Journal of Educational Computing Research

Papers
(The TQCC of Journal of Educational Computing Research is 15. 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 2021-11-01 to 2025-11-01.)
ArticleCitations
Strategy Uptake in Writing Pal: Adaptive Feedback and Instruction130
Enhancing Academic Achievement and Engagement Through Digital Game-Based Learning: An Empirical Study on Middle School Students117
So, Why Do Students Perform Better in Gamified Courses? Understanding Motivational Styles in Educational Gamification80
Identifying Key Contextual Factors of Digital Reading Literacy Through a Machine Learning Approach63
Effects of Robot-Assisted Language Learning on English-as-a-Foreign-Language Skill Development58
Design and Development of Artificial Intelligence Dynamic Physical Education Teaching Resources in Human-Computer Interaction Mode52
Trusting and Learning From Virtual Humans that Correct Common Misconceptions52
Mining Large Open Online Learning Networks: Exploring Community Dynamics and Communities of Performance40
Educational Programming Environments for Enhancing Conceptual Design in the Object-Oriented Paradigm: A Systematic Mapping Study40
Prompt Engineering in Education: A Systematic Review of Approaches and Educational Applications40
Can Gamification Assist Learning? A Study to Design and Explore the Uses of Educational Music Games for Adults and Young Learners36
Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms35
The Effects of Worked-Out Example and Metacognitive Scaffolding on Problem-Solving Programming35
Research on the Role of an Automatic Resource Generation System to Promote Chinese as a Second Language Learners’ Learning in Colleges33
Enhancing Computational Thinking, Spatial Reasoning, and Executive Function Skills: The Impact of Tangible Programming Tools in Early Childhood and Across Different Learner Stages32
An Empirical Investigation of the Different Levels of Gamification in an Introductory Programming Course31
Investigating the Effect of Role-Play Activity With GenAI Agent on EFL Students’ Speaking Performance28
The Effects of ChatGPT-Generated Feedback on Saudi EFL Learners’ Writing Skills and Perception at the Tertiary Level: A Mixed-Methods Study28
Introductory Editorial: Shaping the Future of Educational Computing Research28
Understanding English as a Foreign Language Students’ Idea Generation Strategies for Creative Writing With Natural Language Generation Tools27
Crafting Compelling Argumentative Writing for Undergraduates: Exploring the Nexus of Digital Annotations, Conversational Agents, and Collaborative Concept Maps26
Recognizing and Relating to the Race/Ethnicity and Gender of Animated Pedagogical Agents26
The Use of Data-Based Emotion Recognition Systems for the Development of Emotional and Musical Creativity in Vocal Students25
Journal of Educational Computing Research (JEC), Volume 61, Issue 8 (January 2024) through Volume 62 (March 2024 – January 2025) Pagination25
Revisiting Analogical Reasoning in Computing Education: Use of Similarities Between Robot Programming Tasks in Debugging24
Charting Competence: A Holistic Scale for Measuring Proficiency in Artificial Intelligence Literacy24
Beyond Innovation: Centring Ethics and Social Responsibility in Educational Computing24
Ingame Worked Examples Support as an Alternative to Textual Instructions in Serious Games About Programming24
Contextualized Game-Based Language Learning: Retrospect and Prospect24
Network Dynamics and the Impact of Gamification on Computational Thinking and Visual Programming in Primary Education23
Empowering Student Learning Through Artificial Intelligence: A Bibliometric Analysis23
Understanding the Characteristics of Students’ Behavioral Processes in Solving Computational Thinking Problems Based on the Behavioral Sequences23
Lexiland: A Tablet-based Universal Screener for Reading Difficulties in the School Context23
Learning With Mobile Augmented Reality- and Automatic Speech Recognition-Based Materials for English Listening and Speaking Skills: Effectiveness and Perceptions of Non-English Major English as a Fore23
The Effect of Teaching Physical Programming on Computational Thinking Skills and Self-Efficacy Perceptions Towards Computational Thinking22
The Competent Computational Thinking Test: Development and Validation of an Unplugged Computational Thinking Test for Upper Primary School22
The Effect of Learning Trajectories (LT 2 ) Based Digital Games on Turkish Children’s Mathematics Learning22
The Development and Validation of the Questionnaire to Characterize Learning Strategies in Computer Programming (CEAPC)22
Impact of Teaching a Neuro-Computerized Course Through VLE to Develop Computational Thinking Among Mathematics Pre-service Teachers21
The Effects of MALL on L2 Pronunciation Learning: A Meta-Analysis21
Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms21
A Curation Activity-Based Self-Regulated Learning Promotion Approach as Scaffolding to Improving Learners’ Performance in STEM Courses21
Effects of Generative AI Feedback and Interactive Video Assessment on Student Learning Achievement in Philological Content Creation Courses21
Computer-Mediated Corrective Feedback to Improve L2 Writing Skills: A Meta-Analysis20
Collaborative Behavior Patterns of Students in Programming Instruction20
Spatial Cognition Effects of IVE Teaching Resources on Red-Green Color Blindness20
Learner Engagement in a Business Simulation Game: Impact on Higher-Order Thinking Skills20
Effect of Mind Mapping on Creative Thinking of Children in Scratch Visual Programming Education20
AI Language Alchemists: Unleashing Task-Based Chatbots to Enhance Speaking Proficiency, Shape Attitudes, and Foster a Translanguaging Space19
Curiosity, Interest, and Engagement: Unpacking Their Roles in Students’ Learning within a Virtual Game Environment19
Learning Marine Biology Quantitative Skills Through Computational Thinking19
Effects of Incorporating a Large Language Model-Based Adaptive Mechanism Into Contextual Games on Students’ Academic Performance, Flow Experience, Cognitive Load and Behavioral Patterns19
InquiryGPT: Augmenting ChatGPT for Enhancing Inquiry-Based Learning in STEM Education18
The Effects of Computational Thinking Integration in STEM on Students’ Learning Performance in K-12 Education: A Meta-analysis18
Effects of Collaborative Support on Learning in Serious Games for Programming18
A Mobile Contextualized Educational Game Framework With ChatGPT Interactive Scaffolding for Employee Ethics Training17
Using Business Simulation Games to Explore the Effects of Instructional and Technological Support on Students’ Psychological Needs, Cognitive Load, and Learning Achievement17
What Else Can Be Learned When Coding? A Configurative Literature Review of Learning Opportunities Through Computational Thinking16
The Effects of Self-Regulated Learning Support on Learners’ Task Performance and Cognitive Load in Computer Programing16
Adaptive Support With Working Examples in Serious Games About Programming16
The Impact of Puzzle-Based Game With Scaffolding-Aid on Cultural Heritage Learning: Evidence From Eye Movements16
Determinants of Technological Interventions for Children With Autism - A Systematic Review16
Revisiting Trends in GenAI-Assisted Second Language Writing: Retrospect and Prospect15
Promoting Self-Regulation Progress and Knowledge Construction in Blended Learning via ChatGPT-Based Learning Aid15
MetaClassroom: A New Paradigm and Experience for Programming Education15
Assessing Computational Thinking, Motivation, and Grit of Undergraduate Students Using Educational Robots15
On the Quality of the Experience With Virtual Reality-Based Instructional Tools for Science Lab Activities15
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