ETR&D-Educational Technology Research and Development

Papers
(The median citation count of ETR&D-Educational Technology Research and Development is 4. 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 2022-05-01 to 2026-05-01.)
ArticleCitations
Exploring the influence of favorite projects on programming skill improvement: analyzing the longitudinal dataset of 5 years of public activity on scratch social media445
Elementary Students Learning Computer Programming: an investigation of their knowledge Retention, Motivation, and perceptions242
Education and technology: elements of a relevant, comprehensive, and cumulative research agenda235
A two-staged SEM: artificial neural network approach for understanding and predicting the factors of students’ satisfaction with emergency remote teaching155
Facebook post data: a primer for educational research127
Should We account for classrooms? Analyzing online experimental data with student-level randomization109
A study of using mobile phone application in badminton teaching and learning process based on deep learning and auto-feedback-based WISER model74
Implementation of the flipped classroom approach for promoting college students’ deeper learning74
From analogy to reflective thinking: an observation-identification-analogy-based virtual learning approach68
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge62
Taking adaptive learning in educational settings to the next level: leveraging natural language processing for improved personalization59
Exploring the influence of competition and collaboration on learning performance in digital game-based learning58
Enhancing self-regulated learning in online environments: challenges and opportunities for recommender system algorithms57
Student engagement profiles in a mobile app: Links to self-regulated learning and performance56
Enhancing design ldeation: comparing AIGC-engaged and traditional brainstorming in educational contexts55
Design mobile computational thinking-integrated mathematics lessons based on the 5E instructional model for primary students55
Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study53
Development research on an AI English learning support system to facilitate learner-generated-context-based learning49
Exploring expert perceptions of creativity in instructional design: a phenomenographic study48
Designing for actively engaging with mathematics education research in mentoring practice: a Vignette Activity Sequence approach46
The impact of synchronous online discussions and online flipped learning on student engagement and self-regulation among preliminary undergraduates in a basic math course46
Design and development of an online formative peer assessment environment with instructional scaffolds45
Entangled eclecticism: a sociotechnical-pedagogical systems theory approach to learning experience design45
Preservice science teachers coding science simulations: epistemological understanding, coding skills, and lesson design41
Constructing problems in context: a synthesized model of dialectical problem-framing38
What I think I learned36
Artificial intelligence learning platform in a visual programming environment: exploring an artificial intelligence learning model34
Effects of different feedback strategies on academic achievements, learning motivations, and self-efficacy for novice programmers32
“Then You go to Snap”: Multimodal Making of Digital Comics in a Language Arts High School Classroom31
Effects of applying speech-enabled language translation technology to EMI lectures on students’ discussion quality and learning achievement31
The effect of cumulative eye movements’ guidance of experts on transition from novice to expert31
Instructional designers’ professional futures: insights from best possible self and epistemic network analysis30
Instructional design for tutoring on interactive platforms: creating educational interventions overcoming the digital gap30
Correction to: Implementation of the flipped classroom approach for promoting college students’ deeper learning30
Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment29
RETRACTED ARTICLE: Exploring the use of social media for informal learning in professional development in Saudi Arabian higher education28
The implementation of a group knowledge awareness tool to promote collaborative discussions in China’s higher education27
The effects of reading prompts and of post-reading generative learning tasks on multiple document integration: evidence from concept network analysis27
Prompting scientific concept learning in augmented reality: impact of the concept map strategy on mental models and cognitive load27
Each discipline is different: teacher capabilities for future-focussed digitally infused undergraduate programmes27
Reflection as a social phenomenon: a conceptual framework toward group reflection research26
Developing a digital tutor as an intermediary between students, teaching assistants, and lecturers26
A comparative study of students’ adoption and usage of mobile learning in developing countries: Tunisia, Morocco, and Libya24
Corroborating a sorting task measure of individual and of local collective knowledge structure23
Digital distractions in education: a systematic review of research on causes, consequences and prevention strategies23
Integrating cognition, self-regulation, motivation, and metacognition: a framework of post-pandemic flipped classroom design23
Design tensions in developing and using observation and assessment tools in makerspaces22
Exploring the relationships among adolescent students’ metacognitive awareness and social media use on predicting and explaining incidental information literacy21
