Computers & Education

Papers
(The H4-Index of Computers & Education is 61. 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
Profiles of ICT identity and their associations with female high school students’ intention to study and work in ICT: A mixed-methods approach295
Investigating co-teaching presence and its impact on student engagement: A mixed-method study on the blended synchronous classroom267
Exploring interactive behaviours of urban and rural teachers in blended synchronous classrooms: Insights from a proposed interaction analysis framework239
Using 360-degree video to explore teachers' professional noticing219
Utilizing virtual reality to assist social competence education and social support for children from under-represented backgrounds180
The strength and direction of the difficulty adaptation affect situational interest in game-based learning179
Online peer feedback via Moodle forum: Implications for longitudinal feedback design and feedback quality173
Assessment of user experience in video-based learning environments: From design guidelines to final product168
Developing a plugged-in class observation protocol in high-school blended STEM classes: Student engagement, teacher behaviors and student-teacher interaction patterns158
From experience to empathy: An empathetic VR-based learning approach to improving EFL learners’ empathy and writing performance140
Is game-based language learning general or specific-oriented? Exploring the applicability of mobile virtual realities to medical English education in the middle east129
Developing an AI-based chatbot for practicing responsive teaching in mathematics124
Learning to code and the acquisition of computational thinking by young children122
Artificial intelligence for teaching and learning in schools: The need for pedagogical intelligence115
What do critical reading strategies look like? Eye-tracking and lag sequential analysis reveal attention to data and reasoning when reading conflicting information111
Relations between academic boredom, academic achievement, ICT use, and teacher enthusiasm among adolescents109
Coding in the cot? Factors influencing 0–17s’ experiences with technology and coding in the United Kingdom108
Guiding student learning in video lectures: Effects of instructors’ emotional expressions and visual cues104
Team interactions with learning analytics dashboards104
Attitude and peer norm predict how students use lecture recordings103
Editorial Board102
Grade-based similarity prevails in online course forums at scale101
Editorial Board98
Editorial Board96
An epistemic curiosity-evoking model for immersive virtual reality narrative reading: User experience and the interaction among epistemic curiosity, transportation, and attitudinal learning94
Associations of different types of informal teacher learning with teachers’ technology integration intention93
Classroom management competency enhancement for student teachers using a fully immersive virtual classroom93
Investigating effects of computer-mediated feedback on L2 vocabulary learning89
Information and digital technology-assisted interventions to improve intercultural competence: A meta-analytical review85
Assessing digital self-efficacy: Review and scale development84
Media comparison studies dominate comparative research on augmented reality in education84
Student- versus teacher-generated explanations for answers to online multiple-choice questions: What are the differences?82
Two decades of game concepts in digital learning environments – A bibliometric study and research agenda82
Peer assessment methodology of open-ended assignments: Insights from a two-year case study within a university course using novel open source system81
“You might as well just all agree with each other:”An initial study of cyberbullying victims’ social presence in online discussions79
Application of cluster analysis to identify different reader groups through their engagement with a digital reading supplement79
Cultural implications in the acceptability of game-based learning78
Formation mechanism of popular courses on MOOC platforms: A configurational approach77
Editorial Board76
Open Data Interface (ODI) for secondary school education75
How instructional context can impact learning with educational technology: Lessons from a study with a digital learning game74
Offline and online user experience of gamified robotics for introducing computational thinking: Comparing engagement, game mechanics and coding motivation74
Quality over frequency in using digital technology: Measuring the experienced functional use73
Prompting in-depth learning in immersive virtual reality: Impact of an elaboration prompt on developing a mental model73
A review study on eye-tracking technology usage in immersive virtual reality learning environments73
Impact of smart classrooms combined with student-centered pedagogies on rural students’ learning outcomes: Pedagogy and duration as moderator variables71
Linking self-report and process data to performance as measured by different assessment types70
Mastery experiences in immersive virtual reality promote pro-environmental waste-sorting behavior69
Fostering pre-service teachers’ technological pedagogical content knowledge (TPACK): A quasi-experimental field study68
Identity profile of young people experiencing a sense of risk on the internet: A data mining application of decision tree with CHAID algorithm68
Pre-class video watching fosters achievement and knowledge retention in a flipped classroom67
Technological support to foster students’ artificial intelligence ethics: An augmented reality-based contextualized dilemma discussion approach66
Editorial Board66
From dual digitalization to digital learning space: Exploring the digital transformation of higher education66
Corrigendum to “Factors influencing students’ perceived impact of learning and satisfaction in Computer Supported Collaborative Learning” [Computers & Education 174 (2021) 104310]65
Innovative ongoing support within a multifaceted computational thinking professional learning program improves teachers’ self-efficacy and classroom practices64
Harmony in diversity: Digital literacy research in a multidisciplinary landscape64
When barriers are not an issue: Tracing the relationship between hindering factors and technology use in secondary schools across Europe63
Analysis and discovery of procrastination patterns in a language learning MOOC62
Validating a computational thinking concepts test for primary education using item response theory: An analysis of students’ responses62
The impact of esports participation on the development of 21st century skills in youth: A systematic review61
Using sequence mining to study students’ calculator use, problem solving, and mathematics achievement in the National Assessment of Educational Progress (NAEP)61
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