Computers & Education

Papers
(The TQCC of Computers & Education is 28. 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 2021-07-01 to 2025-07-01.)
ArticleCitations
Investigating co-teaching presence and its impact on student engagement: A mixed-method study on the blended synchronous classroom300
Online peer feedback via Moodle forum: Implications for longitudinal feedback design and feedback quality279
Developing a plugged-in class observation protocol in high-school blended STEM classes: Student engagement, teacher behaviors and student-teacher interaction patterns254
From experience to empathy: An empathetic VR-based learning approach to improving EFL learners’ empathy and writing performance229
Utilizing virtual reality to assist social competence education and social support for children from under-represented backgrounds186
Is game-based language learning general or specific-oriented? Exploring the applicability of mobile virtual realities to medical English education in the middle east179
Assessment of user experience in video-based learning environments: From design guidelines to final product172
Profiles of ICT identity and their associations with female high school students’ intention to study and work in ICT: A mixed-methods approach146
Using 360-degree video to explore teachers' professional noticing137
A three-phase professional development approach to improving robotics pedagogical knowledge and computational thinking attitude of early childhood teachers124
Exploring interactive behaviours of urban and rural teachers in blended synchronous classrooms: Insights from a proposed interaction analysis framework123
The strength and direction of the difficulty adaptation affect situational interest in game-based learning116
Learning to code and the acquisition of computational thinking by young children115
Artificial intelligence for teaching and learning in schools: The need for pedagogical intelligence113
Developing an AI-based chatbot for practicing responsive teaching in mathematics111
Coding in the cot? Factors influencing 0–17s’ experiences with technology and coding in the United Kingdom111
Team interactions with learning analytics dashboards110
Attitude and peer norm predict how students use lecture recordings108
Preparing preservice teachers to teach with digital technologies: An update of effective SQD-strategies107
Editorial Board104
Grade-based similarity prevails in online course forums at scale101
Editorial Board100
Editorial Board100
What do critical reading strategies look like? Eye-tracking and lag sequential analysis reveal attention to data and reasoning when reading conflicting information98
Investigating effects of computer-mediated feedback on L2 vocabulary learning88
Media comparison studies dominate comparative research on augmented reality in education86
Guiding student learning in video lectures: Effects of instructors’ emotional expressions and visual cues85
Relations between academic boredom, academic achievement, ICT use, and teacher enthusiasm among adolescents85
Associations of different types of informal teacher learning with teachers’ technology integration intention85
Information and digital technology-assisted interventions to improve intercultural competence: A meta-analytical review85
Classroom management competency enhancement for student teachers using a fully immersive virtual classroom84
Two decades of game concepts in digital learning environments – A bibliometric study and research agenda81
An epistemic curiosity-evoking model for immersive virtual reality narrative reading: User experience and the interaction among epistemic curiosity, transportation, and attitudinal learning80
Assessing digital self-efficacy: Review and scale development79
Application of cluster analysis to identify different reader groups through their engagement with a digital reading supplement78
“You might as well just all agree with each other:”An initial study of cyberbullying victims’ social presence in online discussions77
Cultural implications in the acceptability of game-based learning77
Mastery experiences in immersive virtual reality promote pro-environmental waste-sorting behavior75
Peer assessment methodology of open-ended assignments: Insights from a two-year case study within a university course using novel open source system74
Self-regulated learning and technological integration competency: A multilevel latent profile analysis of preschool teachers73
Editorial Board71
Open Data Interface (ODI) for secondary school education71
Offline and online user experience of gamified robotics for introducing computational thinking: Comparing engagement, game mechanics and coding motivation71
Effects of integrating self-regulation scaffolding supported by chatbot and online collaborative reflection on students’ learning in an artificial intelligence course71
A review study on eye-tracking technology usage in immersive virtual reality learning environments71
Student- versus teacher-generated explanations for answers to online multiple-choice questions: What are the differences?69
How instructional context can impact learning with educational technology: Lessons from a study with a digital learning game69
