ETR&D-Educational Technology Research and Development

Papers
(The median citation count of ETR&D-Educational Technology Research and Development is 2. 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 2021-04-01 to 2025-04-01.)
ArticleCitations
Exploring the influence of favorite projects on programming skill improvement: analyzing the longitudinal dataset of 5 years of public activity on scratch social media180
Implementation of Lettersmith to improve the writing process among graduate-level public health students: Results from a pilot evaluation study103
Effects of an automated corrective feedback-based peer assessment approach on students’ learning achievement, motivation, and self-regulated learning conceptions in foreign language pronunciation95
From analogy to reflective thinking: an observation-identification-analogy-based virtual learning approach78
Scaffolding in immersive virtual reality environments for learning English: an eye tracking study65
Primary teachers’ self-assessment of their confidence in implementing digital technologies curriculum59
Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students’ multimodal science learning55
Cognitive engagement with technology scale: a validation study53
Measuring students’ perception of an engaging online learning environment: an argument-based scale validation study45
Exploring the impact of a CALL tool for emergent bilinguals44
Evidence-based development of an instrument for the assessment of teachers’ self-perceptions of their artificial intelligence competence41
Education and technology: elements of a relevant, comprehensive, and cumulative research agenda41
DUDA: a digital didactic learning unit based on educational escape rooms and multisensory learning activities for primary school children during COVID-19 lockdown41
Hierarchical clustering of groups’ collaborative discourses during the computer-supported collaborative concept mapping process37
How teams learn to regulate collaborative processes with technological support37
Automated feedback on discourse moves: teachers’ perceived utility of a professional learning tool36
Extending the social influence factor: behavioural intention to increase the usage of information and communication technology-enhanced student-centered teaching methods35
Effort expectancy mediate the relationship between instructors’ digital competence and their work engagement: evidence from universities in China34
The influence of the conceptual structure of external representations when relearning history content34
Effects of online strategies on students’ learning performance, self-efficacy, self-regulation and critical thinking in university online courses34
Students’ acceptance of online learning in developing nations: scale development and validation32
Instructor presence in instructional videos in higher education: three field experiments in university courses31
Correction to: Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction31
The impact of embodied scaffolding sequences on STEM conceptual learning31
Fostering parents-professional collaboration for facilitating the school inclusion of students with ASD: design of the “ToGather” web-based prototype30
Two sides of the same coin: video annotations and in-video questions for active learning28
A strategy to enhance e-safety among first-year students at Zimbabwean universities: an action research28
Analysis of patterns in time for evaluating effectiveness of first principles of instruction28
Viewpoint, embodiment, and roles in STEM learning technologies27
Development and validation of a life skills evaluation tool for online learning based on the framework of the capability approach27
Designing biomimetic robots: iterative development of an integrated technology design curriculum26
Cultivating an online teacher community of practice around the instructional conversation pedagogy: a social network analysis26
Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course25
Preventing reading disabilities in prekindergarten using a technology-aided tool25
Impact of a virtual environment on the learning effectiveness, motivation, cognitive load, and group self-efficacy of elementary school students in collaborative learning25
Exploring the relationships between teacher noticing, ambisonic audio, and variance in focus when viewing 360 video24
Exploring students’ behavioral patterns when playing educational games with learning supports at different timings24
The impact of designing an online learning environment based on cognitive apprenticeship on students’ critical thinking and interaction in CSCL24
Elementary Students Learning Computer Programming: an investigation of their knowledge Retention, Motivation, and perceptions24
Using virtual reality (VR) to improve structural systems knowledge of project and facilities management students23
Effect of an interactive e-book on middle school students' mathematics reading and spatial ability23
Developing and validating the assessment of the skills of preservice teachers in implementing pedagogical model of collaborative problem solving23
Implementation of the flipped classroom approach for promoting college students’ deeper learning23
Adaptive scaffolding and engagement in digital game-based learning23
Role of emotional tone and gender of computer-generated voices in multimedia lessons23
The added value of game elements: better training performance but comparable learning gains22
An analysis approach for blended learning based on weighted multiplex networks21
Exploring the influence of competition and collaboration on learning performance in digital game-based learning21