A case-based reasoning and ontology-based hybrid recommender system for student orientation in higher education21
Exploring non-dominant youths’ engineering identity through productive struggle in a making summer program20
Design-based implementation research: milestones and trade-offs in designing a collaborative representation tool for engineering classrooms20
Exploring the effect of parental involvement on student engagement and academic performance using process data from learning management system19
Development and students’ evaluation of a blended online and offline pedagogy for physical education theory curriculum in China during the COVID-19 pandemic19
The use of distance-shortening strategies to enhance opportunistic collaboration in knowledge-building environments19
Experience sampling methodology and technology: an approach for examining situational, longitudinal, and multi-dimensional characteristics of engagement19
Beyond points and badges: systematic design and refinement of gamified learning through educational design research19
Factors influencing teachers’ technology adoption in technology-rich classrooms: model development and test19
Visualizing the influence of text structures on readers’ knowledge structures: Pathfinder network scaling technique19
Integrating augmented reality into inquiry-based learning approach in primary science classrooms18
Uncovering variations in learning behaviors and cognitive engagement among students with diverse learning goals and outcomes18
Self-regulation, motivation, and outcomes in HyFlex classrooms18
Breaking online language learning barriers: the effects of Experience-Based Cyclical E-Curriculum Design on learners’ vocational second language performance and learning experiences18
A software prototype of formative assessment: designing and usability measurement17
Comparing the effects of unplugged activities and plugged activities on the development of students'computational thinking: a meta-analysis17
Usability research in educational technology: a state-of-the-art systematic review17
How do they define design failure? An investigation of design failure in instructional design practice from the practitioners’ perspective17
Detector-driven classroom interviewing: focusing qualitative researcher time by selecting cases in situ17
Effects on the learning performance of elementary school students using a situation-based interactive e-book in a flipped mathematics classroom17
Online instructors’ pedagogical beliefs and choice of student learning activities17
Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world17
Incorporating spirituality and art factors into interdisciplinary tasks: project-based STREAM, STEAM, and STEM approaches16
The influence of course community and personal community support on learner engagement in online courses16
Human–machine knowledge building: reconceptualising knowledge building partnerships in the age of artificial intelligence16
Multimodal analysis of interaction data from embodied education technologies16
Evaluating the impact of an early reading app on preschool literacy skills: A pilot randomized control study16
Tracing the essence: ways to develop abstraction in computational thinking16
An exploration of factors that predict higher education faculty members’ intentions to utilize emerging technologies15
Implementation of Lettersmith to improve the writing process among graduate-level public health students: Results from a pilot evaluation study15
Enhancing Vocabulary Learning and Retention in EFL Students: A Comparative Study of ARLOOPA Augmented Reality App in Flipped Online and Flipped Face-to-Face Classes15
Assessing the impact of substituting interaction types: an empirical study of the interaction equivalency theory15
Agile eVidence-Informed Design (AVIDesign): Unlocking the potential of emerging educational technologies and innovations15
Integrating artificial intelligence in literacy lessons for elementary classrooms: a co-design approach15
Does slow and steady win the race?: Clustering patterns of students’ behaviors in an interactive online mathematics game15
Effect of an interactive e-book on middle school students' mathematics reading and spatial ability14
The added value of game elements: better training performance but comparable learning gains14
Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India14
Measuring students’ perception of an engaging online learning environment: an argument-based scale validation study14
The influence of the conceptual structure of external representations when relearning history content14
Exploring the impact of a CALL tool for emergent bilinguals14
Exploring students’ behavioral patterns when playing educational games with learning supports at different timings14
Concept maps in technological contexts of higher education: a systematic review of selected SSCI publications13
Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 202013
Correction: Analyzing the discourse on open educational resources on Twitter: a sentiment analysis approach13
Missed opportunities in mixed methods EdTech research? Visual joint display development as an analytical strategy for achieving integration in mixed methods studies13
Relational topologies in the learning activity spaces: operationalising a sociomaterial approach13
Weaving in: shifts in youth mathematical engagement through weaving13
Instructor presence in instructional videos in higher education: three field experiments in university courses13
Instructional design students’ design judgment development13
Conceptual and theoretical frameworks for leveraging makerspaces to encourage and retain underrepresented populations in STEM through learning by design12