Impact of smart classrooms combined with student-centered pedagogies on rural students’ learning outcomes: Pedagogy and duration as moderator variables67
Prompting in-depth learning in immersive virtual reality: Impact of an elaboration prompt on developing a mental model66
Pre-class video watching fosters achievement and knowledge retention in a flipped classroom66
Formation mechanism of popular courses on MOOC platforms: A configurational approach66
Linking self-report and process data to performance as measured by different assessment types66
Identity profile of young people experiencing a sense of risk on the internet: A data mining application of decision tree with CHAID algorithm65
Fostering pre-service teachers’ technological pedagogical content knowledge (TPACK): A quasi-experimental field study64
Quality over frequency in using digital technology: Measuring the experienced functional use63
From dual digitalization to digital learning space: Exploring the digital transformation of higher education62
Editorial Board62
Technological support to foster students’ artificial intelligence ethics: An augmented reality-based contextualized dilemma discussion approach62
Corrigendum to “Factors influencing students’ perceived impact of learning and satisfaction in Computer Supported Collaborative Learning” [Computers & Education 174 (2021) 104310]61
Harmony in diversity: Digital literacy research in a multidisciplinary landscape61
The relationship between self-regulated student use of a virtual learning environment for algebra and student achievement: An examination of the role of teacher orchestration60
Innovative ongoing support within a multifaceted computational thinking professional learning program improves teachers’ self-efficacy and classroom practices60
Validating a computational thinking concepts test for primary education using item response theory: An analysis of students’ responses60
How pedagogical agents communicate with students: A two-phase systematic review59
High-quality digital distance teaching during COVID-19 school closures: Does familiarity with technology matter?59
Analysis and discovery of procrastination patterns in a language learning MOOC59
Remote learning experiences of girls, boys and non-binary students58
Using sequence mining to study students’ calculator use, problem solving, and mathematics achievement in the National Assessment of Educational Progress (NAEP)58
Identifying regulation profiles during computer-supported collaborative learning and examining their relation with students' performance, motivation, and self-efficacy for learning58
When barriers are not an issue: Tracing the relationship between hindering factors and technology use in secondary schools across Europe58
Examining ICT attitudes, use and support in blended learning settings for students’ reading performance: Approaches of artificial intelligence and multilevel model58
Exploring the prospects of multimodal large language models for Automated Emotion Recognition in education: Insights from Gemini57
A study of motivations, behavior, and contributions quality in online communities of teachers: A data analytics approach57
Investigating the impact of research-based professional development on teacher learning and classroom practice: Findings from computer science education54
Investigating relationships among blended synchronous learning environments, students’ motivation, and cognitive engagement: A mixed methods study54
Corrigendum to “Teacher professional identity and the nature of technology integration” [Comput. Educ. 175 (2021) 104314]53
The impact of esports participation on the development of 21st century skills in youth: A systematic review53
Editorial Board53
Predicting preservice teachers' intention to use technology-enabled learning53
Editorial Board53
Exploring teacher immediacy-(non)dependency in the tutored augmented reality game-assisted flipped classrooms of English for medical purposes comprehension among the Asian students52
Using multiple, dynamically linked representations to develop representational competency and conceptual understanding of the earthquake cycle52
Digital ethnography of an online professional learning community based on WeChat for Chinese early childhood teachers52
Examining the dynamics of knowledge convergence in online learning context: A network perspective52
Cognitive-motivational engagement in ICT mediates the effect of ICT use on academic achievements: Evidence from 52 countries51
Learning analytics and the Universal Design for Learning (UDL): A clustering approach49
Do feedback strategies improve students’ learning gain?-Results of a randomized experiment using polling technology in physics classrooms49
How do social presence and active learning in synchronous and asynchronous online classes relate to students’ perceived course gains?49
Interpreting log data through the lens of learning design: Second-order predictors and their relations with learning outcomes in flipped classrooms48
Effects of online whiteboard-based collaborative argumentation scaffolds on group-level cognitive regulations, written argument skills and regulation patterns48
The role of feedback and guidance as intervention methods to foster computational thinking in educational robotics learning activities for primary school47
