ETR&D-Educational Technology Research and Development

Papers
(The TQCC of ETR&D-Educational Technology Research and Development is 9. 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 2020-04-01 to 2024-04-01.)
ArticleCitations
Utilising learning analytics to support study success in higher education: a systematic review124
The impact of gamification in educational settings on student learning outcomes: a meta-analysis97
Systematic review of adaptive learning research designs, context, strategies, and technologies from 2009 to 201869
The research we have is not the research we need65
Examining K-12 teachers’ feelings, experiences, and perspectives regarding online teaching during the early stage of the COVID-19 pandemic63
A comprehensive systematic review of MOOC research: Research techniques, topics, and trends from 2009 to 201962
The effects of competition in digital game-based learning (DGBL): a meta-analysis59
Activity-Centred Analysis and Design (ACAD): Core purposes, distinctive qualities and current developments57
A systematic review of mobile game-based learning in STEM education55
Augmented reality enhanced cognitive engagement: designing classroom-based collaborative learning activities for young language learners53
“Like, comment, and share”—professional development through social media in higher education: A systematic review52
Shifting digital, shifting context: (re)considering teacher professional development for online and blended learning in the COVID-19 era49
The effects of using mobile devices on language learning: a meta-analysis46
A synthesis of systematic review research on emerging learning environments and technologies44
Design considerations in emergency remote teaching during the COVID-19 pandemic: a human-centered approach44
Does learner expertise matter when designing emotional multimedia for learners of primary school mathematics?42
The PLE as a framework for developing agency in lifelong learning39
Learning about history in immersive virtual reality: does immersion facilitate learning?37
Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning37
Machine learning for human learners: opportunities, issues, tensions and threats37
Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world36
Effects of sustained attention and video lecture types on learning performances35
Creativity and technology in teaching and learning: a literature review of the uneasy space of implementation 34
Impacts of an AI-based chabot on college students’ after-class review, academic performance, self-efficacy, learning attitude, and motivation32
Ethical issues in learning analytics: a review of the field31
Implementing open educational resources in digital education31
Effects of mobile-app learning diaries vs online training on specific self-regulated learning components30
Integrating adaptivity in educational games: a combined bibliometric analysis and meta-analysis review30
Exploring first-time online undergraduate and graduate students’ growth mindsets and flexible thinking and their relations to online learning engagement30
Putting learning back into learning analytics: actions for policy makers, researchers, and practitioners30
Supporting the shift to digital with student-centered learning analytics29
A pilot study examining the impact of collaborative mind mapping strategy in a flipped classroom: learning achievement, self-efficacy, motivation, and students’ acceptance29
The effects of background music on learning: a systematic review of literature to guide future research and practice28
Understanding teacher design practices for digital inquiry–based science learning: the case of Go-Lab28
Assistive technology for the inclusion of students with disabilities: a systematic review27
Social media, teenagers, and the school context: a scoping review of research in education and related fields26
Cross-cultural learning in virtual reality environment: facilitating cross-cultural understanding, trait emotional intelligence, and sense of presence26
Investigating the usability and learner experience of a virtual reality adaptive skills intervention for adults with autism spectrum disorder26
Influence of problem-based learning games on effective computer programming learning in higher education25
The positivity principle: do positive instructors improve learning from video lectures?25
Towards utilising emerging technologies to address the challenges of using Open Educational Resources: a vision of the future24
Effects of online strategies on students’ learning performance, self-efficacy, self-regulation and critical thinking in university online courses24
A systematic review of augmented reality game-based Learning in STEM education23
Online learning under COVID-19: re-examining the prominence of video-based and text-based feedback23
Mobile microlearning design and effects on learning efficacy and learner experience23
Taking critical thinking, creativity and grit online23
The influence of mobile technologies on preschool and elementary children’s literacy achievement: a systematic review spanning 2007–201922
Learning experience design with immersive virtual reality in physics education22
Exploring the influence of learners’ personal traits and perceived course characteristics on online interaction and engagement22
Quality criteria for conceptual technology integration models in education: bridging research and practice22
Analyzing children’s computational thinking through embodied interaction with technology: a multimodal perspective21
Promoting pupils’ computational thinking skills and self-efficacy: a problem-solving instructional approach20
Usability research in educational technology: a state-of-the-art systematic review20
