ETR&D-Educational Technology Research and Development

Papers
(The TQCC of ETR&D-Educational Technology Research and Development is 8. 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
Cultivating an online teacher community of practice around the instructional conversation pedagogy: a social network analysis26
Designing biomimetic robots: iterative development of an integrated technology design curriculum26
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
Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course25
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
Exploring the relationships between teacher noticing, ambisonic audio, and variance in focus when viewing 360 video24
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
Using virtual reality (VR) to improve structural systems knowledge of project and facilities management students23
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
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge16
Development and validation of the online learner satisfaction instrument16
A contextualized assessment of reliability and validity of student-initiated momentary self-reports during lectures16
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
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
East Africa and China faculty use of information and communication technology tools: a descriptive and comparative analysis14
Pointing and tracing enhance computer-based learning14
Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India14
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 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
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
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
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