Do teaching staff trust stakeholders and tools in learning analytics? A mixed methods study21
Reorienting the assessment of digital literacy in the twenty-first century: a product-lifecycle and experience dependence perspective21
Role of organisational readiness and stakeholder acceptance: an implementation framework of adaptive learning for higher education20
Missed opportunities in mixed methods EdTech research? Visual joint display development as an analytical strategy for achieving integration in mixed methods studies19
Automated assessment system for programming courses: a case study for teaching data structures and algorithms19
Inter-brain coupling analysis reveals learning-related attention of primary school students18
Relational topologies in the learning activity spaces: operationalising a sociomaterial approach18
Weaving in: shifts in youth mathematical engagement through weaving18
Associating spatial knowledge with concept maps to facilitate learning in digital gaming contexts18
Girls Design with Code Club18
Knowledge-based chatbots: a scale measuring students’ learning experiences in massive open online courses17
Seasoned scholars’ perspectives on the core competencies, programs, research, and future directions of the field of instructional design and technology17
An exploratory case study of the use of a digital self-assessment tool of 21st-century skills in makerspace contexts17
Making for science: a framework for the design of physical materials for science learning17
A contextualized assessment of reliability and validity of student-initiated momentary self-reports during lectures16
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge16
Development and validation of the online learner satisfaction instrument16
Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 202015
Knowledge check-based concept mapping in digital games: impacts on students’ learning performance and behaviors15
A two-staged SEM: artificial neural network approach for understanding and predicting the factors of students’ satisfaction with emergency remote teaching15
Understanding how pre-service science teachers design inquiry-based activities in a knowledge integration (KI) based collaborative learning environment: a network analytic approach15
Influences of immersive virtual reality (IVR)-based science, technology, religion, engineering, art, and mathematics (STREAM) instructional approach on students’ learning performances15
Should We account for classrooms? Analyzing online experimental data with student-level randomization15
Advancing understanding of learning experience design: refining and clarifying definitions using an eDelphi study approach15
Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India14
East Africa and China faculty use of information and communication technology tools: a descriptive and comparative analysis14
Pointing and tracing enhance computer-based learning14
Cross-cultural learning in virtual reality environment: facilitating cross-cultural understanding, trait emotional intelligence, and sense of presence13
Promoting student flow and interest in a science learning game: a design-based research study of School Scene Investigators13
Studying the effect of redundancy in a virtual reality classroom13
Pedagogical AI conversational agents in higher education: a conceptual framework and survey of the state of the art13
Tracking the process and motivation of math learning with augmented reality13
Collaborative research and use of Q methodology to understand technology infusion in teacher preparation13
Improving K-12 Teachers’ Acceptance of Open Educational Resources by Open Educational Practices: A Mixed Methods Inquiry13
Adoption of mobile social media for learning among Chinese older adults in senior citizen colleges13
Development of the Design Thinking and Instructional Lessons (DTAIL) model: a creative approach for teachers12
Taking adaptive learning in educational settings to the next level: leveraging natural language processing for improved personalization12
Facebook post data: a primer for educational research12
Exploring instructional designers' utilization and perspectives on generative AI tools: A mixed methods study12
The HeDiCom framework: Higher Education teachers’ digital competencies for the future12
Validation of a peer observation and evaluation tool for online teaching in the U.S.11
From experience to explanation: an analysis of students’ use of a wildfire simulation11
Learning by storytelling and critiquing: a peer assessment-enhanced digital storytelling approach to promoting young students’ information literacy, self-efficacy, and critical thinking awareness11
A classification tool to foster self-regulated learning with generative artificial intelligence by applying self-determination theory: a case of ChatGPT11
Games in education: a systematic review of studies in international and Iranian contexts11
Entangled eclecticism: a sociotechnical-pedagogical systems theory approach to learning experience design10
Technology enriched teaching simulations10
Promoting draft revision motivation and quality through technology-enhanced peer feedback workshops10
Correction: Analyzing the discourse on open educational resources on Twitter: a sentiment analysis approach10
Adjusting to a new normal: understanding the need for a significant overhaul of the technological infrastructure at higher education institutions10
Technology-based interactive guidance to promote learning performance and self-regulation: a chatbot-assisted self-regulated learning approach10
Leading the AI transformation in schools: it starts with a digital mindset10
