8
Instructors' Continuous Happy Facial Expressions Enhance Learning in Instructional Videos8
Trustworthy remote assessments: A typology of pedagogical and technological strategies8
Using ChatGPT to promote research competency: English as a Foreign Language undergraduates' perceptions and practices across varied metacognitive awareness levels8
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Pre‐class learning analytics in flipped classroom: Focusing on resource management strategy, procrastination and repetitive learning8
Effect of Cultural Values on Students' Adoption of Social Media for Collaborative Learning8
Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition8
Effect of blended learning on student performance in K‐12 settings: A meta‐analysis8
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Analysing students' concept mapping style and its association with task performance in computer‐based inquiry learning8
The use of annotations to explain labels: Comparing results from a human‐rater approach to a deep learning approach8
Academic discourse and peer collaboration in online high school learning environments7
Unveiling the pedagogical advantage of tutoring‐style videos in an authentic biology class7
Beyond online search strategies: The effects of internet epistemic beliefs and different note‐taking formats on online multiple document reading comprehension7
Unlocking Augmented Reality Learning Design Based on Evidence From Empirical Cognitive Load Studies—A Systematic Literature Review7
Effects of new coopetition designs on learning performance in robotics education7
Impact of Integrating Computational Thinking in STEM Education on Students' Cognitive and Non‐Cognitive Skills: A Meta‐Analysis7
Eye Movement Modelling Examples as Cues to Guide Attention and Improve Learning in Short or Long Animations7
Fostering EFL Learners' Speaking Skills and Flow Experience With Video‐Dubbing Tasks: A Flow Theory Perspective7
Issue Information7
Examining the structure of credibility evaluation when sixth graders read online texts7
Promoting student engagement in online collaborative writing through a student‐facing social learning analytics tool7
Patterns of students' collaborations by variations in their learning orientations in blended course designs: How is it associated with academic achievement?7
Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners7
Factors influencing students' listening learning performance in mobile vocabulary‐assisted listening learning: An extended technology acceptance model7
Expert examples and prompted reflection in learning withself‐generatedconcept maps7
Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning7
Design, development and testing of BodoRao—A markerless augmented reality application for endangered language in primary education7
Understanding the effect of video conferencing learning environments on students' engagement: The role of basic psychological needs7
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Scaffolding Coding Instruction Through Literacy via the Compose and Code Digital Platform and Curriculum6
Primary school students' perceptions and developed artefacts and language from learning coding and computational thinking using the 3C model6
Towards automatic annotation of collaborative problem‐solving skills in technology‐enhanced environments6
Examining virtual reality as a platform for developing mental models of industrial systems6
Facilitating learners' self‐assessment during formative writing tasks using writing analytics toolkit6
Improving student learning performance in machine learning curricula: A comparative study of online problem‐solving competitions in Chinese and English‐medium instruction setting6
Examining students' academic motivation for studying programming languages6
The impact of goal assignment in a game‐based learning environment6
The impact of computer‐assisted and direct strategy teaching on reading comprehension6
The richer, the better? Effects of combining seductive and interpretational visuals in computer‐based learning6
Understanding mobile learning acceptance among university students with special needs: An exploration through the lens of self‐determination theory6
Exploring the co‐occurrence of students' learning behaviours and reasoning processes in an intelligent tutoring system: An epistemic network analysis6
Customising a Three‐Stage Fade‐Out Scaffolding for Collaborative Programming Learning: Effects on Programming Achievement, Self‐Efficacy and Programming Behaviour6
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