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 2021-06-01 to 2025-06-01.)
ArticleCitations
Exploring the influence of favorite projects on programming skill improvement: analyzing the longitudinal dataset of 5 years of public activity on scratch social media209
Should We account for classrooms? Analyzing online experimental data with student-level randomization125
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge97
Elementary Students Learning Computer Programming: an investigation of their knowledge Retention, Motivation, and perceptions86
From analogy to reflective thinking: an observation-identification-analogy-based virtual learning approach73
Facebook post data: a primer for educational research61
A two-staged SEM: artificial neural network approach for understanding and predicting the factors of students’ satisfaction with emergency remote teaching51
Designing biomimetic robots: iterative development of an integrated technology design curriculum49
Education and technology: elements of a relevant, comprehensive, and cumulative research agenda45
Scaffolding in immersive virtual reality environments for learning English: an eye tracking study44
Two sides of the same coin: video annotations and in-video questions for active learning44
Design mobile computational thinking-integrated mathematics lessons based on the 5E instructional model for primary students42
Exploring the influence of competition and collaboration on learning performance in digital game-based learning41
Taking adaptive learning in educational settings to the next level: leveraging natural language processing for improved personalization41
Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course40
Cross-cultural learning in virtual reality environment: facilitating cross-cultural understanding, trait emotional intelligence, and sense of presence40
Implementation of the flipped classroom approach for promoting college students’ deeper learning39
The impact of synchronous online discussions and online flipped learning on student engagement and self-regulation among preliminary undergraduates in a basic math course38
Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study37
Exploring the adoption of social media in self-paced physical activity in early childhood education: a case in central China36
Preservice science teachers coding science simulations: epistemological understanding, coding skills, and lesson design36
Learner-centric MOOC model: a pedagogical design model towards active learner participation and higher completion rates36
Design and development of an online formative peer assessment environment with instructional scaffolds36
Designing for robot-mediated interaction among culturally and linguistically diverse children35
Entangled eclecticism: a sociotechnical-pedagogical systems theory approach to learning experience design34
Development research on an AI English learning support system to facilitate learner-generated-context-based learning30
Theoretically driven educational app design: the creation of a mathematics app29
Correction to: Implementation of the flipped classroom approach for promoting college students’ deeper learning29
Integrating cognition, self-regulation, motivation, and metacognition: a framework of post-pandemic flipped classroom design29
Enhancing computational thinking skills in informatics in secondary education: the case of South Korea29
Instructional design learners make sense of theory: a collaborative autoethnography28
Instructional designers’ professional futures: insights from best possible self and epistemic network analysis28
Constructing problems in context: a synthesized model of dialectical problem-framing27
Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment27
Prompting scientific concept learning in augmented reality: impact of the concept map strategy on mental models and cognitive load27
Effects of applying speech-enabled language translation technology to EMI lectures on students’ discussion quality and learning achievement26
Open educational resources (OERs) and courseware development in dual-mode universities in Nigeria25
Each discipline is different: teacher capabilities for future-focussed digitally infused undergraduate programmes25
“Then You go to Snap”: Multimodal Making of Digital Comics in a Language Arts High School Classroom25
What I think I learned25
Corroborating a sorting task measure of individual and of local collective knowledge structure24
The effect of cumulative eye movements’ guidance of experts on transition from novice to expert24
The effects of reading prompts and of post-reading generative learning tasks on multiple document integration: evidence from concept network analysis23
Development and validation of a measure of authentic online work23
Effects of different feedback strategies on academic achievements, learning motivations, and self-efficacy for novice programmers22
Instructional design for tutoring on interactive platforms: creating educational interventions overcoming the digital gap22
Reflection as a social phenomenon: a conceptual framework toward group reflection research21
Factors influencing university teachers’ use of a mobile technology-enhanced teaching (MTT) platform21
Artificial intelligence learning platform in a visual programming environment: exploring an artificial intelligence learning model21
Developing a digital tutor as an intermediary between students, teaching assistants, and lecturers20
Just how much multitasking can students handle during lecture? Effects of question frequency and relevancy, and note taking on retention19
Exploring non-dominant youths’ engineering identity through productive struggle in a making summer program19
Design-based implementation research: milestones and trade-offs in designing a collaborative representation tool for engineering classrooms18
The use of distance-shortening strategies to enhance opportunistic collaboration in knowledge-building environments18
Design tensions in developing and using observation and assessment tools in makerspaces18
Using social media affordances to support Ill-structured problem-solving skills: considering possibilities and challenges18
A case-based reasoning and ontology-based hybrid recommender system for student orientation in higher education18
Which types of learners are suitable for augmented reality? A fuzzy set analysis of learning outcomes configurations from the perspective of individual differences18
Factors influencing teachers’ technology adoption in technology-rich classrooms: model development and test18
Integrating augmented reality into inquiry-based learning approach in primary science classrooms18
Experience sampling methodology and technology: an approach for examining situational, longitudinal, and multi-dimensional characteristics of engagement17
Development and students’ evaluation of a blended online and offline pedagogy for physical education theory curriculum in China during the COVID-19 pandemic17
A software prototype of formative assessment: designing and usability measurement17