Technology-based interactive guidance to promote learning performance and self-regulation: a chatbot-assisted self-regulated learning approach12
The impact of emerging educational technologies, including artificial intelligence and augmented reality, on the improvement of practical skills learning12
Predicting students engagement in asynchronous online learning: a mixed-method approach12
Learning analytics in inquiry-based learning: a systematic review12
The influence of organizational factors on the acceptance of online teaching among college faculty during the COVID-19 pandemic: a nationwide study in mainland China12
Role-playing monument exploration: an online educational game with a role-playing mechanism and multi-dimensional scaffolding for monument tours12
A comprehensive review of instructional designer research and approaches in learning design12
Applying participatory design for developing an unplugged game to learning graph theory12
Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction12
Interpreting institute culture dynamics of technology adoption: a downscaling dynamic model12
How to promote students to pose deep questions in knowledge building? A data-driven approach to assessment and feedback12
The handwriting programming language for primary school: aligning computer science education with established teaching practices11
A systematic review of educational online peer-review and assessment systems: charting the landscape11
Creative intention and persistence in educational robotic11
Exploring teachers’ emotional experience in a TPACK development task11
Augmented reality for area measurement reasoning of elementary students11
The influence of pre-reading purpose and extra-textual networks with summary writing on multiple document concept network integration: a replication of Wei et al. (2024)11
Applying the DT-CDIO engineering design model in a flipped learning programming course11
An educational model of equity and computing: a study of marginalized student experience during COVID pandemic11
Examination of systemic factors that impact instructional designers’ practices in higher education11
Static, dynamic, or human? The role of slide dynamics and instructor cues in video lectures11
Correction to: Promise and reality: using ICTs to bridge China’s rural–urban divide in education11
Effects of different graphic organizers in asynchronous online discussions11
Impact of using authentic online learning environments on students’ perceived employability11
Multimedia-based cybersecurity and privacy professional development on educational technology for K-12 personnel11
Exploring collaborative caption editing to augment video-based learning10
Adult learners’ perspectives of AI applications in supporting andragogy10
Could virtual reality be the next approach for international students learning Maltese?10
Precision diagnosis in virtual learning contexts: a predict-observe-explain-diagnose-based approach to scientific inquiry10
A decade of HyFlex learning: a systematic review in undergraduate education10
Causal reasoning with causal graphs in educational technology research10
Learning programming through robots: the effects of educational robotics on pre-service teachers’ programming comprehension and motivation10
Online presence and technology-enhanced language learning experience: a multivariate relationship of learning aspiration, perceived authenticity and learning engagement10
Evaluation of metaverse use intention in software education of university students: combining technology acceptance model with external variables10
An exploratory study of a new concept macrostructure measure when learning history in middle school10
Bridging the digital divide: the mediating role of learning engagement between technology usage approaches and higher order thinking skills in a technology-enhanced inquiry-based learning environment10
A systematic review of digital literacy in lifelong learning for older adults: challenges, strategies, and learning outcomes10
An initial application of SCILDD: a Strategic, Co-created, and Iterative Learning Design and Development process10
Transfer of responsibility from scaffolding to preservice early childhood teachers learning to debug10
Motivation in online course design using self-determination theory: an action research study in a secondary mathematics course10
Contribution of self-determining theory to K–12 students’ online learning engagements: research on the relationship among teacher support dimensions, students’ basic psychological needs satisfaction, 10
Model-based support for teaching practice and self-efficacy in artificial intelligence-enhanced virtual reality teaching simulation10
Students’ preferences with university teaching practices: analysis of testimonials with artificial intelligence10
Design principles to develop digital innovation skills: a design-based research approach10
Exploring grade and gender differences in computational thinking skills: a Greek primary school study9
Group regulation guidance through agile learning strategies: empowering co-regulation, transactive memory, group cohesion, atmosphere, and participation9
The effect of augmented reality on K-12 students’ motivation: a meta-analysis9
Effects of an adaptive computer agent-based digital game on EFL students’ English learning outcomes9
Evaluation of the level of problem solving skills of Turkish higher education graduates in technology-rich environments9
Embracing discomfort in active learning and technology-rich higher education settings: sensemaking through reflexive inquiry9
