ETR&D-Educational Technology Research and Development

Papers
(The median citation count of ETR&D-Educational Technology Research and Development is 3. 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 2021-09-01 to 2025-09-01.)
ArticleCitations
Exploring the influence of favorite projects on programming skill improvement: analyzing the longitudinal dataset of 5 years of public activity on scratch social media265
Should We account for classrooms? Analyzing online experimental data with student-level randomization153
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge114
Elementary Students Learning Computer Programming: an investigation of their knowledge Retention, Motivation, and perceptions104
Facebook post data: a primer for educational research69
From analogy to reflective thinking: an observation-identification-analogy-based virtual learning approach58
Implementation of the flipped classroom approach for promoting college students’ deeper learning57
A study of using mobile phone application in badminton teaching and learning process based on deep learning and auto-feedback-based WISER model54
A two-staged SEM: artificial neural network approach for understanding and predicting the factors of students’ satisfaction with emergency remote teaching53
Designing biomimetic robots: iterative development of an integrated technology design curriculum52
Design mobile computational thinking-integrated mathematics lessons based on the 5E instructional model for primary students49
Scaffolding in immersive virtual reality environments for learning English: an eye tracking study47
Education and technology: elements of a relevant, comprehensive, and cumulative research agenda45
Taking adaptive learning in educational settings to the next level: leveraging natural language processing for improved personalization44
Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course43
Exploring the influence of competition and collaboration on learning performance in digital game-based learning42
Exploring the adoption of social media in self-paced physical activity in early childhood education: a case in central China41
Development research on an AI English learning support system to facilitate learner-generated-context-based learning41
Entangled eclecticism: a sociotechnical-pedagogical systems theory approach to learning experience design40
Preservice science teachers coding science simulations: epistemological understanding, coding skills, and lesson design39
Designing for actively engaging with mathematics education research in mentoring practice: a Vignette Activity Sequence approach38
Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study35
Designing for robot-mediated interaction among culturally and linguistically diverse children34
Learner-centric MOOC model: a pedagogical design model towards active learner participation and higher completion rates34
Design and development of an online formative peer assessment environment with instructional scaffolds34
The effects of reading prompts and of post-reading generative learning tasks on multiple document integration: evidence from concept network analysis33
The impact of synchronous online discussions and online flipped learning on student engagement and self-regulation among preliminary undergraduates in a basic math course33
Integrating cognition, self-regulation, motivation, and metacognition: a framework of post-pandemic flipped classroom design32
Theoretically driven educational app design: the creation of a mathematics app31
Instructional designers’ professional futures: insights from best possible self and epistemic network analysis30
Developing a digital tutor as an intermediary between students, teaching assistants, and lecturers29
Constructing problems in context: a synthesized model of dialectical problem-framing28
Effects of applying speech-enabled language translation technology to EMI lectures on students’ discussion quality and learning achievement28
What I think I learned27
Instructional design learners make sense of theory: a collaborative autoethnography26
The effect of cumulative eye movements’ guidance of experts on transition from novice to expert26
Corroborating a sorting task measure of individual and of local collective knowledge structure25
Instructional design for tutoring on interactive platforms: creating educational interventions overcoming the digital gap25
Reflection as a social phenomenon: a conceptual framework toward group reflection research24
Exploring the use of social media for informal learning in professional development in Saudi Arabian higher education24
Each discipline is different: teacher capabilities for future-focussed digitally infused undergraduate programmes23
“Then You go to Snap”: Multimodal Making of Digital Comics in a Language Arts High School Classroom23
Artificial intelligence learning platform in a visual programming environment: exploring an artificial intelligence learning model22
Effects of different feedback strategies on academic achievements, learning motivations, and self-efficacy for novice programmers22
Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment22
Prompting scientific concept learning in augmented reality: impact of the concept map strategy on mental models and cognitive load20
Correction to: Implementation of the flipped classroom approach for promoting college students’ deeper learning19
A case-based reasoning and ontology-based hybrid recommender system for student orientation in higher education18