Associations between mind wandering, viewer interactions, and the meaningful structure of educational videos47
High heels, compass, spider-man, or drug? Metaphor analysis of generative artificial intelligence in academic writing47
Contrasting levels of student engagement in blended and non-blended learning scenarios47
ChatGPT improves creative problem-solving performance in university students: An experimental study46
Understanding the gender divide in digital literacy in four European countries: A comprehensive decomposition analysis using unconditional quantile regression45
Demystifying the personal and social forces behind school digital transformation: An analysis of the job demands and resources theory through school leaders45
Editorial Board44
Editorial Board44
iVisit-Collaborate: Collaborative problem-solving in multiuser 360-degree panoramic site visits44
Stressed or engaged? Addressing the mixed significance of physiological activity during constructivist learning43
Collaborative activities in hybrid learning environments: Exploring teacher orchestration load and students’ perceptions43
Students’ active cognitive engagement with instructional videos predicts STEM learning43
The effectiveness of personalized technology-enhanced learning in higher education: A meta-analysis with association rule mining43
Effect of student responsiveness to instructional innovation on student engagement in semi-synchronous online learning environments: The mediating role of personal technological innovativeness and per42
Virtual vs. traditional learning in higher education: A systematic review of comparative studies42
Digital competence test for learning in schools: Development of items and scales42
Problem- based learning in live online classes: Learning achievement, problem-solving skill, communication skill, and interaction42
Reducing interpretative ambiguity in an educational environment with ChatGPT41
Using scaffolded feedforward and peer feedback to improve problem-based learning in large classes41
Identifying supportive student factors for mindset interventions: A two-model machine learning approach40
Pedagogical discourse markers in online algebra learning: Unraveling instructor's communication using natural language processing40
Validating a collaborative problem-solving assessment tool across educational stages40
Effectiveness of a three-dimensional-printing curriculum: Developing and evaluating an elementary school design-oriented model course40
Virtual companionship or flesh and blood: The effects of study-with-me (SWM) videos on learners’ intrinsic motivation, perceived pressure, and performance39
Educational digital inequality: A meta-analysis of the relationship between digital device use and academic performance in adolescents39
Learners don't know best: Shedding light on the phenomenon of the K-12 MOOC in the context of information literacy39
Understanding what determines university students’ behavioral engagement in a group-based flipped learning context39
In-service teachers' conceptions of mobile technology-integrated instruction: Tendency towards student-centered learning39
Patterns of cognitive returns to Information and Communication Technology (ICT) use of 15-year-olds: Global evidence from a Hierarchical Linear Modeling approach using PISA 201838
Children's social interactions within a socioenactive scenario38
What is “technology integration” and how is it measured in K-12 education? A systematic review of survey instruments from 2010 to 202138
A multilevel investigation into teacher-supported student use of technology in East Asian classroom: Examining teacher and school characteristics37
Effects of two computer-based interventions on reading comprehension: Does strategy instruction matter?37
Unveiling joint attention dynamics: Examining multimodal engagement in an immersive collaborative astronomy simulation36
Touchscreen apps for child creativity: An evaluation of creativity apps designed for young children36
Empowering the collective reflection-based argumentation mapping strategy to enhance students’ argumentative speaking36
Fail or pass? Investigating learning experiences and interactive roles in MOOC discussion board36
A systematic review of the use of log-based process data in computer-based assessments36
The influence of task-value scaffolding in a predictive learning analytics dashboard on learners' statistics anxiety, motivation, and performance36
Toward a framework that connects individual TPACK and collective TPACK: A systematic review of TPACK studies investigating teacher collaborative discourse in the learning by design process35
Development and techniques in learner model in adaptive e-learning system: A systematic review35
Adolescent user behaviors on short video application, cognitive functioning and academic performance35
Effectiveness of online regulation scaffolds on peer feedback provision and uptake: A mixed methods study35
Digital Game-Based Learning effectiveness assessment: Reflections on study design35
Redesigning mathematics preservice teachers’ preparation for teaching with technology: A qualitative cross-case analysis using TPACK lenses35
