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 2021-11-01 to 2025-11-01.)
ArticleCitations
Exploring the influence of favorite projects on programming skill improvement: analyzing the longitudinal dataset of 5 years of public activity on scratch social media296
Elementary Students Learning Computer Programming: an investigation of their knowledge Retention, Motivation, and perceptions171
Should We account for classrooms? Analyzing online experimental data with student-level randomization150
Facebook post data: a primer for educational research116
Education and technology: elements of a relevant, comprehensive, and cumulative research agenda74
A two-staged SEM: artificial neural network approach for understanding and predicting the factors of students’ satisfaction with emergency remote teaching73
Implementation of the flipped classroom approach for promoting college students’ deeper learning64
A study of using mobile phone application in badminton teaching and learning process based on deep learning and auto-feedback-based WISER model58
Design mobile computational thinking-integrated mathematics lessons based on the 5E instructional model for primary students57
Exploring the influence of competition and collaboration on learning performance in digital game-based learning55
From analogy to reflective thinking: an observation-identification-analogy-based virtual learning approach55
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge50
Scaffolding in immersive virtual reality environments for learning English: an eye tracking study49
Designing biomimetic robots: iterative development of an integrated technology design curriculum46
Taking adaptive learning in educational settings to the next level: leveraging natural language processing for improved personalization45
Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course45
Designing for actively engaging with mathematics education research in mentoring practice: a Vignette Activity Sequence approach42
Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study41
The impact of synchronous online discussions and online flipped learning on student engagement and self-regulation among preliminary undergraduates in a basic math course41
Exploring the adoption of social media in self-paced physical activity in early childhood education: a case in central China40
Preservice science teachers coding science simulations: epistemological understanding, coding skills, and lesson design39
Development research on an AI English learning support system to facilitate learner-generated-context-based learning38
Exploring expert perceptions of creativity in instructional design: a phenomenographic study38
Learner-centric MOOC model: a pedagogical design model towards active learner participation and higher completion rates35
Design and development of an online formative peer assessment environment with instructional scaffolds34
Constructing problems in context: a synthesized model of dialectical problem-framing33
Instructional designers’ professional futures: insights from best possible self and epistemic network analysis33
Entangled eclecticism: a sociotechnical-pedagogical systems theory approach to learning experience design33
Exploring the use of social media for informal learning in professional development in Saudi Arabian higher education32
Reflection as a social phenomenon: a conceptual framework toward group reflection research31
“Then You go to Snap”: Multimodal Making of Digital Comics in a Language Arts High School Classroom30
Integrating cognition, self-regulation, motivation, and metacognition: a framework of post-pandemic flipped classroom design29
What I think I learned29
Developing a digital tutor as an intermediary between students, teaching assistants, and lecturers29
Effects of different feedback strategies on academic achievements, learning motivations, and self-efficacy for novice programmers27
Theoretically driven educational app design: the creation of a mathematics app27
Effects of applying speech-enabled language translation technology to EMI lectures on students’ discussion quality and learning achievement25
The effect of cumulative eye movements’ guidance of experts on transition from novice to expert24
Correction to: Implementation of the flipped classroom approach for promoting college students’ deeper learning23
Instructional design learners make sense of theory: a collaborative autoethnography23
Digital distractions in education: a systematic review of research on causes, consequences and prevention strategies23
Artificial intelligence learning platform in a visual programming environment: exploring an artificial intelligence learning model22
Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment21
Instructional design for tutoring on interactive platforms: creating educational interventions overcoming the digital gap21
Prompting scientific concept learning in augmented reality: impact of the concept map strategy on mental models and cognitive load19
Corroborating a sorting task measure of individual and of local collective knowledge structure18
Design tensions in developing and using observation and assessment tools in makerspaces18
The use of distance-shortening strategies to enhance opportunistic collaboration in knowledge-building environments18
Breaking online language learning barriers: the effects of Experience-Based Cyclical E-Curriculum Design on learners’ vocational second language performance and learning experiences18
Visualizing the influence of text structures on readers’ knowledge structures: Pathfinder network scaling technique18
The effects of reading prompts and of post-reading generative learning tasks on multiple document integration: evidence from concept network analysis18
Each discipline is different: teacher capabilities for future-focussed digitally infused undergraduate programmes18
Exploring non-dominant youths’ engineering identity through productive struggle in a making summer program18
Experience sampling methodology and technology: an approach for examining situational, longitudinal, and multi-dimensional characteristics of engagement17
Just how much multitasking can students handle during lecture? Effects of question frequency and relevancy, and note taking on retention17
Uncovering variations in learning behaviors and cognitive engagement among students with diverse learning goals and outcomes16
A case-based reasoning and ontology-based hybrid recommender system for student orientation in higher education16
Design-based implementation research: milestones and trade-offs in designing a collaborative representation tool for engineering classrooms16
Using social media affordances to support Ill-structured problem-solving skills: considering possibilities and challenges16
Factors influencing teachers’ technology adoption in technology-rich classrooms: model development and test16
Exploring the effect of parental involvement on student engagement and academic performance using process data from learning management system16
Development and students’ evaluation of a blended online and offline pedagogy for physical education theory curriculum in China during the COVID-19 pandemic16
