Journal of Educational Computing Research

Papers
(The H4-Index of Journal of Educational Computing Research is 26. 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 2022-01-01 to 2026-01-01.)
ArticleCitations
Design and Development of Artificial Intelligence Dynamic Physical Education Teaching Resources in Human-Computer Interaction Mode143
Educational Programming Environments for Enhancing Conceptual Design in the Object-Oriented Paradigm: A Systematic Mapping Study124
Trusting and Learning From Virtual Humans that Correct Common Misconceptions83
Enhancing Academic Achievement and Engagement Through Digital Game-Based Learning: An Empirical Study on Middle School Students65
Mining Large Open Online Learning Networks: Exploring Community Dynamics and Communities of Performance64
Strategy Uptake in Writing Pal: Adaptive Feedback and Instruction63
Effects of Robot-Assisted Language Learning on English-as-a-Foreign-Language Skill Development59
So, Why Do Students Perform Better in Gamified Courses? Understanding Motivational Styles in Educational Gamification53
Identifying Key Contextual Factors of Digital Reading Literacy Through a Machine Learning Approach42
The Effects of Worked-Out Example and Metacognitive Scaffolding on Problem-Solving Programming40
Can Gamification Assist Learning? A Study to Design and Explore the Uses of Educational Music Games for Adults and Young Learners38
Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms37
Prompt Engineering in Education: A Systematic Review of Approaches and Educational Applications37
Introductory Editorial: Shaping the Future of Educational Computing Research36
Crafting Compelling Argumentative Writing for Undergraduates: Exploring the Nexus of Digital Annotations, Conversational Agents, and Collaborative Concept Maps35
An Empirical Investigation of the Different Levels of Gamification in an Introductory Programming Course34
Enhancing Computational Thinking, Spatial Reasoning, and Executive Function Skills: The Impact of Tangible Programming Tools in Early Childhood and Across Different Learner Stages33
Research on the Role of an Automatic Resource Generation System to Promote Chinese as a Second Language Learners’ Learning in Colleges33
The Effects of ChatGPT-Generated Feedback on Saudi EFL Learners’ Writing Skills and Perception at the Tertiary Level: A Mixed-Methods Study32
Understanding English as a Foreign Language Students’ Idea Generation Strategies for Creative Writing With Natural Language Generation Tools30
Investigating the Effect of Role-Play Activity With GenAI Agent on EFL Students’ Speaking Performance28
Recognizing and Relating to the Race/Ethnicity and Gender of Animated Pedagogical Agents28
The Use of Data-Based Emotion Recognition Systems for the Development of Emotional and Musical Creativity in Vocal Students27
Revisiting Analogical Reasoning in Computing Education: Use of Similarities Between Robot Programming Tasks in Debugging27
Journal of Educational Computing Research (JEC), Volume 61, Issue 8 (January 2024) through Volume 62 (March 2024 – January 2025) Pagination27
Beyond Innovation: Centring Ethics and Social Responsibility in Educational Computing27
Contextualized Game-Based Language Learning: Retrospect and Prospect26
Charting Competence: A Holistic Scale for Measuring Proficiency in Artificial Intelligence Literacy26
Ingame Worked Examples Support as an Alternative to Textual Instructions in Serious Games About Programming26
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