Role-playing monument exploration: an online educational game with a role-playing mechanism and multi-dimensional scaffolding for monument tours10
The influence of resource interdependence during problem solving in groups: tracking changes in knowledge structure9
Learner-centric MOOC model: a pedagogical design model towards active learner participation and higher completion rates9
The impact of synchronous online discussions and online flipped learning on student engagement and self-regulation among preliminary undergraduates in a basic math course9
Student interaction patterns and co-regulation practices in text-based and multimodal computer mediated collaborative writing modalities9
Promoting pupils’ computational thinking skills and self-efficacy: a problem-solving instructional approach9
The influence of organizational factors on the acceptance of online teaching among college faculty during the COVID-19 pandemic: a nationwide study in mainland China9
Concept maps in technological contexts of higher education: a systematic review of selected SSCI publications9
Understanding pre-service teachers’ acceptance of generative artificial intelligence: an extended technology acceptance model approach9
Enhancing the flipped classroom model with generative AI and Metaverse technologies: insights from lag sequential and epistemic network analysis9
Training in-service teachers through individualized technology-related mentorship9
Designing and delivering representation-focused science lessons in a digital learning environment9
The effects of learners’ background and social network position on content-related MOOC interaction9
A multi-level factors model affecting teachers’ behavioral intention in AI-enabled education ecosystem9
Effects of robot-assisted digital storytelling on hospitalized children’s communication during the COVID-19 pandemic9
Evaluating educational robotics as a maker learning tool for pre-service teacher computer science instruction8
Co-creating curriculum with students, teachers, and practitioners in a technology-enhanced environment8
Computational thinking for the digital age: a systematic review of tools, pedagogical strategies, and assessment practices8
Investigating the effect of multiple try-feedback on students computational thinking skills through online inquiry-based learning platform8
How do teachers engaging messages affect students? A sentiment analysis8
Facilitating information literacy and intercultural competence development through the VR Tour production learning activity8
Effects of VR instructional approaches and textual cues on performance, cognitive load, and learning experience8
Analyzing properties of success for assessment development in maker-based learning8
Instructional design students’ design judgment development8
Forum posts, communication patterns, and relational structures: A multi-level view of discussions in online courses8
The impact of teachers’ pedagogical beliefs, self-efficacy, and technology value beliefs on 3D printing integration in K-12 science classrooms8
Uncovering maker educators’ heterogenous professional visions of agency within goal setting interactions8
Conceptual and theoretical frameworks for leveraging makerspaces to encourage and retain underrepresented populations in STEM through learning by design8
Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction8
Cultivating visual literacy and critical thinking tendency with technological knowledge organizing supports: a concept mapping-based online problem-posing approach7
Exploring novel approaches to digital self-regulated learning: a study on the use of mobile applications among Polish and Turkish EFL pre-service teachers7
How to foster pre-service teachers’ STEM learning design expertise through virtual internship: a design-based research7
An exploration of conjecture strategies used by instructional design students to support design decision-making7
Designing for robot-mediated interaction among culturally and linguistically diverse children7
Digital badging systems as a set of cultural tools for personalized professional development7
Online learning and problem-solving skills during the COVID-19 pandemic (framework for designing instruction and assessment)7
Rubric formats for the formative assessment of oral presentation skills acquisition in secondary education7
Out of sight, but not out of mind: a case study of the collaborative development of a university-wide orientation resource for online students7
Exploring groups’ affective states during collaborative learning: what triggers activating affect on a group level?7
Integrating dialectical constructivist scaffolding-based argumentation mapping to support students’ dialectical thinking, oral and dialogical argumentation complexity7
The effects of virtual human gesture frequency and reduced video speed on satisfaction and learning outcomes7
Taking coding home: analysis of ScratchJr usage in home and school settings7
Implementation of the flipped classroom and its longitudinal impact on improving academic performance7
Visualizing the learning patterns of topic-based social interaction in online discussion forums: an exploratory study7
The designability paradox: rethinking authenticity and situatedness in educational video games6
Design, development, and evaluation of a virtual reality game-based application to support computational thinking6
Exploring the use of technology among newly arrived children in Hong Kong: from an e-sports and cultural capital perspective6
Critical events and pivotal factors as tools for analyzing the sustainability of online study programs6