Digital distractions in education: a systematic review of research on causes, consequences and prevention strategies18
Breaking online language learning barriers: the effects of Experience-Based Cyclical E-Curriculum Design on learners’ vocational second language performance and learning experiences18
Exploring non-dominant youths’ engineering identity through productive struggle in a making summer program18
The use of distance-shortening strategies to enhance opportunistic collaboration in knowledge-building environments18
Just how much multitasking can students handle during lecture? Effects of question frequency and relevancy, and note taking on retention18
Using social media affordances to support Ill-structured problem-solving skills: considering possibilities and challenges17
Design-based implementation research: milestones and trade-offs in designing a collaborative representation tool for engineering classrooms17
Exploring the effect of parental involvement on student engagement and academic performance using process data from learning management system17
Design tensions in developing and using observation and assessment tools in makerspaces17
Integrating augmented reality into inquiry-based learning approach in primary science classrooms16
Development and students’ evaluation of a blended online and offline pedagogy for physical education theory curriculum in China during the COVID-19 pandemic15
Uncovering variations in learning behaviors and cognitive engagement among students with diverse learning goals and outcomes15
A software prototype of formative assessment: designing and usability measurement15
Visualizing the influence of text structures on readers’ knowledge structures: Pathfinder network scaling technique15
Which types of learners are suitable for augmented reality? A fuzzy set analysis of learning outcomes configurations from the perspective of individual differences15
Online instructors’ pedagogical beliefs and choice of student learning activities15
Factors influencing teachers’ technology adoption in technology-rich classrooms: model development and test15
Experience sampling methodology and technology: an approach for examining situational, longitudinal, and multi-dimensional characteristics of engagement15
Comparing the effects of unplugged activities and plugged activities on the development of students'computational thinking: a meta-analysis14
Exploring the characteristics of an optimal design of non-programming plugged learning for developing primary school students’ computational thinking in mathematics14
Paradigms extended: how to integrate behaviorism, constructivism, knowledge domain, and learner mastery in instructional design14
Combining exploratory learning with structured practice educational technologies to foster both conceptual and procedural fractions knowledge14
How do they define design failure? An investigation of design failure in instructional design practice from the practitioners’ perspective14
Self-regulation, motivation, and outcomes in HyFlex classrooms14
Detector-driven classroom interviewing: focusing qualitative researcher time by selecting cases in situ13
Integrating artificial intelligence in literacy lessons for elementary classrooms: a co-design approach13
Multimodal analysis of interaction data from embodied education technologies13
How the design and complexity of concept maps influence cognitive learning processes13
Usability research in educational technology: a state-of-the-art systematic review13
Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world13
Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India12
The influence of course community and personal community support on learner engagement in online courses12
Tracing the essence: ways to develop abstraction in computational thinking12
Implementation of Lettersmith to improve the writing process among graduate-level public health students: Results from a pilot evaluation study12
An exploration of factors that predict higher education faculty members’ intentions to utilize emerging technologies12
Does slow and steady win the race?: Clustering patterns of students’ behaviors in an interactive online mathematics game12
Instructor presence in instructional videos in higher education: three field experiments in university courses12
Exploring the impact of a CALL tool for emergent bilinguals12
Enhancing Vocabulary Learning and Retention in EFL Students: A Comparative Study of ARLOOPA Augmented Reality App in Flipped Online and Flipped Face-to-Face Classes12
Relational topologies in the learning activity spaces: operationalising a sociomaterial approach11
Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 202011
The influence of the conceptual structure of external representations when relearning history content11
Effect of an interactive e-book on middle school students' mathematics reading and spatial ability11
Missed opportunities in mixed methods EdTech research? Visual joint display development as an analytical strategy for achieving integration in mixed methods studies11
Exploring students’ behavioral patterns when playing educational games with learning supports at different timings11
Conceptual and theoretical frameworks for leveraging makerspaces to encourage and retain underrepresented populations in STEM through learning by design11
A strategy to enhance e-safety among first-year students at Zimbabwean universities: an action research11
The added value of game elements: better training performance but comparable learning gains11
Weaving in: shifts in youth mathematical engagement through weaving11
