Journal of Educational Computing Research

Papers
(The TQCC of Journal of Educational Computing Research is 12. 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 2020-04-01 to 2024-04-01.)
ArticleCitations
Social Isolation and Acceptance of the Learning Management System (LMS) in the time of COVID-19 Pandemic: An Expansion of the UTAUT Model189
The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction86
Conversation Technology With Micro-Learning: The Impact of Chatbot-Based Learning on Students’ Learning Motivation and Performance81
Facilitating Emergency Remote K-12 Teaching in Computing-Enhanced Virtual Learning Environments During COVID-19 Pandemic - Blessing or Curse?66
A ChatBot for Learning Chinese: Learning Achievement and Technology Acceptance60
Education in the Digital Age: Learning Experience in Virtual and Mixed Realities55
From Gaming to Computational Thinking: An Adaptive Educational Computer Game-Based Learning Approach52
Integrating Computational Thinking Concept Into Digital Storytelling to Improve Learners’ Motivation and Performance43
Augmented Reality for Early Language Learning: A Systematic Review of Augmented Reality Application Design, Instructional Strategies, and Evaluation Outcomes42
Computational Thinking Through an Empirical Lens: A Systematic Review of Literature41
Extending the Learning Technology Acceptance Model of WeChat by Adding New Psychological Constructs36
The Computational Thinking Scale for Computer Literacy Education35
Educational Robots Improve K-12 Students’ Computational Thinking and STEM Attitudes: Systematic Review35
Entertainment Video Games for Academic Learning: A Systematic Review33
Exploring the Effectiveness and Moderators of Block-Based Visual Programming on Student Learning: A Meta-Analysis33
Scientific Mapping of Social Media in Education: A Decade of Exponential Growth32
A Dual-Scaffolding Framework Integrating Peer-Scaffolding and Cognitive-Scaffolding for an Augmented Reality-Based Educational Board Game: An Analysis of Learners’ Collective Flow State and Collaborat32
The Impact of Immersive Virtual Reality on EFL Learners’ Listening Comprehension30
Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis29
Ready for Online? Exploring EFL Teachers’ ICT Acceptance and ICT Literacy During COVID-19 in Mainland China28
Simultaneously Improving Computational Thinking and Foreign Language Learning: Interdisciplinary Media With Plugged and Unplugged Approaches28
Assessing Young Students’ Design Thinking Disposition and Its Relationship With Computer Programming Self-Efficacy24
Effect of Unplugged Programming Teaching Aids on Children’s Computational Thinking and Classroom Interaction: with Respect to Piaget’s Four Stages Theory23
A Meta-Analysis on Computer Technology Intervention Effects on Mathematics Achievement for Low-Performing Students in K-12 Classrooms23
Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis23
The Role of Internet-Specific Justification Beliefs in Source Evaluation and Corroboration During Web Search on an Unsettled Socio-Scientific Issue23
A Comparison of Solo and Pair Programming in Terms of Flow Experience, Coding Quality, and Coding Achievement22
The Interplay Between Mathematical and Computational Thinking in Primary School Students’ Mathematical Problem-Solving Within a Programming Environment22
Online Self-Regulated Learning and Achievement in the Era of Change21
Supporting the Instructional Videos With Chatbot and Peer Feedback Mechanisms in Online Learning: The Effects on Learning Performance and Intrinsic Motivation21
Automatic Assessment of Students’ Engineering Design Performance Using a Bayesian Network Model21
Visual Programming Environments and Computational Thinking Performance of Fifth- and Sixth-Grade Students21
The Associations Between Computational Thinking and Creativity: The Role of Personal Characteristics20
Exploring Factors That Influence Computational Thinking Skills in Elementary Students’ Collaborative Robotics20
Who’s There? Characterizing Interaction in Virtual Classrooms19
Computer Science Meets Education: Natural Language Processing for Automatic Grading of Open-Ended Questions in eBooks19
Designing a Programming Game to Improve Children’s Procedural Abstraction Skills in Scratch19
Automatic Classification of Semantic Content of Classroom Dialogue18
Enhancing Learning Performance and Motivation of Cultural Heritage Using Serious Games18
Exploring the Relationship Between Social Interaction, Cognitive Processing and Learning Achievements in a MOOC Discussion Forum18
An Integrated View of Information Feedback, Game Quality, and Autonomous Motivation for Evaluating Game-Based Learning Effectiveness17
The Effect of Determining Pair Programming Groups According to Various Individual Difference Variables on Group Compatibility, Flow, and Coding Performance17
Evaluation of Students’ Flow State in an E-learning Environment Through Activity and Performance Using Deep Learning Techniques17
A Topic-Based Bibliometric Analysis of Two Decades of Research on the Application of Technology in Classroom Dialogue16
Engaging With Biology by Asking Questions: Investigating Students’ Interaction and Learning With an Artificial Intelligence-Enriched Textbook16
A Valid and Reliable Scale for Developing Programming-Oriented Computational Thinking15
Structural Validation for the Developmental Model of Computational Thinking15
Professional Development of Code and Robotics Teachers Through Small Private Online Course (SPOC): Teacher Centrality and Pedagogical Strategies for Developing Computational Thinking of Students15
Toward a 5E-Based Flipped Classroom Model for Teaching Computational Thinking in Elementary School: Effects on Student Computational Thinking and Problem-Solving Performance15
An Evaluation of the Relationship Between Perceptions and Performance of Students in a Serious Game15
Effect of Mind Mapping on Creative Thinking of Children in Scratch Visual Programming Education14
Facing Radical Digitalization: Capturing Teachers’ Transition to Virtual Classrooms Through Ideal Type Experiences14
Learner Engagement in a Business Simulation Game: Impact on Higher-Order Thinking Skills14
Troubleshooting to Learn via Scaffolds: Effect on Students’ Ability and Cognitive Load in a Robotics Course14
Effects of Automatic Speech Recognition Software on Pronunciation for Adults With Different Learning Styles14
The Development Trajectory of Shared Epistemic Agency in Online Collaborative Learning: A Study Combing Network Analysis and Sequential Analysis13
Using Three Social Network Analysis Approaches to Understand Computer-Supported Collaborative Learning13
Quantifying the Influence of Achievement Emotions for Student Learning in MOOCs13
Examining the Effects of a Pedagogical Agent With Dual-Channel Emotional Cues on Learner Emotions, Cognitive Load, and Knowledge Transfer Performance13
Longitudinal Effects in the Effectiveness of Educational Virtual Field Trips12
Still a New Kid on the Block? Computational Thinking as Problem Solving in Code.org12
Investigating the Relationship Between Information Literacy and Social Media Competence Among University Students12
Application of Educational Data Mining Approach for Student Academic Performance Prediction Using Progressive Temporal Data12
The Effects of Virtual Reality Infused Instruction on Elementary School Students’ English-Speaking Performance, Willingness to Communicate, and Learning Autonomy12
Augmented Reality in Science Laboratories: Investigating High School Students’ Navigation Patterns and Their Effects on Learning Performance12
Three Contrasting Pairs’ Collaborative Programming Processes in China’s Secondary Education12
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