Virtual reality for car-detailing skill development: Learning outcomes of procedural accuracy and performance quality predicted by VR self-efficacy, VR using anxiety, VR learning interest and flow exp34
A self-determination theory (SDT) design approach for inclusive and diverse artificial intelligence (AI) education34
Investigating the effect of nudges for improving comment quality in active video watching34
Visual search patterns, information selection strategies, and information anxiety for online information problem solving33
Peer feedback to support collaborative knowledge improvement: What kind of feedback feed-forward?33
Editorial Board33
Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills33
Editorial Board32
Comparing the effects of intelligent personal assistant-human and human-human interactions on EFL learners’ willingness to communicate beyond the classroom32
Task-value motivational prompts in a descriptive dashboard can increase anxiety among anxious learners32
Video outperforms illustrated text: Do old explanations for the modality effect apply in a learner-paced fifth-grade classroom context?32
Editorial Board32
A cross-group comparison study of the effect of interaction on satisfaction in online learning: The parallel mediating role of academic emotions and self-regulated learning32
EdTech Context Inventory: Factor analyses for ten instruments to measure edtech implementation context features31
Exploring the factors influencing teachers’ instructional data use with electronic data systems31
Using learning analytics with temporal modeling to uncover the interplay of before-class video viewing engagement, motivation, and performance in an active learning context31
“Development and validation of the ICAP Technology Scale to measure how teachers integrate technology into learning activities”31
When the whole is greater than the sum of its parts: Combining real and virtual experiments in science education31
Feasibility of adaptive teaching with technology: Which implementation conditions matter?31
The role of perspective-taking on empowering the empathetic behavior of educators in VR-based training sessions: An experimental evaluation30
Learning communities, social media, and learning performance: Transactive memory system perspective30
Improving the efficiency of remote conference tool use for distance learning in higher education: A kano based approach30
Advancing young students’ computational thinking: An investigation of structured curriculum in early years primary schooling30
Investigating the effectiveness of emotional design principle to attenuate ego depletion effect30
Diverse approaches to learning with immersive Virtual Reality identified from a systematic review30
Learning analytics on video-viewing engagement in a flipped statistics course: Relating external video-viewing patterns to internal motivational dynamics and performance30
Misinformation Is Contagious: Middle school students learn how to evaluate and share information responsibly through a digital game30
Embodying nature in immersive virtual reality: Are multisensory stimuli vital to affect nature connectedness and pro-environmental behaviour?30
What matters in AI-supported learning: A study of human-AI interactions in language learning using cluster analysis and epistemic network analysis30
Science teachers can teach computational thinking through distributed expertise29
The role of smartphones in college students’ mind-wandering during learning29
Editorial Board29
The synergistic effects in an AI-supported online scientific argumentation learning environment29
Can teaching simulations in a virtual classroom help trainee teachers to develop oral communication skills and self-efficacy? A randomized controlled trial.29
Editorial Board29
Escribo play learning games can foster early reading and writing for low-income kindergarten children29
Pushing the button: Why do learners pause online videos?29
Editorial Board29
Editorial Board29
How instructors influence learning with instructional videos - The importance of professional appearance and communication28
Digital versus paper-based foreign-language vocabulary learning and testing: A study-test medium congruency effect28
Authenticity, engagement, and performance in online high school courses: Insights from micro-interactional data28
Unplugged or plugged-in programming learning: A comparative experimental study28
Predicting problem-solving success in an office simulation applying N-grams and a random forest to behavioral process data28
An analysis of children’ interaction with an AI chatbot and its impact on their interest in reading28
Immersive procedural training in virtual reality: A systematic literature review28
Comparison of children's social problem-solving skills who play videogames and traditional games: A cross-cultural study28
Teachers as digital composers: Designing digital jumpstarts to scaffold for emerging bilingual learners28
Effects of reading medium on the processing, comprehension, and calibration of adolescent readers28
Editorial Board28
Enhancing EFL pre-service teachers’ affordance noticing and utilizing with the Synthesis of Qualitative Evidence strategies: An exploratory study of a customizable virtual environment platform28
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