Measuring students’ perception of an engaging online learning environment: an argument-based scale validation study11
Applying participatory design for developing an unplugged game to learning graph theory10
Instructional design students’ design judgment development10
Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction10
Technology-based interactive guidance to promote learning performance and self-regulation: a chatbot-assisted self-regulated learning approach10
Examination of systemic factors that impact instructional designers’ practices in higher education10
Exploring teachers’ emotional experience in a TPACK development task10
A systematic review of educational online peer-review and assessment systems: charting the landscape10
The influence of organizational factors on the acceptance of online teaching among college faculty during the COVID-19 pandemic: a nationwide study in mainland China10
Training in-service teachers through individualized technology-related mentorship10
Concept maps in technological contexts of higher education: a systematic review of selected SSCI publications10
Designing and delivering representation-focused science lessons in a digital learning environment10
Creative intention and persistence in educational robotic10
Impact of using authentic online learning environments on students’ perceived employability10
Augmented reality for area measurement reasoning of elementary students10
Learning analytics in inquiry-based learning: a systematic review10
Role-playing monument exploration: an online educational game with a role-playing mechanism and multi-dimensional scaffolding for monument tours10
Correction: Analyzing the discourse on open educational resources on Twitter: a sentiment analysis approach10
Correction to: Promise and reality: using ICTs to bridge China’s rural–urban divide in education10
A comprehensive review of instructional designer research and approaches in learning design10
An educational model of equity and computing: a study of marginalized student experience during COVID pandemic10
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)10
An exploratory study of a new concept macrostructure measure when learning history in middle school9
The mainstream and extension of contemporary virtual reality education research: Insights from a co-citation network analysis (2015–2020)9
Motivation in online course design using self-determination theory: an action research study in a secondary mathematics course9
Could virtual reality be the next approach for international students learning Maltese?9
Interpreting institute culture dynamics of technology adoption: a downscaling dynamic model9
Precision diagnosis in virtual learning contexts: a predict-observe-explain-diagnose-based approach to scientific inquiry9
Transfer of responsibility from scaffolding to preservice early childhood teachers learning to debug9
Evaluation of metaverse use intention in software education of university students: combining technology acceptance model with external variables9
Applying the DT-CDIO engineering design model in a flipped learning programming course9
Online presence and technology-enhanced language learning experience: a multivariate relationship of learning aspiration, perceived authenticity and learning engagement9
Exploring collaborative caption editing to augment video-based learning9
Students’ acceptance of and preferences regarding online exams: a systematic literature review9
The handwriting programming language for primary school: aligning computer science education with established teaching practices9
Effects of different graphic organizers in asynchronous online discussions9
A decade of HyFlex learning: a systematic review in undergraduate education8
Embracing discomfort in active learning and technology-rich higher education settings: sensemaking through reflexive inquiry8
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 environment8
Learning programming through robots: the effects of educational robotics on pre-service teachers’ programming comprehension and motivation8
Correction to: Exploring the structure of digital literacy competence assessed using authentic software applications8
Causal reasoning with causal graphs in educational technology research8
Evaluation of the level of problem solving skills of Turkish higher education graduates in technology-rich environments8
Gamified learning impact: a meta-analysis of game element combinations on students’ learning outcomes8
Design principles to develop digital innovation skills: a design-based research approach8
A systematic review of digital literacy in lifelong learning for older adults: challenges, strategies, and learning outcomes8
Learning and innovation skills in making contexts: a comprehensive analytical framework and coding scheme7
Group regulation guidance through agile learning strategies: empowering co-regulation, transactive memory, group cohesion, atmosphere, and participation7
Correction to: Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction7
Role of emotional tone and gender of computer-generated voices in multimedia lessons7
The effect of augmented reality on K-12 students’ motivation: a meta-analysis7
Exploring grade and gender differences in computational thinking skills: a Greek primary school study7
Professional development in a pandemic: transforming teacher knowledge of reading comprehension instruction7
Students’ preferences with university teaching practices: analysis of testimonials with artificial intelligence7