Using the first principles of instruction and multimedia learning principles to design and develop in-game learning support videos20
Person-centered analysis of self-regulated learner profiles in MOOCs: a cultural perspective19
Shifting to digital: informing the rapid development, deployment, and future of teaching and learning19
Student perceptions and mobile technology adoption: implications for lower-income students shifting to digital19
To prove or improve, that is the question: the resurgence of comparative, confounded research between 2010 and 201919
An examination of personality traits as a predictor of the use of self-regulated learning strategies and considerations for online instruction19
Knowledge-construction behaviors in a mobile learning environment: a lag-sequential analysis of group differences18
Predict or describe? How learning analytics dashboard design influences motivation and statistics anxiety in an online statistics course18
Exploring students’ learning experience in online education: analysis and improvement proposals based on the case of a Spanish open learning university18
Pointing and tracing enhance computer-based learning18
Addressing students’ emotional needs during the COVID-19 pandemic: a perspective on text versus video feedback in online environments18
The Effects of Microlearning: A Scoping Review17
A meta-analysis on the influence of gamification in formal educational settings on affective and behavioral outcomes17
Pre-service teachers’ acceptance of mobile-technology-supported learning activities17
Enhancing early numeracy skills with a tablet-based math game intervention: a study in Tanzania17
Learning in digital environments: a model for cross-cultural alignment17
Secondary school students’ intentions to learn AI: testing moderation effects of readiness, social good and optimism17
Development of the digital and socio-civic skills (DIGISOC) questionnaire17
Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course16
Supporting school teachers’ rapid engagement with online education16
Development of a badminton teaching system with wearable technology for improving students’ badminton doubles skills16
A meta-analysis of relative effectiveness of flipped learning in English as second/foreign language research16
Knowledge building: aligning education with needs for knowledge creation in the digital age16
A cross-cultural study on the influence of cultural values and teacher beliefs on university teachers’ information and communications technology acceptance16
Projecting learner engagement in remote contexts using empathic design16
Extending the social influence factor: behavioural intention to increase the usage of information and communication technology-enhanced student-centered teaching methods16
Using achievement goal-based personalized motivational feedback to enhance online learning15
Promoting students’ cross-disciplinary performance and higher order thinking: a peer assessment-facilitated STEM approach in a mathematics course15
Exploring groups’ affective states during collaborative learning: what triggers activating affect on a group level?15
Examining the relationship between emotion variability, self-regulated learning, and task performance in an intelligent tutoring system15
Factors influencing university teachers’ use of a mobile technology-enhanced teaching (MTT) platform15
Studying the effect of redundancy in a virtual reality classroom15
Integration of problem-based learning in elementary computer science education: effects on computational thinking and attitudes15
Learner-centric MOOC model: a pedagogical design model towards active learner participation and higher completion rates15
Understanding the mediating effect of learning approach between learning factors and higher order thinking skills in collaborative inquiry-based learning14
Scaffolding in immersive virtual reality environments for learning English: an eye tracking study14
The mainstream and extension of contemporary virtual reality education research: Insights from a co-citation network analysis (2015–2020)14
Educational theories and computer game design: lessons from an experiment in elementary mathematics education14
Immersive virtual reality in STEM: is IVR an effective learning medium and does adding self-explanation after a lesson improve learning outcomes?14
Syntactic complexity in individual, collaborative and E-collaborative EFL writing: mediating role of writing modality, L1 and sustained development in focus13
Exploring the structure of digital literacy competence assessed using authentic software applications13
The effectiveness of using augmented reality (AR) to enhance student performance: using quick response (QR) codes in student textbooks in the Saudi education system13
Two sides of the same coin: video annotations and in-video questions for active learning13
Preface: Reflections on the waves of emerging learning technologies13
Adoption of mobile social media for learning among Chinese older adults in senior citizen colleges13
Developmental research on an interactive application for language speaking practice using speech recognition technology12
Measuring performance in leaning process of digital game-based learning and static E-learning12
A meta-analysis of wearables research in educational settings published 2016–201912
Current initiatives, barriers, and opportunities for networked learning in Latin America12
Open educational resources: expanding equity or reflecting and furthering inequities?12
An online collaborative peer-assessment approach to strengthening pre-service teachers’ digital content development competence and higher-order thinking tendency12
