Journal of Computer Assisted Learning

Papers
(The TQCC of Journal of Computer Assisted Learning is 11. 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 2021-06-01 to 2025-06-01.)
ArticleCitations
Learning computer algorithms through dynamic visualizations: Benefits of ‘AlgoRythmics’ videos372
The effect of mobile assisted teaching on nursing students' learning ventrogluteal injection application: The case of Turkey168
Individual differences in executive function affect learning with immersive virtual reality111
Digital self‐control interventions for distracting media multitasking ‐ A systematic review76
Captioning and repetition for Chinese students' immediate and delayed retention of English‐speaking multimedia lessons69
Technology‐based self‐monitoring system for on‐task behavior of students with disabilities: A quantitative meta‐analysis of single‐subject research67
Understanding the experiences of teacher candidates related to online flipped learning in relation to Community of Inquiry framework64
Effects of flipped English learning designs on learning outcomes and cognitive load: Workload of out‐of‐class activities versus during‐class activities63
Investigating students' use of self‐assessments in higher education using learning analytics59
Enacting control with student dashboards: The role of motivation59
Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial59
The Effect of Mind Map as a Prewriting Activity in Third Grade Elementary Students' Descriptive Narrative Creative Writing With a Writing E‐Portfolio58
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Evaluating performance on a bespoke maths game with children with Down syndrome56
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Understanding topic duration in Twitter learning communities using data mining51
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Comparing technology acceptance of K‐12 teachers with and without prior experience of learning management systems: A Covid‐19 pandemic study50
Responsiveness to a game‐based intervention to enhance reading efficiency in first graders49
Examining students' self‐regulated learning processes and performance in an immersive virtual environment48
Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory46
The fear of big brother: The potential negative side‐effects of proctored exams45
Implementing an automated feedback program for a foreign language writing course: A learner‐centric study42
Exploring age and gender differences of computational thinkers in primary school: A developmental perspective41
Using multimodal learning analytics as a formative assessment tool: Exploring collaborative dynamics in mathematics teacher education39
The effectiveness of self‐regulated learning strategies in higher education blended learning: A five years systematic review38
The influences of a virtual instructor's voice and appearance on learning from video lectures38
Gamification improves learning: Experience in a training activity of computer programming in higher education37
The impact of parent mediation on young children's home digital literacy practices and learning: A narrative review35
Patterns of reading behaviour in digital hypertext environments35
Using learning analytics to enhance college students' shared epistemic agency in mobile instant messaging: A new way to support deep discussion33
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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 effect of instructor's voice enthusiasm and visual cueing in multimedia learning31
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
Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds31
Effects of Cognitive‐, Social‐, and Group‐Awareness Tools on Learners' Cognitive Load in Computer‐Mediated Writing Classes30
Towards tailored cognitive support in augmented reality assembly work instructions30
The effect of virtual reality media characteristics on flow and learning transfer in job training: The moderating effect of presence30
Exploring the impact of audio self‐modelling on Chinese as a foreign language students' tone pronunciation skill, self‐efficacy, and motivation30
From Viewers to Participants: The Evolution of Learning Through Interactive Video30
Virtual reality enhances safety training in the maritime industry: An organizational training experiment with a non‐WEIRD sample30
A meta‐analysis of effects of self‐directed learning in online learning environments29
Is Chatgpt a menace for creative writing ability? An experiment29
Design and development of a mobile augmented reality‐based learning environment for teaching the lives of scientists29
Online collaborative tools for science education: Boosting learning outcomes, motivation, and engagement27
Implementing Pretraining to Optimise Learning in Immersive Virtual Reality27
Learning challenging L2 sounds via computer‐assisted training: Audiovisual training with an airflow model27
An investigation of teachers' perceptions of using ChatGPT as a supporting tool for teaching and learning in the digital era27
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 27
Learning analytics driven improvements in learning design in higher education: A systematic literature review26
Does AI‐assisted creation of polyphonic music increase academic motivation? The DeepBach graphical model and its use in music education26
Adventures with Anxiety: Gender bias in using a digital game for teaching vocational English26