Exploring the effect of parental involvement on student engagement and academic performance using process data from learning management system17
Paradigms extended: how to integrate behaviorism, constructivism, knowledge domain, and learner mastery in instructional design16
Online instructors’ pedagogical beliefs and choice of student learning activities16
How do they define design failure? An investigation of design failure in instructional design practice from the practitioners’ perspective16
Detector-driven classroom interviewing: focusing qualitative researcher time by selecting cases in situ16
Self-regulation, motivation, and outcomes in HyFlex classrooms15
Usability research in educational technology: a state-of-the-art systematic review15
Combining exploratory learning with structured practice educational technologies to foster both conceptual and procedural fractions knowledge15
How the design and complexity of concept maps influence cognitive learning processes14
Enhancing Vocabulary Learning and Retention in EFL Students: A Comparative Study of ARLOOPA Augmented Reality App in Flipped Online and Flipped Face-to-Face Classes14
Tracing the essence: ways to develop abstraction in computational thinking14
Exploring the characteristics of an optimal design of non-programming plugged learning for developing primary school students’ computational thinking in mathematics14
Integrating artificial intelligence in literacy lessons for elementary classrooms: a co-design approach14
Does slow and steady win the race?: Clustering patterns of students’ behaviors in an interactive online mathematics game14
Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world14
Multimodal analysis of interaction data from embodied education technologies14
An exploration of factors that predict higher education faculty members’ intentions to utilize emerging technologies14
Investigating the usability and learner experience of a virtual reality adaptive skills intervention for adults with autism spectrum disorder14
Missed opportunities in mixed methods EdTech research? Visual joint display development as an analytical strategy for achieving integration in mixed methods studies13
Measuring students’ perception of an engaging online learning environment: an argument-based scale validation study13
The influence of course community and personal community support on learner engagement in online courses13
Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 202013
The influence of the conceptual structure of external representations when relearning history content12
Implementation of Lettersmith to improve the writing process among graduate-level public health students: Results from a pilot evaluation study12
Instructor presence in instructional videos in higher education: three field experiments in university courses12
Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India12
A strategy to enhance e-safety among first-year students at Zimbabwean universities: an action research12
Weaving in: shifts in youth mathematical engagement through weaving12
Exploring the impact of a CALL tool for emergent bilinguals12
Exploring students’ behavioral patterns when playing educational games with learning supports at different timings12
Effect of an interactive e-book on middle school students' mathematics reading and spatial ability11
Conceptual and theoretical frameworks for leveraging makerspaces to encourage and retain underrepresented populations in STEM through learning by design11
Applying participatory design for developing an unplugged game to learning graph theory11
Correction: Analyzing the discourse on open educational resources on Twitter: a sentiment analysis approach11
Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction11
Technology-based interactive guidance to promote learning performance and self-regulation: a chatbot-assisted self-regulated learning approach11
Relational topologies in the learning activity spaces: operationalising a sociomaterial approach11
Concept maps in technological contexts of higher education: a systematic review of selected SSCI publications11
The added value of game elements: better training performance but comparable learning gains11
The effects of virtual human gesture frequency and reduced video speed on satisfaction and learning outcomes11
The influence of organizational factors on the acceptance of online teaching among college faculty during the COVID-19 pandemic: a nationwide study in mainland China11
Role-playing monument exploration: an online educational game with a role-playing mechanism and multi-dimensional scaffolding for monument tours11
Creative intention and persistence in educational robotic10
From cooperation to collaboration: investigating collaborative group writing and social knowledge construction in pre-service teachers10
Designing and delivering representation-focused science lessons in a digital learning environment10
Effects of different graphic organizers in asynchronous online discussions10
Impact of using authentic online learning environments on students’ perceived employability10
A comprehensive review of instructional designer research and approaches in learning design10
Instructional design students’ design judgment development10
A systematic review of educational online peer-review and assessment systems: charting the landscape10
Interpreting institute culture dynamics of technology adoption: a downscaling dynamic model10
Augmented reality for area measurement reasoning of elementary students10
Training in-service teachers through individualized technology-related mentorship10
Learning analytics in inquiry-based learning: a systematic review10
Correction to: Promise and reality: using ICTs to bridge China’s rural–urban divide in education10
Applying the DT-CDIO engineering design model in a flipped learning programming course9
Evaluation of metaverse use intention in software education of university students: combining technology acceptance model with external variables9
Embracing discomfort in active learning and technology-rich higher education settings: sensemaking through reflexive inquiry9
Could virtual reality be the next approach for international students learning Maltese?9
An educational model of equity and computing: a study of marginalized student experience during COVID pandemic9
Exploring teachers’ emotional experience in a TPACK development task9
Motivation in online course design using self-determination theory: an action research study in a secondary mathematics course9
An exploration of the relationship between argumentative prompts and depth to elicit alternative positions in ill-structured problem solving9
The mainstream and extension of contemporary virtual reality education research: Insights from a co-citation network analysis (2015–2020)9
Examination of systemic factors that impact instructional designers’ practices in higher education9
Transfer of responsibility from scaffolding to preservice early childhood teachers learning to debug9
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
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