Professional development in a pandemic: transforming teacher knowledge of reading comprehension instruction9
A conversational agent based on contingent teaching model to support collaborative learning activities: impacts on students’ learning performance, self-efficacy and perceptions9
What type of paper are you writing? A taxonomy of review and theory scholarship distinguished by their summary and advocacy arguments9
Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform9
Relationships between students’ affective experiences and technology acceptance in augmented reality design training in higher education9
Gamified learning impact: a meta-analysis of game element combinations on students’ learning outcomes9
The iBuddy experience: A digital simulation-based approach to enhance secondary school students’ privacy awareness9
Trends, tensions, and futures of maker education research: a 2025 vision for STEM+ disciplinary and transdisciplinary spaces for learning through making9
Learning declarative and procedural knowledge through instructor-present videos: learning effectiveness, mental effort, and visual attention allocation9
Parents’ epistemic supports during home-based engineering design tasks: opportunities and tensions through the use of technology9
Students’ acceptance of and preferences regarding online exams: a systematic literature review9
Mapping academic perspectives on AI in education: trends, challenges, and sentiments in educational research (2018–2024)8
Inter-brain coupling analysis reveals learning-related attention of primary school students8
A contextualized assessment of reliability and validity of student-initiated momentary self-reports during lectures8
Correction to: Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction8
Designing AI-powered learning: adult learners’ expectations for curriculum and human-AI interaction8
Girls Design with Code Club8
Cultivating visual literacy and critical thinking tendency with technological knowledge organizing supports: a concept mapping-based online problem-posing approach8
Technology enriched teaching simulations8
Course designers at work: a critical case study of optimization in online course design8
Role of emotional tone and gender of computer-generated voices in multimedia lessons8
Automated feedback on discourse moves: teachers’ perceived utility of a professional learning tool8
Do teaching staff trust stakeholders and tools in learning analytics? A mixed methods study8
Immersive virtual reality in STEM: is IVR an effective learning medium and does adding self-explanation after a lesson improve learning outcomes?8
Development of the Design Thinking and Instructional Lessons (DTAIL) model: a creative approach for teachers8
First, second, and third-order barriers to information literacy and inquiry-based learning for teachers in poverty contexts8
The impact of designing an online learning environment based on cognitive apprenticeship on students’ critical thinking and interaction in CSCL8
Immersive virtual reality–based manual therapy training: a mixed-methods trial8
Making for science: a framework for the design of physical materials for science learning8
Knowledge-based chatbots: a scale measuring students’ learning experiences in massive open online courses8
Evidence-based development of an instrument for the assessment of teachers’ self-perceptions of their artificial intelligence competence8
Reading-comprehension performances of expository and narrative texts on Interactive-Whiteboards and Paper: evidence from 5th grade children8
A multi-level factors model affecting teachers’ behavioral intention in AI-enabled education ecosystem8
The influence of resource interdependence during problem solving in groups: tracking changes in knowledge structure8
Mixed reality and real-life exercises for mass casualty incidents: a comparison of psychological responses and learning8
Beyond boundaries: leveraging technology for differentiated professional development with lesson study video club7
Integrating dialectical constructivist scaffolding-based argumentation mapping to support students’ dialectical thinking, oral and dialogical argumentation complexity7
Learning technologies for adult literacy: a scoping review and analysis of the current state of evidence7
Tackle implementation challenges in project-based learning: a survey study of PBL e-learning platforms7
Effects of robotics STEM camps on rural elementary students’ self-efficacy and computational thinking7
A systematic review of concept mapping and critical thinking: methodological gaps & research directions7
The role of teachers in a sustainable university: from digital competencies to postdigital capabilities7
Evaluating educational robotics as a maker learning tool for pre-service teacher computer science instruction7
Making in virtual reality environments: a case study of K-12 teachers’ perceptions on the educational affordances of virtual reality for maker-centered learning7
Exploring the impact of technology on foreign language learning: a multivariate meta–meta-analysis study7
Sense of promisingness: towards creative expertise through knowledge-building discourse in online graduate education7
More than knowing: toward collective, critical, and ecological approaches in educational technology research7
The efficacy of animation and visualization in teaching data structures: a case study7
From experience to explanation: an analysis of students’ use of a wildfire simulation7
Music and online learning: new perspectives and directions7
Effects of robot-based multiple low-stakes assessments on students’ oral presentation performance, collective efficacy, and learning attitude7