Do social cues in instructional videos affect attention allocation, perceived cognitive load, and learning outcomes under different visual complexity conditions?25
Lesson learned from the pandemic for learning physics25
Mindfulness in a digital math learning game: Insights from two randomized controlled trials25
Supporting skill integration in an intelligent tutoring system for code tracing25
The relationship between problem‐solving behaviour and performance – Analysing tool use and information retrieval in a computer‐based office simulation24
In the nexus of integrity and surveillance: Proctoring (re)considered24
I see something you do not: Eye movement modelling examples do not improve anomaly detection in interpreting medical images23
Analysing adaptive scaffolds that help students develop self‐regulated learning behaviours23
Promoting Patients' Cognitive Engagement With Robot‐Based SIPE Training: A Randomised Controlled Study23
The effect of an unplugged coding course on primary school students' improvement in their computational thinking skills23
Evaluating Sentence‐BERT‐powered learning analytics for automated assessment of students' causal diagrams23
The impact of frequency and stakes of formative assessment on student achievement in higher education: A learning analytics study23
Investigating the value of immersive virtual reality tools for organizational training: An applied international study in the biotech industry22
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Evaluating the effectiveness of blended learning using the ARCS model22
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Virtual reality application influences cognitive load‐mediated creativity components and creative performance in engineering design22
Exploring the Effectiveness of Large‐Scale Automated Writing Evaluation Implementation on State Test Performance Using Generalised Boosted Modelling22
Incorporating online writing resources into self‐regulated learning strategy‐based instruction: An intervention study21
The supporting role of learning analytics for a blended learning environment: Exploring students' perceptions and the impact on relatedness21
Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!21
Does Instructors' and Students' On‐Camera Presence Enhance Learning?21
Be prepared: How training and emergency type affect evacuation behaviour21
Comparing effects of different goal type orders on collaborative simulation‐based inquiry in engineering problem solving: A process modelling approach21
An examination of learning ecologies associated with the Holocaust: The role of social media21
Competency model development: The backbone of successful stealth assessments20
The effect of the modality principle to support learning with virtual reality: An eye‐tracking and electrodermal activity study20
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
Integrating peer assessment cycle into ChatGPT for STEM education: A randomised controlled trial on knowledge, skills, and attitudes enhancement20
The Effects of Augmented Reality in Situated English Language Learning20
Mathematical experience in game‐based problem‐solving20
The interactive e‐book and video feedback in a multimedia learning environment: Influence on performance, cognitive, and motivational outcomes20
Exploring the link between self‐regulated learning and learner behaviour in a massive open online course20
Elevating EFL learners' professional English achievements and positive learning behaviours: A motivation model‐based digital gaming approach20
Students' abilities to evaluate the credibility of online texts: The role of internet‐specific epistemic justifications19
Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement19
Nanolearning approach in developing professional competencies of modern students: Impact on self‐regulation development19
High task motivation learners co‐viewing video lectures facilitates learning19
Learning from screencast software tutorials: A comparison of cognitive load in dual and single‐monitor learning environments19
Duration versus accuracy—what matters for computerised adaptive testing in schools?19
Effects of Structural Reflection‐Promoting Mechanism‐Based Peer Assessment on Students' Vocal Music Learning Performance and Perceptions19
Benefits of asking students to make an instructional video of a multimedia lesson: Clarifying the learning‐by‐teaching hypothesis19
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Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects18
How differently designed guidance influences simulation‐based inquiry learning in science education: A systematic review18
A model for assessing student satisfaction with smart classroom environment in higher education18
An Analysis of Socially Shared Regulation and Performance on Co‐Creation Tasks in the Metaverse18
Investigating the impact of a virtual reality mobile application on learners' interpreting competence18
Enhancing mandarin learning through classroom response apps: A comparison of cognitive and affective factors in touch and shaking responses18
A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self‐Efficacy18
Dolos: Language‐agnostic plagiarism detection in source code18
Effects of blended language learning on EFL learners' language performance: An activity theory approach18
The use of leaderboards in education: A systematic review of empirical evidence in higher education18
