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 2021-09-01 to 2025-09-01.)
ArticleCitations
Learning computer algorithms through dynamic visualizations: Benefits of ‘AlgoRythmics’ videos438
The effect of mobile assisted teaching on nursing students' learning ventrogluteal injection application: The case of Turkey192
Captioning and repetition for Chinese students' immediate and delayed retention of English‐speaking multimedia lessons88
Technology‐based self‐monitoring system for on‐task behavior of students with disabilities: A quantitative meta‐analysis of single‐subject research84
Understanding the experiences of teacher candidates related to online flipped learning in relation to Community of Inquiry framework75
Enacting control with student dashboards: The role of motivation73
Individual differences in executive function affect learning with immersive virtual reality70
The Effect of Mind Map as a Prewriting Activity in Third Grade Elementary Students' Descriptive Narrative Creative Writing With a Writing E‐Portfolio69
Evaluating performance on a bespoke maths game with children with Down syndrome69
Investigating students' use of self‐assessments in higher education using learning analytics68
Effects of flipped English learning designs on learning outcomes and cognitive load: Workload of out‐of‐class activities versus during‐class activities68
Examining students' self‐regulated learning processes and performance in an immersive virtual environment63
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The effectiveness of self‐regulated learning strategies in higher education blended learning: A five years systematic review60
Understanding topic duration in Twitter learning communities using data mining57
The fear of big brother: The potential negative side‐effects of proctored exams55
Using multimodal learning analytics as a formative assessment tool: Exploring collaborative dynamics in mathematics teacher education54
Incidental vocabulary learning from captioned videos: Learners' prior vocabulary knowledge and working memory54
Should We Use Educational Robots to Introduce Students to Computational Thinking? Insights From Two Experimental Studies50
Making the Invisible Visible: Exploring Joint Attention Behaviour in Remote Collaborative Problem‐Solving50
The influences of a virtual instructor's voice and appearance on learning from video lectures47
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Patterns of reading behaviour in digital hypertext environments41
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Using learning analytics to enhance college students' shared epistemic agency in mobile instant messaging: A new way to support deep discussion39
The impact of parent mediation on young children's home digital literacy practices and learning: A narrative review38
Gamification improves learning: Experience in a training activity of computer programming in higher education37
The quality of prospective mathematics teachers' dynamic geometry tasks in terms of the coordination between mathematical depth levels and technological actions36
Correction to “Using ChatGPT to promote research competency: English as a foreign language undergraduates' perceptions and practices across varied metacognitive awareness levels”36
Pre‐service teachers' collaborative learning and role‐based drama activity in a virtual reality environment36
Exploring the impact of audio self‐modelling on Chinese as a foreign language students' tone pronunciation skill, self‐efficacy, and motivation35
Towards tailored cognitive support in augmented reality assembly work instructions35
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Computer‐Based Answer‐Until‐Correct and Elaborated Feedback: Effects on Affective‐Motivational and Performance Outcomes34
Design and development of a mobile augmented reality‐based learning environment for teaching the lives of scientists32
The effect of instructor's voice enthusiasm and visual cueing in multimedia learning32
A meta‐analysis of effects of self‐directed learning in online learning environments31
Implementing Pretraining to Optimise Learning in Immersive Virtual Reality31
Virtual reality enhances safety training in the maritime industry: An organizational training experiment with a non‐WEIRD sample31
The effect of virtual reality media characteristics on flow and learning transfer in job training: The moderating effect of presence31
From Viewers to Participants: The Evolution of Learning Through Interactive Video31
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 Classes31
A Domain‐Independent, Extensible Framework for Generators of Training Game Activities on Declarative Knowledge30
Is Chatgpt a menace for creative writing ability? An experiment30
Exploring ChatGPT‐Facilitated Scaffolding in Undergraduates' Mathematical Problem Solving30
Online collaborative tools for science education: Boosting learning outcomes, motivation, and engagement30
Middle School Students' In‐Moment Engagement in Synchronous Online Learning: An Activity–Community of Inquiry Approach30
An investigation of teachers' perceptions of using ChatGPT as a supporting tool for teaching and learning in the digital era29
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 28