Understanding museum visitors’ question-asking through a mobile app7
Learner-generated material: the effects of ubiquitous photography on foreign language speaking performance7
A computational thinking course for all preservice K-12 teachers: implementing the four pedagogies for developing computational thinking (4P4CT) framework7
Understanding pre-service teachers’ acceptance of generative artificial intelligence: an extended technology acceptance model approach7
Proposal for a new tool to help teachers in the process of adopting serious games6
E-learning with multiple-try-feedback: Can hints foster students’ achievement during the semester?6
Perceptions of e-learning by deaf and hard of hearing students using asynchronous multimedia tutorials6
Examining the impact of ABRACADABRA (ABRA), a game-based online literacy program, on primary school students in rural Hunan, China6
Revolutionizing arts education through 3D virtual reality: a mixed-method analysis of its impact on sculpting and carving skills among undergraduate art students6
Block-based versus text-based programming: a comparison of learners’ programming behaviors, computational thinking skills and attitudes toward programming6
Development of an immersive virtual reality system for learning about plants in primary education: evaluation of teachers’ perceptions and learners’ flow experiences and learning attitudes6
The effectiveness of design thinking on K-12 school students’ creativity in a maker curriculum6
Different programming approaches on primary students’ computational thinking: a multifactorial chain mediation effect6
A self-determination theory-based digital gaming approach to enhancing EFL learners’ competence in applying professional English6
Exploring online authentic learning environment (OnALE) for inferential statistics: its efficacy and benefits to statistics learners6
Managing large classes in virtual teaching: experiences of university teachers in Ghana during COVID-196
Using gesture recognition with the memory strategy to improve preschoolers’ learning performance, motor skills, and executive function6
Exploring pre-service teachers’ reflection mediated by an AI-powered teacher dashboard in video-based professional learning: a pilot study6
Examining teachers’ behavior patterns in and perceptions of using teacher dashboards for facilitating guidance in CSCL6
A scoping review of empirical research on AI literacy assessments6
Can videos affect learning outcomes? Evidence from an actual learning environment6
Institutional, program, and professional community: a framework for online higher education6
Enhancing inhibition ability through situational training games: effectiveness, motivation and experience6
How do Canadian faculty members imagine future teaching and learning modalities?6
Development and implementation of an IVR-based assessment system for student teachers’ professional vision6
Artificial intelligence-supported physical education during the pandemic: a physical skill auto-assessment and feedback approach based on a reflection-promoting mechanism5
Hierarchical clustering of groups’ collaborative discourses during the computer-supported collaborative concept mapping process5
Promise and reality: using ICTs to bridge China’s rural–urban divide in education5
Promoting pre-service teachers’ knowledge integration from multiple text sources across domains with instructional prompts5
Virtual reality and gamification in education: a systematic review5
Computerized collaboration scripts and real-time intergroup competition for enhancing student collaboration and learning with multi-touch tabletop displays5
Design a problem-based flipped classroom learning environment to promote postgraduates’ research writing performance and perception5
Learning by storytelling and critiquing: a peer assessment-enhanced digital storytelling approach to promoting young students’ information literacy, self-efficacy, and critical thinking awareness5
Higher education teachers' digital competencies for a blended future5
Determining mobile learning acceptance outside the classroom: an integrated acceptance model5
Investigating assessment types in an online climate change class: moderating and mediating effects5
Hybrid technological literacy intervention during COVID-19: impact on kindergarteners' language abilities5
Assistive technology for the inclusion of students with disabilities: a systematic review5
Effects of game-based learning supports on students’ math performance and perceived game flow5
Teachers’ use of data from digital learning platforms for instructional design: a systematic review5
An exploratory case study of the use of a digital self-assessment tool of 21st-century skills in makerspace contexts5
Effects of an automated corrective feedback-based peer assessment approach on students’ learning achievement, motivation, and self-regulated learning conceptions in foreign language pronunciation5
The impact of embodied scaffolding sequences on STEM conceptual learning5
Virtual reality in primary science education: improving knowledge of the water cycle5
Educational design research: grappling with methodological fit5
A progressive concept map-based digital gaming approach for mathematics courses5
A systematic review of augmented reality game-based Learning in STEM education5
How do enhanced videos support generative learning and conceptual understanding in individuals and groups?5
Identifying students’ cognitive-affective profiles and associations with gender and behaviors in virtual scientific inquiry5
Integrating visible thinking and design thinking strategies to improve creativity and growth mindsets4
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