Integration of ICTs in teaching practices: propositions to the SAMR model6
Development of the social metacognition inventory for online collaborative argumentation: construct validity and reliability6
Development research on an AI English learning support system to facilitate learner-generated-context-based learning6
Educational quality and technological complexity on recognition of enhanced learning platform in developing countries using PLS-SEM in a post COVID era6
First, second, and third-order barriers to information literacy and inquiry-based learning for teachers in poverty contexts6
Preservice science teachers coding science simulations: epistemological understanding, coding skills, and lesson design6
Predict or describe? How learning analytics dashboard design influences motivation and statistics anxiety in an online statistics course6
Higher education teachers' digital competencies for a blended future6
Correction to: Effects of robotics STEM camps on rural elementary students’ self-efficacy and computational thinking6
Assessing culturally inclusive instructional design in online learning6
Design and development of an online formative peer assessment environment with instructional scaffolds6
A teacher technology tango shows strong results on 5th graders persuasive writing6
A person-centered approach to teacher motivation towards information technology: integrating achievement goal and expectancy-value perspectives6
Approaches to illuminate content-specific gameplay decisions using open-ended game data6
How well do contemporary knowledge tracing algorithms predict the knowledge carried out of a digital learning game?6
The role of teachers in a sustainable university: from digital competencies to postdigital capabilities6
Funding the online teaching and learning in developing countries: insights from Zimbabwe5
Exploring the adoption of social media in self-paced physical activity in early childhood education: a case in central China5
Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review5
A meta-analysis of relative effectiveness of flipped learning in English as second/foreign language research5
A review of how class orchestration with technology has been conducted for pedagogical practices5
Invisible borders in educational technology research? A comparative analysis5
Learning experience design with immersive virtual reality in physics education5
Secondary school students’ intentions to learn AI: testing moderation effects of readiness, social good and optimism5
Immersive virtual reality in STEM: is IVR an effective learning medium and does adding self-explanation after a lesson improve learning outcomes?5
Towards utilising emerging technologies to address the challenges of using Open Educational Resources: a vision of the future5
Understanding Distinctions of Worth in the Practices of Instructional Design Teams5
Editorial: preface to the special issue on embodied cognition and technology for learning5
Towards a new paradigm: the development and validation of a scale to explore technology-enhanced feedback literacy among primary and secondary school teachers5
Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study5
Learning experience design of an mHealth self-management intervention for adolescents with type 1 diabetes5
Digital competence for emergency remote teaching in higher education: understanding the present and anticipating the future5
An online collaborative peer-assessment approach to strengthening pre-service teachers’ digital content development competence and higher-order thinking tendency5
Enhancing phonetic accuracy through chatbot-assisted language learning5
A study on the effects of using gamification with the 6E model on high school students’ computer programming self-efficacy, IoT knowledge, hands-on skills, and behavioral patterns5
Integrating visible thinking and design thinking strategies to improve creativity and growth mindsets4
Correction: Teachers’ role in digitalizing education: an umbrella review4
The efficacy of animation and visualization in teaching data structures: a case study4
What I think I learned4
Factors influencing university teachers’ use of a mobile technology-enhanced teaching (MTT) platform4
From cooperation to collaboration: investigating collaborative group writing and social knowledge construction in pre-service teachers4
Learner-generated material: the effects of ubiquitous photography on foreign language speaking performance4
Creative intention and persistence in educational robotic4
Instructional design learners make sense of theory: a collaborative autoethnography4
Correction to: Promise and reality: using ICTs to bridge China’s rural–urban divide in education4
Instructional designers’ professional futures: insights from best possible self and epistemic network analysis4
Correction: Effects of applying speech-enabled language translation technology to EMI lectures on students’ discussion quality and learning achievement4
Exploring fluctuations in collaborative engagement: how do cognitive and socio-emotional interaction intertwine in online collaborative learning?4
A systematic review of educational online peer-review and assessment systems: charting the landscape4
Effects of robotics STEM camps on rural elementary students’ self-efficacy and computational thinking4
The positivity principle: do positive instructors improve learning from video lectures?4
Predicting student performance by modeling participation in asynchronous discussions in university online introductory mathematical courses4
Impact of using authentic online learning environments on students’ perceived employability4
