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 2021-08-01 to 2025-08-01.)
ArticleCitations
Learning computer algorithms through dynamic visualizations: Benefits of ‘AlgoRythmics’ videos413
The effect of mobile assisted teaching on nursing students' learning ventrogluteal injection application: The case of Turkey185
Captioning and repetition for Chinese students' immediate and delayed retention of English‐speaking multimedia lessons82
Technology‐based self‐monitoring system for on‐task behavior of students with disabilities: A quantitative meta‐analysis of single‐subject research76
Effects of flipped English learning designs on learning outcomes and cognitive load: Workload of out‐of‐class activities versus during‐class activities70
Understanding the experiences of teacher candidates related to online flipped learning in relation to Community of Inquiry framework70
Investigating students' use of self‐assessments in higher education using learning analytics68
Enacting control with student dashboards: The role of motivation67
Individual differences in executive function affect learning with immersive virtual reality66
Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controlled trial66
Digital self‐control interventions for distracting media multitasking ‐ A systematic review65
Evaluating performance on a bespoke maths game with children with Down syndrome64
Comparing technology acceptance of K‐12 teachers with and without prior experience of learning management systems: A Covid‐19 pandemic study59
The Effect of Mind Map as a Prewriting Activity in Third Grade Elementary Students' Descriptive Narrative Creative Writing With a Writing E‐Portfolio59
Examining students' self‐regulated learning processes and performance in an immersive virtual environment56
The fear of big brother: The potential negative side‐effects of proctored exams54
Responsiveness to a game‐based intervention to enhance reading efficiency in first graders53
Implementing an automated feedback program for a foreign language writing course: A learner‐centric study53
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Understanding topic duration in Twitter learning communities using data mining49
Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory46
Patterns of reading behaviour in digital hypertext environments44
The impact of parent mediation on young children's home digital literacy practices and learning: A narrative review43
Gamification improves learning: Experience in a training activity of computer programming in higher education40
Issue Information40
Issue Information39
Making the Invisible Visible: Exploring Joint Attention Behaviour in Remote Collaborative Problem‐Solving38
Should We Use Educational Robots to Introduce Students to Computational Thinking? Insights From Two Experimental Studies38
Using learning analytics to enhance college students' shared epistemic agency in mobile instant messaging: A new way to support deep discussion36
Issue Information36
Using multimodal learning analytics as a formative assessment tool: Exploring collaborative dynamics in mathematics teacher education36
Exploring age and gender differences of computational thinkers in primary school: A developmental perspective35
The effectiveness of self‐regulated learning strategies in higher education blended learning: A five years systematic review34
Correction to “Using ChatGPT to promote research competency: English as a foreign language undergraduates' perceptions and practices across varied metacognitive awareness levels”33
The influences of a virtual instructor's voice and appearance on learning from video lectures33
The effect of instructor's voice enthusiasm and visual cueing in multimedia learning32
The quality of prospective mathematics teachers' dynamic geometry tasks in terms of the coordination between mathematical depth levels and technological actions32
Pre‐service teachers' collaborative learning and role‐based drama activity in a virtual reality environment32
Exploring the impact of audio self‐modelling on Chinese as a foreign language students' tone pronunciation skill, self‐efficacy, and motivation31
Towards tailored cognitive support in augmented reality assembly work instructions31
Design and development of a mobile augmented reality‐based learning environment for teaching the lives of scientists30
Online collaborative tools for science education: Boosting learning outcomes, motivation, and engagement30
A meta‐analysis of effects of self‐directed learning in online learning environments30
A Domain‐Independent, Extensible Framework for Generators of Training Game Activities on Declarative Knowledge30
Middle School Students' In‐Moment Engagement in Synchronous Online Learning: An Activity–Community of Inquiry Approach30
Computer‐Based Answer‐Until‐Correct and Elaborated Feedback: Effects on Affective‐Motivational and Performance Outcomes29
Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds29
An investigation of teachers' perceptions of using ChatGPT as a supporting tool for teaching and learning in the digital era29
Virtual reality enhances safety training in the maritime industry: An organizational training experiment with a non‐WEIRD sample29
Is Chatgpt a menace for creative writing ability? An experiment29
Issue Information28
From Viewers to Participants: The Evolution of Learning Through Interactive Video28
Implementing Pretraining to Optimise Learning in Immersive Virtual Reality27
Effects of Cognitive‐, Social‐, and Group‐Awareness Tools on Learners' Cognitive Load in Computer‐Mediated Writing Classes27
Exploring ChatGPT‐Facilitated Scaffolding in Undergraduates' Mathematical Problem Solving27
Lesson learned from the pandemic for learning physics26
The effect of virtual reality media characteristics on flow and learning transfer in job training: The moderating effect of presence26