A software prototype of formative assessment: designing and usability measurement15
Online instructors’ pedagogical beliefs and choice of student learning activities15
Detector-driven classroom interviewing: focusing qualitative researcher time by selecting cases in situ15
Comparing the effects of unplugged activities and plugged activities on the development of students'computational thinking: a meta-analysis15
Paradigms extended: how to integrate behaviorism, constructivism, knowledge domain, and learner mastery in instructional design15
Integrating augmented reality into inquiry-based learning approach in primary science classrooms15
How do they define design failure? An investigation of design failure in instructional design practice from the practitioners’ perspective15
Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world15
Does slow and steady win the race?: Clustering patterns of students’ behaviors in an interactive online mathematics game14
Self-regulation, motivation, and outcomes in HyFlex classrooms14
Usability research in educational technology: a state-of-the-art systematic review14
An exploration of factors that predict higher education faculty members’ intentions to utilize emerging technologies14
Integrating artificial intelligence in literacy lessons for elementary classrooms: a co-design approach14
Multimodal analysis of interaction data from embodied education technologies14
Exploring the characteristics of an optimal design of non-programming plugged learning for developing primary school students’ computational thinking in mathematics14
Assessing the impact of substituting interaction types: an empirical study of the interaction equivalency theory14
How the design and complexity of concept maps influence cognitive learning processes14
Combining exploratory learning with structured practice educational technologies to foster both conceptual and procedural fractions knowledge14
Evaluating the impact of an early reading app on preschool literacy skills: A pilot randomized control study13
The influence of course community and personal community support on learner engagement in online courses13
Enhancing Vocabulary Learning and Retention in EFL Students: A Comparative Study of ARLOOPA Augmented Reality App in Flipped Online and Flipped Face-to-Face Classes13
A strategy to enhance e-safety among first-year students at Zimbabwean universities: an action research12
Tracing the essence: ways to develop abstraction in computational thinking12
Instructor presence in instructional videos in higher education: three field experiments in university courses12
Relational topologies in the learning activity spaces: operationalising a sociomaterial approach12
Implementation of Lettersmith to improve the writing process among graduate-level public health students: Results from a pilot evaluation study12
The influence of the conceptual structure of external representations when relearning history content12
The added value of game elements: better training performance but comparable learning gains12
Effect of an interactive e-book on middle school students' mathematics reading and spatial ability12
Weaving in: shifts in youth mathematical engagement through weaving12
Exploring students’ behavioral patterns when playing educational games with learning supports at different timings12
Measuring students’ perception of an engaging online learning environment: an argument-based scale validation study11
Conceptual and theoretical frameworks for leveraging makerspaces to encourage and retain underrepresented populations in STEM through learning by design11
Exploring the impact of a CALL tool for emergent bilinguals11
Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India11
Designing and delivering representation-focused science lessons in a digital learning environment11
Missed opportunities in mixed methods EdTech research? Visual joint display development as an analytical strategy for achieving integration in mixed methods studies11
Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 202011
Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction11
Role-playing monument exploration: an online educational game with a role-playing mechanism and multi-dimensional scaffolding for monument tours10
Technology-based interactive guidance to promote learning performance and self-regulation: a chatbot-assisted self-regulated learning approach10
Correction to: Promise and reality: using ICTs to bridge China’s rural–urban divide in education10
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
A comprehensive review of instructional designer research and approaches in learning design10
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
Instructional design students’ design judgment development10
Effects of different graphic organizers in asynchronous online discussions10
An educational model of equity and computing: a study of marginalized student experience during COVID pandemic10
A systematic review of educational online peer-review and assessment systems: charting the landscape10
Applying participatory design for developing an unplugged game to learning graph theory10
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
Concept maps in technological contexts of higher education: a systematic review of selected SSCI publications10
The handwriting programming language for primary school: aligning computer science education with established teaching practices10
Creative intention and persistence in educational robotic10
Predicting students engagement in asynchronous online learning: a mixed-method approach10
Correction: Analyzing the discourse on open educational resources on Twitter: a sentiment analysis approach10
Interpreting institute culture dynamics of technology adoption: a downscaling dynamic model9
Applying the DT-CDIO engineering design model in a flipped learning programming course9
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
Students’ acceptance of and preferences regarding online exams: a systematic literature review9
Precision diagnosis in virtual learning contexts: a predict-observe-explain-diagnose-based approach to scientific inquiry9
Examination of systemic factors that impact instructional designers’ practices in higher education9
An exploratory study of a new concept macrostructure measure when learning history in middle school9
Transfer of responsibility from scaffolding to preservice early childhood teachers learning to debug9
Could virtual reality be the next approach for international students learning Maltese?9
Evaluation of metaverse use intention in software education of university students: combining technology acceptance model with external variables9
Exploring teachers’ emotional experience in a TPACK development task9
Impact of using authentic online learning environments on students’ perceived employability9
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
A systematic review of digital literacy in lifelong learning for older adults: challenges, strategies, and learning outcomes9
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