Computers & Education

Papers
(The H4-Index of Computers & Education is 59. 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 2020-05-01 to 2024-05-01.)
ArticleCitations
Chatbots for learning: A review of educational chatbots for the Facebook Messenger282
The effect of using Kahoot! for learning – A literature review280
A systematic review of research on online teaching and learning from 2009 to 2018231
Comparative analysis of Student's live online learning readiness during the coronavirus (COVID-19) pandemic in the higher education sector224
Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education196
Digital competence in higher education research: A systematic literature review164
The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis164
Facilitating student engagement through the flipped learning approach in K-12: A systematic review153
Explaining Chinese university students’ continuance learning intention in the MOOC setting: A modified expectation confirmation model perspective124
Computational thinking through unplugged activities in early years of Primary Education121
Understanding academics' adoption of learning technologies: A systematic review112
Signaling in virtual reality influences learning outcome and cognitive load110
Effects of teacher role on student engagement in WeChat-Based online discussion learning109
A systematic review of online examinations: A pedagogical innovation for scalable authentication and integrity107
Mapping computational thinking through programming in K-12 education: A conceptual model based on a systematic literature Review104
Self-regulated mobile game-based English learning in a virtual reality environment101
From dual digitalization to digital learning space: Exploring the digital transformation of higher education99
Teaching and learning with children: Impact of reciprocal peer learning with a social robot on children’s learning and emotive engagement98
Effectiveness of virtual reality game in foreign language vocabulary acquisition98
How can the digital competences of pre-service teachers be developed? Examining a case study through the lens of DigComp and DigCompEdu95
The relation between in-service teachers' digital competence and personal and contextual factors: What matters most?95
Developing a short assessment instrument for Technological Pedagogical Content Knowledge (TPACK.xs) and comparing the factor structure of an integrative and a transformative model94
The effectiveness of partial pair programming on elementary school students’ Computational Thinking skills and self-efficacy91
Augmented reality tools for sports education and training90
Engagement, disengagement and performance when learning with technologies in upper secondary school89
EmoFindAR: Evaluation of a mobile multiplayer augmented reality game for primary school children89
Teacher development in computational thinking: Design and learning outcomes of programming concepts, practices and pedagogy88
Successful design and delivery of online professional development for teachers: A systematic review of the literature87
A study of how immersion and interactivity drive VR learning86
Immersive virtual reality as a tool to learn problem-solving skills85
A self-determination theory (SDT) design approach for inclusive and diverse artificial intelligence (AI) education85
Learning to code and the acquisition of computational thinking by young children84
Is the use of ICT in education leading to higher student outcomes? Analysis from the Spanish Autonomous Communities84
Individual motivation and social media influence on student knowledge sharing and learning performance: Evidence from an emerging economy83
Variability of teachers’ technology integration in the classroom: A matter of utility!80
Impact of immersing university and high school students in educational linear narratives using virtual reality technology80
Assessment of cognitive, behavioral, and affective learning outcomes in massive open online courses: A systematic literature review76
A meta-analysis addressing the relationship between teaching presence and students’ satisfaction and learning76
Self-regulated learning support in flipped learning videos enhances learning outcomes73
Automated detection of emotional and cognitive engagement in MOOC discussions to predict learning achievement73
Remediating learning from non-immersive to immersive media: Using EEG to investigate the effects of environmental embeddedness on reading in Virtual Reality72
Learning analytics in European higher education—Trends and barriers69
The mediating and buffering effect of academic self-efficacy on the relationship between smartphone addiction and academic procrastination68
Can digital technologies improve students' efficiency? Exploring the role of Virtual Learning Environment and Social Media use in Higher Education68
A review of automated feedback systems for learners: Classification framework, challenges and opportunities68
Effects of a social regulation-based online learning framework on students’ learning achievements and behaviors in mathematics68
Comparing reading comprehension between children reading augmented reality and print storybooks66
Massive LMS log data analysis for the early prediction of course-agnostic student performance65
Open learner models in supporting self-regulated learning in higher education: A systematic literature review65
An empirical study of techno-stressors, literacy facilitation, burnout, and turnover intention as experienced by K-12 teachers65
Measuring digital literacy across three age cohorts: Exploring test dimensionality and performance differences64
Usage of social media, student engagement, and creativity: The role of knowledge sharing behavior and cyberbullying64
Virtual reality for fire safety training: Influence of immersion and sense of presence on conceptual and procedural acquisition63
How digitalised are vocational teachers? Assessing digital competence in vocational education and looking at its underlying factors62
Active learning with online video: The impact of learning context on engagement61
Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review61
Effects of artificial Intelligence–Enabled personalized recommendations on learners’ learning engagement, motivation, and outcomes in a flipped classroom60
Effectiveness of digital-based interventions for children with mathematical learning difficulties: A meta-analysis60
A systematic review of the literature regarding socially assistive robots in pre-tertiary education60
Same benefits, different communication patterns: Comparing Children's reading with a conversational agent vs. a human partner59
Problem- based learning in live online classes: Learning achievement, problem-solving skill, communication skill, and interaction59
Assessing children's reading comprehension on paper and screen: A mode-effect study59
The mediating role of digital informal learning in the relationship between students' digital competence and their academic performance59
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