The effect of an unplugged coding course on primary school students' improvement in their computational thinking skills26
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
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
The relationship between problem‐solving behaviour and performance – Analysing tool use and information retrieval in a computer‐based office simulation25
Mindfulness in a digital math learning game: Insights from two randomized controlled trials25
I see something you do not: Eye movement modelling examples do not improve anomaly detection in interpreting medical images25
Investigating the value of immersive virtual reality tools for organizational training: An applied international study in the biotech industry24
Does AI‐assisted creation of polyphonic music increase academic motivation? The DeepBach graphical model and its use in music education24
Supporting skill integration in an intelligent tutoring system for code tracing24
Learning challenging L2 sounds via computer‐assisted training: Audiovisual training with an airflow model24
Learning analytics driven improvements in learning design in higher education: A systematic literature review23
Analysing adaptive scaffolds that help students develop self‐regulated learning behaviours23
The impact of frequency and stakes of formative assessment on student achievement in higher education: A learning analytics study23
Evaluating Sentence‐BERT‐powered learning analytics for automated assessment of students' causal diagrams23
ChatGPT Interventions in Higher Education: A Systematic Review of Experimental Studies23
The effect of the modality principle to support learning with virtual reality: An eye‐tracking and electrodermal activity study22
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Competency model development: The backbone of successful stealth assessments22
In the nexus of integrity and surveillance: Proctoring (re)considered22
Be prepared: How training and emergency type affect evacuation behaviour22
Promoting Patients' Cognitive Engagement With Robot‐Based SIPE Training: A Randomised Controlled Study22
The interactive e‐book and video feedback in a multimedia learning environment: Influence on performance, cognitive, and motivational outcomes21
Incorporating online writing resources into self‐regulated learning strategy‐based instruction: An intervention study21
Mathematical experience in game‐based problem‐solving21
Exploring Factors Influencing Teachers' Acceptance of AI Tools for Creating Animated Educational Videos With Pedagogical Agents21
Exploring the link between self‐regulated learning and learner behaviour in a massive open online course21
Comparing effects of different goal type orders on collaborative simulation‐based inquiry in engineering problem solving: A process modelling approach21
Usability Evaluation of an Adaptive Courseware Approach in the Natural Language‐Based Intelligent Tutoring System‐Tutomat21
Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!21
Elevating EFL learners' professional English achievements and positive learning behaviours: A motivation model‐based digital gaming approach21
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
A Nuanced Perspective on VR Learning: Exploring the Effects of Immersion Levels on Knowledge Acquisition Using Electrodermal and Eye Tracking Sensors20
Nanolearning approach in developing professional competencies of modern students: Impact on self‐regulation development20
The Effects of Augmented Reality in Situated English Language Learning20
An examination of learning ecologies associated with the Holocaust: The role of social media20
Integrating peer assessment cycle into ChatGPT for STEM education: A randomised controlled trial on knowledge, skills, and attitudes enhancement20
Does Instructors' and Students' On‐Camera Presence Enhance Learning?20
Benefits of asking students to make an instructional video of a multimedia lesson: Clarifying the learning‐by‐teaching hypothesis20
The supporting role of learning analytics for a blended learning environment: Exploring students' perceptions and the impact on relatedness20
Exploring the Effectiveness of Large‐Scale Automated Writing Evaluation Implementation on State Test Performance Using Generalised Boosted Modelling20
Dolos: Language‐agnostic plagiarism detection in source code20
High task motivation learners co‐viewing video lectures facilitates learning20
Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement19
Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects19
Effects of blended language learning on EFL learners' language performance: An activity theory approach19
Learning from screencast software tutorials: A comparison of cognitive load in dual and single‐monitor learning environments19
An Analysis of Socially Shared Regulation and Performance on Co‐Creation Tasks in the Metaverse19
Duration versus accuracy—what matters for computerised adaptive testing in schools?19
Investigating the impact of a virtual reality mobile application on learners' interpreting competence19
Effects of Structural Reflection‐Promoting Mechanism‐Based Peer Assessment on Students' Vocal Music Learning Performance and Perceptions18
How differently designed guidance influences simulation‐based inquiry learning in science education: A systematic review18
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Comparative interaction patterns of groups in an open network environment: The role of facilitators in collaborative learning18
A model for assessing student satisfaction with smart classroom environment in higher education18
Enhancing mandarin learning through classroom response apps: A comparison of cognitive and affective factors in touch and shaking responses18