Theoretically driven educational app design: the creation of a mathematics app4
Enhancing computational thinking skills in informatics in secondary education: the case of South Korea4
An educational model of equity and computing: a study of marginalized student experience during COVID pandemic4
Understanding the relationship between colleges students’ artificial intelligence literacy and higher order thinking skills using the 3P model: the mediating roles of behavioral engagement and peer in4
Evaluation of the digital teacher professional development TARGET-tool for optimizing the motivational climate in secondary school physical education4
Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment4
Increasing the immersivity of 360° videos facilitates learning and memory: implications for theory and practice4
Open educational resources (OERs) and courseware development in dual-mode universities in Nigeria4
Improving metacognition through self-explication in a digital self-regulated learning tool4
Applying the DT-CDIO engineering design model in a flipped learning programming course4
Developing effective and accessible activities to improve and assess computational thinking and engineering learning4
The affordances of a technology-aided formative assessment platform for the assessment and teaching of English as a foreign language: an ecological perspective4
Situated technology infusion in a school district: how systems and structures mediate the process3
Developing a digital tutor as an intermediary between students, teaching assistants, and lecturers3
In-between worlds: Chilean university lecturers’ experiences of teaching transition between face-to-face and virtual reality contexts during the COVID-19 pandemic3
Interpreting institute culture dynamics of technology adoption: a downscaling dynamic model3
Investigation of research trends in educational technologies based on scientometric method (1965–2020): a cross-comparative study between publications from the world and the UK3
Constructing problems in context: a synthesized model of dialectical problem-framing3
Correction to: Implementation of the flipped classroom approach for promoting college students’ deeper learning3
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 robot-based multiple low-stakes assessments on students’ oral presentation performance, collective efficacy, and learning attitude3
Learning technologies for adult literacy: a scoping review and analysis of the current state of evidence3
Learning during a pandemic: an Activity Theory analysis of the challenges experienced by Aotearoa/New Zealand university students3
Effects of a VR-based collaborative painting approach on primary students’ creativity and collaborative quality in art courses3
Understanding museum visitors’ question-asking through a mobile app3
Development and validation of a computational thinking test for lower primary school students3
Effects of different graphic organizers in asynchronous online discussions3
“Then You go to Snap”: Multimodal Making of Digital Comics in a Language Arts High School Classroom3
Effects of different feedback strategies on academic achievements, learning motivations, and self-efficacy for novice programmers3
Improving nursing education through an AI-enhanced mixed reality training platform: development and pilot evaluation3
The impact of 360° videos on basic Chinese writing: a preliminary exploration3
Prompting scientific concept learning in augmented reality: impact of the concept map strategy on mental models and cognitive load3
The effects of reading prompts and of post-reading generative learning tasks on multiple document integration: evidence from concept network analysis3
Using narrative inquiry research methodology in online educational environments3
The effect of narrative-based E-learning systems on novice users’ cognitive load while learning software applications3
Making in virtual reality environments: a case study of K-12 teachers’ perceptions on the educational affordances of virtual reality for maker-centered learning3
Each discipline is different: teacher capabilities for future-focussed digitally infused undergraduate programmes3
Factors shaping faculty online teaching competencies during the Covid-19 pandemic3
Co-designing a communication app to enhance collaborative communication support for secondary students with autism3
Correction to: Learning by storytelling and critiquing: a peer assessment-enhanced digital storytelling approach to promoting young students’ information literacy, self-efficacy, and critical thinking3
Promoting young students’ knowledge co-construction: a concept mapping-based online cooperative problem-posing approach3
Comprehensive school physical activity program technology practice questionnaire (CSPAP-TPQ)3
Exploring students’ learning experience in online education: analysis and improvement proposals based on the case of a Spanish open learning university3
Improving part-time instructors’ student failure rate with an educational engagement information system3
Artificial intelligence learning platform in a visual programming environment: exploring an artificial intelligence learning model3
Academic, social, and cultural learning in the French #bac2018 Twitter hashtag3
Connecting sustainability and computer science curricula through website learning projects embedding different types of student-generated content3
Examination of systemic factors that impact instructional designers’ practices in higher education3
ETR&D Reviewer Excellence Awardees (2021)2
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