Learning challenging L2 sounds via computer‐assisted training: Audiovisual training with an airflow model27
Mindfulness in a digital math learning game: Insights from two randomized controlled trials27
The relationship between problem‐solving behaviour and performance – Analysing tool use and information retrieval in a computer‐based office simulation27
Do social cues in instructional videos affect attention allocation, perceived cognitive load, and learning outcomes under different visual complexity conditions?27
ChatGPT Interventions in Higher Education: A Systematic Review of Experimental Studies26
I see something you do not: Eye movement modelling examples do not improve anomaly detection in interpreting medical images26
Supporting skill integration in an intelligent tutoring system for code tracing26
Adventures with Anxiety: Gender bias in using a digital game for teaching vocational English26
Lesson learned from the pandemic for learning physics26
The effect of an unplugged coding course on primary school students' improvement in their computational thinking skills26
Promoting Patients' Cognitive Engagement With Robot‐Based SIPE Training: A Randomised Controlled Study26
The impact of frequency and stakes of formative assessment on student achievement in higher education: A learning analytics study25
Learning analytics driven improvements in learning design in higher education: A systematic literature review25
Does AI‐assisted creation of polyphonic music increase academic motivation? The DeepBach graphical model and its use in music education24
In the nexus of integrity and surveillance: Proctoring (re)considered24
Competency model development: The backbone of successful stealth assessments23
Evaluating Sentence‐BERT‐powered learning analytics for automated assessment of students' causal diagrams23
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Investigating the value of immersive virtual reality tools for organizational training: An applied international study in the biotech industry23
Analysing adaptive scaffolds that help students develop self‐regulated learning behaviours23
Does Instructors' and Students' On‐Camera Presence Enhance Learning?22
The interactive e‐book and video feedback in a multimedia learning environment: Influence on performance, cognitive, and motivational outcomes22
Exploring the Effectiveness of Large‐Scale Automated Writing Evaluation Implementation on State Test Performance Using Generalised Boosted Modelling22
The effect of the modality principle to support learning with virtual reality: An eye‐tracking and electrodermal activity study22
Be prepared: How training and emergency type affect evacuation behaviour22
Exploring the link between self‐regulated learning and learner behaviour in a massive open online course21
An examination of learning ecologies associated with the Holocaust: The role of social media21
Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!21
A Nuanced Perspective on VR Learning: Exploring the Effects of Immersion Levels on Knowledge Acquisition Using Electrodermal and Eye Tracking Sensors21
The Effects of Augmented Reality in Situated English Language Learning21
Exploring Factors Influencing Teachers' Acceptance of AI Tools for Creating Animated Educational Videos With Pedagogical Agents21
Elevating EFL learners' professional English achievements and positive learning behaviours: A motivation model‐based digital gaming approach21
Integrating peer assessment cycle into ChatGPT for STEM education: A randomised controlled trial on knowledge, skills, and attitudes enhancement21
Usability Evaluation of an Adaptive Courseware Approach in the Natural Language‐Based Intelligent Tutoring System‐Tutomat21
Incorporating online writing resources into self‐regulated learning strategy‐based instruction: An intervention study21
Comparing effects of different goal type orders on collaborative simulation‐based inquiry in engineering problem solving: A process modelling approach21
Mathematical experience in game‐based problem‐solving20
Learning from screencast software tutorials: A comparison of cognitive load in dual and single‐monitor learning environments20
An Artificial Intelligence‐Enabled Group Cognitive Diagnosis Approach With the Goal of Promoting Online Collaborative Learning20
Benefits of asking students to make an instructional video of a multimedia lesson: Clarifying the learning‐by‐teaching hypothesis20
Dolos: Language‐agnostic plagiarism detection in source code20
High task motivation learners co‐viewing video lectures facilitates learning20
Duration versus accuracy—what matters for computerised adaptive testing in schools?19
An Analysis of Socially Shared Regulation and Performance on Co‐Creation Tasks in the Metaverse19
Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement19
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 approach18
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Investigating the impact of a virtual reality mobile application on learners' interpreting competence18
Multimodal Effort Profiles and Children's Performance: Cognitive, Physiological and Physical Dimensions18
Nanolearning approach in developing professional competencies of modern students: Impact on self‐regulation development18
Peer Interactions During Computer‐Supported Collaborative Learning: A Self‐Determination Perspective18
