ETR&D-Educational Technology Research and Development

Papers
(The H4-Index of ETR&D-Educational Technology Research and Development is 30. 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 2021-08-01 to 2025-08-01.)
ArticleCitations
Exploring the influence of favorite projects on programming skill improvement: analyzing the longitudinal dataset of 5 years of public activity on scratch social media247
Should We account for classrooms? Analyzing online experimental data with student-level randomization136
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge106
Elementary Students Learning Computer Programming: an investigation of their knowledge Retention, Motivation, and perceptions95
Facebook post data: a primer for educational research68
From analogy to reflective thinking: an observation-identification-analogy-based virtual learning approach54
Exploring the influence of competition and collaboration on learning performance in digital game-based learning51
Implementation of the flipped classroom approach for promoting college students’ deeper learning51
A study of using mobile phone application in badminton teaching and learning process based on deep learning and auto-feedback-based WISER model50
Two sides of the same coin: video annotations and in-video questions for active learning49
Taking adaptive learning in educational settings to the next level: leveraging natural language processing for improved personalization45
Education and technology: elements of a relevant, comprehensive, and cumulative research agenda44
Designing biomimetic robots: iterative development of an integrated technology design curriculum44
A two-staged SEM: artificial neural network approach for understanding and predicting the factors of students’ satisfaction with emergency remote teaching44
Design mobile computational thinking-integrated mathematics lessons based on the 5E instructional model for primary students42
Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course41
Cross-cultural learning in virtual reality environment: facilitating cross-cultural understanding, trait emotional intelligence, and sense of presence41
Scaffolding in immersive virtual reality environments for learning English: an eye tracking study41
Exploring the adoption of social media in self-paced physical activity in early childhood education: a case in central China40
Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study39
Designing for robot-mediated interaction among culturally and linguistically diverse children38
Development research on an AI English learning support system to facilitate learner-generated-context-based learning38
The impact of synchronous online discussions and online flipped learning on student engagement and self-regulation among preliminary undergraduates in a basic math course34
Entangled eclecticism: a sociotechnical-pedagogical systems theory approach to learning experience design34
Design and development of an online formative peer assessment environment with instructional scaffolds33
Learner-centric MOOC model: a pedagogical design model towards active learner participation and higher completion rates32
Correction to: Implementation of the flipped classroom approach for promoting college students’ deeper learning31
Preservice science teachers coding science simulations: epistemological understanding, coding skills, and lesson design31
Enhancing computational thinking skills in informatics in secondary education: the case of South Korea30
The effects of reading prompts and of post-reading generative learning tasks on multiple document integration: evidence from concept network analysis30
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