Relationships between students’ affective experiences and technology acceptance in augmented reality design training in higher education7
Girls Design with Code Club7
Making for science: a framework for the design of physical materials for science learning7
A contextualized assessment of reliability and validity of student-initiated momentary self-reports during lectures7
Reading-comprehension performances of expository and narrative texts on Interactive-Whiteboards and Paper: evidence from 5th grade children7
Course designers at work: a critical case study of optimization in online course design7
A conversational agent based on contingent teaching model to support collaborative learning activities: impacts on students’ learning performance, self-efficacy and perceptions7
The iBuddy experience: A digital simulation-based approach to enhance secondary school students’ privacy awareness7
Mapping academic perspectives on AI in education: trends, challenges, and sentiments in educational research (2018–2024)7
Trends, tensions, and futures of maker education research: a 2025 vision for STEM+ disciplinary and transdisciplinary spaces for learning through making7
Parents’ epistemic supports during home-based engineering design tasks: opportunities and tensions through the use of technology7
Inter-brain coupling analysis reveals learning-related attention of primary school students7
Do teaching staff trust stakeholders and tools in learning analytics? A mixed methods study7
Effects of an adaptive computer agent-based digital game on EFL students’ English learning outcomes7
What type of paper are you writing? A taxonomy of review and theory scholarship distinguished by their summary and advocacy arguments7
Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform7
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, 7
Mathematical modeling for theory-oriented research in educational technology7
The impact of designing an online learning environment based on cognitive apprenticeship on students’ critical thinking and interaction in CSCL6
From experience to explanation: an analysis of students’ use of a wildfire simulation6
A multi-level factors model affecting teachers’ behavioral intention in AI-enabled education ecosystem6
An exploration of conjecture strategies used by instructional design students to support design decision-making6
Immersive virtual reality in STEM: is IVR an effective learning medium and does adding self-explanation after a lesson improve learning outcomes?6
Evaluating educational robotics as a maker learning tool for pre-service teacher computer science instruction6
Analysis of patterns in time for evaluating effectiveness of first principles of instruction6
Evidence-based development of an instrument for the assessment of teachers’ self-perceptions of their artificial intelligence competence6
First, second, and third-order barriers to information literacy and inquiry-based learning for teachers in poverty contexts6
Cultivating visual literacy and critical thinking tendency with technological knowledge organizing supports: a concept mapping-based online problem-posing approach6
Integrating dialectical constructivist scaffolding-based argumentation mapping to support students’ dialectical thinking, oral and dialogical argumentation complexity6
Understanding pre-service teachers’ acceptance of generative artificial intelligence: an extended technology acceptance model approach6
Knowledge-based chatbots: a scale measuring students’ learning experiences in massive open online courses6
Development of the Design Thinking and Instructional Lessons (DTAIL) model: a creative approach for teachers6
Technology enriched teaching simulations6
Beyond boundaries: leveraging technology for differentiated professional development with lesson study video club6
The influence of resource interdependence during problem solving in groups: tracking changes in knowledge structure6
Mixed reality and real-life exercises for mass casualty incidents: a comparison of psychological responses and learning6
Automated feedback on discourse moves: teachers’ perceived utility of a professional learning tool6
Tackle implementation challenges in project-based learning: a survey study of PBL e-learning platforms5
A computational thinking course for all preservice K-12 teachers: implementing the four pedagogies for developing computational thinking (4P4CT) framework5
Sense of promisingness: towards creative expertise through knowledge-building discourse in online graduate education5
Learning technologies for adult literacy: a scoping review and analysis of the current state of evidence5
The efficacy of animation and visualization in teaching data structures: a case study5
A self-determination theory-based digital gaming approach to enhancing EFL learners’ competence in applying professional English5
A scoping review of empirical research on AI literacy assessments5
E-learning with multiple-try-feedback: Can hints foster students’ achievement during the semester?5
Learner-generated material: the effects of ubiquitous photography on foreign language speaking performance5
Effects of robot-based multiple low-stakes assessments on students’ oral presentation performance, collective efficacy, and learning attitude5
Implementation of the flipped classroom and its longitudinal impact on improving academic performance5
Understanding museum visitors’ question-asking through a mobile app5
Effects of robotics STEM camps on rural elementary students’ self-efficacy and computational thinking5