Instructing students on effective sequences of examples and problems: Does self‐regulated learning improve from knowing what works and why?17
Multimodal Effort Profiles and Children's Performance: Cognitive, Physiological and Physical Dimensions17
The zoomorphic effect: A contribution to the study of images of pedagogical agents for children's learning in instructional videos17
Peer Interactions During Computer‐Supported Collaborative Learning: A Self‐Determination Perspective17
Comparative interaction patterns of groups in an open network environment: The role of facilitators in collaborative learning17
Panoramic video in education: A systematic literature review from 2011 to 202116
Empowering learners with AI‐generated content for programming learning and computational thinking: The lens of extended effective use theory16
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Technological affordances in teachers' online professional learning communities: A systematic review15
Exploring behavioural patterns of virtual manipulatives supported collaborative inquiry learning: Effect of device‐student ratios and external scripts15
The effects of animated versus static metaphor with 3D images on EFL learners' acquisition of degrees of certainty15
Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis15
Flight emotions unleashed: Navigating training phases and difficulty levels in simulated flying15
Playing is just the beginning: Social learning dynamics in game communities of inquiry15
Analysis of school students' misconceptions about basic programming concepts15
Exploring the effects of seductive details and illustration dynamics on young children's performance in an origami task15
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Impact of Mobile Technology‐Integrated Dynamic Assessment on Students' Music Rhythm Learning14
Virtual reality environment in pharmacy education: A cyclical study on instructional design principles14
‘Less Knowledge, Better Experience’: Examining the Expertise Reversal Effect in Learning With Instructor‐Generated Drawings14
Hacking gender in computer‐supported collaborative learning: The experience of being in mixed‐gender teams at a computer science hackathon14
Reference frames for learning analytics dashboards: The progress and social reference frame and occupational self‐efficacy14
The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis14
Learning analytics dashboard design: Workplace learner preferences for reference frames in immersive training in practice13
Realistic visualizations can aid transfer performance: Do distinctive shapes and descriptive labels contribute towards learning?13
Exploring the effects of automatic speech recognition technology on oral accuracy and fluency in a flipped classroom13
Using learning analytics to investigate learning processes and behavioural patterns in an augmented reality language learning environment13
Enhancing learning engagement during COVID‐19 pandemic: Self‐efficacy in time management, technology use, and online learning environments13
The effect of an artificial agent's vocal expressiveness on immediacy and learning13
An exploration of gendered differences in cognitive, motivational and emotional aspects of game‐based math learning13
Leveraging natural language processing to support automated assessment and feedback for student open responses in mathematics13
A systematic review ofeye‐tracking‐basedresearch on animated multimedia learning13
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
A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective12
From Blocks to Artefacts: Exploring the Potential of Minecraft Education Edition in Archaeological Pedagogy12
Does question order matter on online math assessments? A big data analysis of undergraduate mathematics final exams12
Gamebrics: Design, implementation and practical evaluation of analytical rubrics in serious game play12
Fast certificate issuance in a Moodle‐based MOOC platform: A large‐scale study12
Technological Competence in Formal Education Collaborative Maker Projects: An Epistemic Network Analysis12
Bibliometric mapping of theme and trends of augmented reality in the field of education12
Grit and learning: Understanding the sequential learning behaviours in snap!12
Engage me: Learners' expectancies and teachers' efforts in designing effective online classes12
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
Understanding the evolution of cognitive engagement with interaction levels in online learning environments: Insights from learning analytics and epistemic network analysis12
A systematic review of academic dishonesty in online learning environments11
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Recommendations Based on Experiences of Pandemic‐Led Remote Mathematics Teaching in Pre‐K–12 Contexts: A Systematic Review From the Activity Theory Perspective11
Online exams in higher education: Exploring distance learning students' acceptance and satisfaction11
Ecological Analysis of Technology Use Among Children in Collaborative Design Contexts11
Unfolding self‐regulated learning profiles of students: A longitudinal study11
Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐1211
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Exploring the nature of peer feedback: An epistemic network analysis approach11
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