Do social regulation strategies predict learning engagement and learning outcomes? A study of English language learners in wiki-supported literature circles activities12
Teachers’ experiences of teaching online during COVID-19: implications for postpandemic professional development12
A meta-analysis of the impact of virtual technologies on students’ spatial ability12
Learning management system and course influences on student actions and learning experiences12
An investigation of blended learning to support reading instruction in elementary schools12
The role of teachers in a sustainable university: from digital competencies to postdigital capabilities12
Technology-based interventions for children with reading difficulties: a literature review from 2010 to 202012
The role of authentic teaching cases and mastery approach goals in online pre-service teachers’ self-regulated learning12
The first principles of instruction: an examination of their impact on preservice teachers’ TPACK12
Understanding the relationship between computational thinking and computational participation: a case study from Scratch online community12
Towards an ecological-dynamics design framework for embodied-interaction conceptual learning: the case of dynamic mathematics environments12
Designing research to inform sustainability and scalability of digital technology innovations12
Q methodology in learning, design, and technology: an introduction12
Young children’s embodied interactions with a social robot12
Promoting computational thinking of both sciences- and humanities-oriented students: an instructional and motivational design perspective12
Open educational resources: undertheorized research and untapped potential11
Science identity development: how multimodal composition mediates student role-taking as scientist in a media-rich learning environment11
Pandemic induced remote learning increases need for mobile game-based learning to engage learners11
A study on the determinants of social media based learning in higher education11
Using technology in special education: current practices and trends11
Tracking the process and motivation of math learning with augmented reality11
The Effects of an Immersive Virtual Reality Application in First Person Point-of-View (IVRA-FPV) on The Learning and Generalized Performance of a Lumbar Puncture Medical Procedure11
The relationship between group adoption of Knowledge Building Principles and performance in creating artifacts11
Effects of podcast-making on college students’ English speaking skills in higher education10
Shifting to digital during COVID-19: are teachers empowered to give voice to students?10
New alignments for the digital age: insights into connected learning10
Analyzing learners’ engagement and behavior in MOOCs on programming with the Codeboard IDE10
Virtual reality for developing intercultural communication competence in Mandarin as a Foreign language10
Implementation of the flipped classroom and its longitudinal impact on improving academic performance10
Designing video feedback to support the socioemotional aspects of online learning10
Promoting student flow and interest in a science learning game: a design-based research study of School Scene Investigators10
The influence of university students’ learning beliefs on their intentions to use mobile technologies in learning: a study in China and Spain10
A response to an article entitled “Improving teacher professional development for online and blended learning: a systematic meta-aggregative review”10
To design or to integrate? Instructional design versus technology integration in developing learning interventions10
An international perspective for ‘Improving teacher professional development for online and blended learning: a systematic meta-aggregative review’10
Sustainable participatory processes of education technology development10
Digital storytelling as a disciplinary literacy enhancement tool for EFL students9
Advancing automatic guidance in virtual science inquiry: from ease of use to personalization9
Exploring indicators of engagement in online learning as applied to adolescent health prevention: a pilot study of REAL media9
Analysis of patterns in time for evaluating effectiveness of first principles of instruction9
Evaluating the usability and instructional design quality of Interactive Virtual Training for Teachers (IVT-T)9
Toward functional expertise through formal education: identifying an opportunity for higher education9
Learning teamwork through a computer game: for the sake of performance or collaborative learning?9
Enhancing computational thinking skills in informatics in secondary education: the case of South Korea9
Developing a quality curriculum in a technological era9
Is flipping effective? A meta-analysis of the effect of flipped instruction on K-12 students’ academic achievement9
Ideas for supporting student-centered stem learning through remote labs: a response9
Narrative-supported math problem solving in digital game-based learning9
Fostering pedagogical reasoning and dynamic decision-making practices: a conceptual framework to support learning design in a digital age9
The role of metacognition in the first-year design lab9
The effect of narrative-based E-learning systems on novice users’ cognitive load while learning software applications9
An e-learning environment embedded with sign language videos: research into its usability and the academic performance and learning patterns of deaf students9
Data-driven problem based learning: enhancing problem based learning with learning analytics9
Teachers’ role in digitalizing education: an umbrella review9
Does information and communication technology (ICT) empower teacher innovativeness: a multilevel, multisite analysis9
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