Effects of Participation in Educational Robotics Competitions From the Parent's Perspective: A Mixed‐Methods Study17
Panoramic video in education: A systematic literature review from 2011 to 202117
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Empowering learners with AI‐generated content for programming learning and computational thinking: The lens of extended effective use theory16
The use of leaderboards in education: A systematic review of empirical evidence in higher education16
Using learning analytics to investigate learning processes and behavioural patterns in an augmented reality language learning environment16
Can Active Blended Learning Instruction Enhance Reading Comprehension?16
Peer Interactions During Computer‐Supported Collaborative Learning: A Self‐Determination Perspective16
Multimodal Effort Profiles and Children's Performance: Cognitive, Physiological and Physical Dimensions16
The zoomorphic effect: A contribution to the study of images of pedagogical agents for children's learning in instructional videos16
A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self‐Efficacy16
Realistic visualizations can aid transfer performance: Do distinctive shapes and descriptive labels contribute towards learning?16
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
The effects of animated versus static metaphor with 3D images on EFL learners' acquisition of degrees of certainty15
Exploring behavioural patterns of virtual manipulatives supported collaborative inquiry learning: Effect of device‐student ratios and external scripts15
Enhancing learning engagement during COVID‐19 pandemic: Self‐efficacy in time management, technology use, and online learning environments15
Analysis of school students' misconceptions about basic programming concepts15
Reference frames for learning analytics dashboards: The progress and social reference frame and occupational self‐efficacy15
Exploring the effects of seductive details and illustration dynamics on young children's performance in an origami task15
Flight emotions unleashed: Navigating training phases and difficulty levels in simulated flying15
The effect of an artificial agent's vocal expressiveness on immediacy and learning14
Hacking gender in computer‐supported collaborative learning: The experience of being in mixed‐gender teams at a computer science hackathon14
Technological affordances in teachers' online professional learning communities: A systematic review14
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Virtual reality environment in pharmacy education: A cyclical study on instructional design principles14
An exploration of gendered differences in cognitive, motivational and emotional aspects of game‐based math learning13
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
Leveraging natural language processing to support automated assessment and feedback for student open responses in mathematics13
Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis13
The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis13
Issue Information13
The impact of functional interdependencies of computer simulations on collaborative learning: Evidence from multiple sources12
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
A systematic review of academic dishonesty in online learning environments12
Understanding embodied immersion in technology‐enabled embodied learning environments12
Fast certificate issuance in a Moodle‐based MOOC platform: A large‐scale study12
Engage me: Learners' expectancies and teachers' efforts in designing effective online classes12
Modelling children's inhibitory skills using learning data from an educational app12
Grit and learning: Understanding the sequential learning behaviours in snap!12
Understanding the evolution of cognitive engagement with interaction levels in online learning environments: Insights from learning analytics and epistemic network analysis12
Improving participation equity in dialogic collaborative problem solving: A participatory visual learning analytical approach12
Learning analytics dashboard design: Workplace learner preferences for reference frames in immersive training in practice12
Online exams in higher education: Exploring distance learning students' acceptance and satisfaction12
Bibliometric mapping of theme and trends of augmented reality in the field of education12
Learning to eRead: A qualitative exploration of young children's developing eReader practices12
From Blocks to Artefacts: Exploring the Potential of Minecraft Education Edition in Archaeological Pedagogy11
Exploring the nature of peer feedback: An epistemic network analysis approach11
Taking the Edge Off Foreign Language Listening Anxiety: Online Game‐Based Working Memory Training Embedded in Metacognitive Intervention11
Ecological Analysis of Technology Use Among Children in Collaborative Design Contexts11
Levering AI to enhance students' conceptual understanding and confidence in mathematics11
Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐1211
Secondary school teachers' use of online formative assessment during COVID‐19 lockdown: Experiences and lessons learned11
Enhancing Computing Education Through Large Language Models11
Exploring relationships among students' computational thinking skills, emotions, and cognitive load using simulation games in primary education11
Technological Competence in Formal Education Collaborative Maker Projects: An Epistemic Network Analysis11
Unfolding self‐regulated learning profiles of students: A longitudinal study11
A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective11
Issue Information11
Recommendations Based on Experiences of Pandemic‐Led Remote Mathematics Teaching in Pre‐K–12 Contexts: A Systematic Review From the Activity Theory Perspective11
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