Making in virtual reality environments: a case study of K-12 teachers’ perceptions on the educational affordances of virtual reality for maker-centered learning5
Perceptions of e-learning by deaf and hard of hearing students using asynchronous multimedia tutorials5
Dynamics of learning: time-varying feedback effects within the intelligent tutoring system of structure strategy (ITSS)5
Music and online learning: new perspectives and directions5
A person-centered approach to teacher motivation towards information technology: integrating achievement goal and expectancy-value perspectives5
The role of teachers in a sustainable university: from digital competencies to postdigital capabilities5
Exploring the impact of technology on foreign language learning: a multivariate meta–meta-analysis study5
The effectiveness of design thinking on K-12 school students’ creativity in a maker curriculum5
Different programming approaches on primary students’ computational thinking: a multifactorial chain mediation effect5
Can videos affect learning outcomes? Evidence from an actual learning environment5
More than knowing: toward collective, critical, and ecological approaches in educational technology research5
Educational design research: grappling with methodological fit4
How do Canadian faculty members imagine future teaching and learning modalities?4
Promoting pre-service teachers’ knowledge integration from multiple text sources across domains with instructional prompts4
Examining teachers’ behavior patterns in and perceptions of using teacher dashboards for facilitating guidance in CSCL4
Block-based versus text-based programming: a comparison of learners’ programming behaviors, computational thinking skills and attitudes toward programming4
Investigating assessment types in an online climate change class: moderating and mediating effects4
Computerized collaboration scripts and real-time intergroup competition for enhancing student collaboration and learning with multi-touch tabletop displays4
Exploring Kid Space in the wild: a preliminary study of multimodal and immersive collaborative play-based learning experiences4
Managing large classes in virtual teaching: experiences of university teachers in Ghana during COVID-194
Institutional, program, and professional community: a framework for online higher education4
Using gesture recognition with the memory strategy to improve preschoolers’ learning performance, motor skills, and executive function4
Examining the impact of ABRACADABRA (ABRA), a game-based online literacy program, on primary school students in rural Hunan, China4
Virtual reality in primary science education: improving knowledge of the water cycle4
Hybrid technological literacy intervention during COVID-19: impact on kindergarteners' language abilities4
Structured or unstructured educational robotics curriculum? A study of debugging in block-based programming4
Virtual reality and gamification in education: a systematic review4
Exploring pre-service teachers’ reflection mediated by an AI-powered teacher dashboard in video-based professional learning: a pilot study4
Exploring online authentic learning environment (OnALE) for inferential statistics: its efficacy and benefits to statistics learners4
Development and implementation of an IVR-based assessment system for student teachers’ professional vision4
Development of an immersive virtual reality system for learning about plants in primary education: evaluation of teachers’ perceptions and learners’ flow experiences and learning attitudes4
Assistive technology for the inclusion of students with disabilities: a systematic review4
How do enhanced videos support generative learning and conceptual understanding in individuals and groups?4
Effects of a VR-based collaborative painting approach on primary students’ creativity and collaborative quality in art courses3
How do teachers engaging messages affect students? A sentiment analysis3
Higher education teachers' digital competencies for a blended future3
Towards a new paradigm: the development and validation of a scale to explore technology-enhanced feedback literacy among primary and secondary school teachers3
Secondary school students’ intentions to learn AI: testing moderation effects of readiness, social good and optimism3
Will instructional methods and media ever live in unconfounded harmony? Generating useful media research via the instructional theory framework3
Correction: Teachers’ role in digitalizing education: an umbrella review3
Collaborative learning, peer communication, and tool use as design strategies: revising the Informed Design Teaching and Learning Matrix based on instructional practices of secondary design educators3
Effects of VR instructional approaches and textual cues on performance, cognitive load, and learning experience3
Look at me! Can a pedagogical agent facilitate orientation and support learning in VR?3
Increasing the immersivity of 360° videos facilitates learning and memory: implications for theory and practice3
Improving part-time instructors’ student failure rate with an educational engagement information system3
Leading the AI transformation in schools: it starts with a digital mindset3
Promoting draft revision motivation and quality through technology-enhanced peer feedback workshops3
Adjusting to a new normal: understanding the need for a significant overhaul of the technological infrastructure at higher education institutions3
Integrating visible thinking and design thinking strategies to improve creativity and growth mindsets3
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