Effects of Participation in Educational Robotics Competitions From the Parent's Perspective: A Mixed‐Methods Study17
Enhancing mandarin learning through classroom response apps: A comparison of cognitive and affective factors in touch and shaking responses17
Can Active Blended Learning Instruction Enhance Reading Comprehension?17
A model for assessing student satisfaction with smart classroom environment in higher education17
A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self‐Efficacy17
Panoramic video in education: A systematic literature review from 2011 to 202116
Comparative interaction patterns of groups in an open network environment: The role of facilitators in collaborative learning16
Empowering learners with AI‐generated content for programming learning and computational thinking: The lens of extended effective use theory16
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
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 environment15
Reference frames for learning analytics dashboards: The progress and social reference frame and occupational self‐efficacy15
Issue Information15
Impact of Mobile Technology‐Integrated Dynamic Assessment on Students' Music Rhythm Learning15
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
Exploring behavioural patterns of virtual manipulatives supported collaborative inquiry learning: Effect of device‐student ratios and external scripts15
‘Less Knowledge, Better Experience’: Examining the Expertise Reversal Effect in Learning With Instructor‐Generated Drawings15
A systematic review ofeye‐tracking‐basedresearch on animated multimedia learning15
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
Hacking gender in computer‐supported collaborative learning: The experience of being in mixed‐gender teams at a computer science hackathon14
Flight emotions unleashed: Navigating training phases and difficulty levels in simulated flying14
Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis14
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The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis13
The effect of an artificial agent's vocal expressiveness on immediacy and learning13
Fast certificate issuance in a Moodle‐based MOOC platform: A large‐scale study13
Leveraging natural language processing to support automated assessment and feedback for student open responses in mathematics13
Exploring the effects of automatic speech recognition technology on oral accuracy and fluency in a flipped classroom13
Realistic visualizations can aid transfer performance: Do distinctive shapes and descriptive labels contribute towards learning?13
An exploration of gendered differences in cognitive, motivational and emotional aspects of game‐based math learning13
Technological affordances in teachers' online professional learning communities: A systematic review13
The impact of functional interdependencies of computer simulations on collaborative learning: Evidence from multiple sources13
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
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
Bibliometric mapping of theme and trends of augmented reality in the field of education12
A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities: An individual differences perspective12
Improving participation equity in dialogic collaborative problem solving: A participatory visual learning analytical approach12
Modelling children's inhibitory skills using learning data from an educational app12
A systematic review of academic dishonesty in online learning environments12
Learning analytics dashboard design: Workplace learner preferences for reference frames in immersive training in practice12
Technological Competence in Formal Education Collaborative Maker Projects: An Epistemic Network Analysis12
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
Understanding the evolution of cognitive engagement with interaction levels in online learning environments: Insights from learning analytics and epistemic network analysis12
Issue Information11
Exploring learner motivation and mobile‐assisted peer feedback in a business English speaking course11
Exploring the nature of peer feedback: An epistemic network analysis approach11
The effects of computer‐assisted interactive reading model on higher‐level and lower‐level text processing skills and cognitive load11
Impacts of three approaches on collaborative knowledge building, group performance, behavioural engagement, and socially shared regulation in online collaborative learning11
Enhancing Computing Education Through Large Language Models11
Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐1211
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Online exams in higher education: Exploring distance learning students' acceptance and satisfaction11
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On the necessity (or lack thereof) of digital proctoring: Drawbacks, perceptions, and alternatives11
Unfolding self‐regulated learning profiles of students: A longitudinal study11
Ecological Analysis of Technology Use Among Children in Collaborative Design Contexts11
Shake it or light it! The effects of cueing in desktop‐VR learning environments on search time and learning11
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