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 2021-09-01 to 2025-09-01.)
ArticleCitations
Exploring the influence of favorite projects on programming skill improvement: analyzing the longitudinal dataset of 5 years of public activity on scratch social media265
Should We account for classrooms? Analyzing online experimental data with student-level randomization153
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge114
Elementary Students Learning Computer Programming: an investigation of their knowledge Retention, Motivation, and perceptions104
Facebook post data: a primer for educational research69
From analogy to reflective thinking: an observation-identification-analogy-based virtual learning approach58
Implementation of the flipped classroom approach for promoting college students’ deeper learning57
A study of using mobile phone application in badminton teaching and learning process based on deep learning and auto-feedback-based WISER model54
A two-staged SEM: artificial neural network approach for understanding and predicting the factors of students’ satisfaction with emergency remote teaching53
Designing biomimetic robots: iterative development of an integrated technology design curriculum52
Design mobile computational thinking-integrated mathematics lessons based on the 5E instructional model for primary students49
Scaffolding in immersive virtual reality environments for learning English: an eye tracking study47
Education and technology: elements of a relevant, comprehensive, and cumulative research agenda45
Taking adaptive learning in educational settings to the next level: leveraging natural language processing for improved personalization44
Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course43
Exploring the influence of competition and collaboration on learning performance in digital game-based learning42
Exploring the adoption of social media in self-paced physical activity in early childhood education: a case in central China41
Development research on an AI English learning support system to facilitate learner-generated-context-based learning41
Entangled eclecticism: a sociotechnical-pedagogical systems theory approach to learning experience design40
Preservice science teachers coding science simulations: epistemological understanding, coding skills, and lesson design39
Designing for actively engaging with mathematics education research in mentoring practice: a Vignette Activity Sequence approach38
Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study35
Learner-centric MOOC model: a pedagogical design model towards active learner participation and higher completion rates34
Design and development of an online formative peer assessment environment with instructional scaffolds34
Designing for robot-mediated interaction among culturally and linguistically diverse children34
The effects of reading prompts and of post-reading generative learning tasks on multiple document integration: evidence from concept network analysis33
The impact of synchronous online discussions and online flipped learning on student engagement and self-regulation among preliminary undergraduates in a basic math course33
Integrating cognition, self-regulation, motivation, and metacognition: a framework of post-pandemic flipped classroom design32
Theoretically driven educational app design: the creation of a mathematics app31
Instructional designers’ professional futures: insights from best possible self and epistemic network analysis30
Developing a digital tutor as an intermediary between students, teaching assistants, and lecturers29
Constructing problems in context: a synthesized model of dialectical problem-framing28
Effects of applying speech-enabled language translation technology to EMI lectures on students’ discussion quality and learning achievement28
What I think I learned27
Instructional design learners make sense of theory: a collaborative autoethnography26
The effect of cumulative eye movements’ guidance of experts on transition from novice to expert26
Instructional design for tutoring on interactive platforms: creating educational interventions overcoming the digital gap25
Corroborating a sorting task measure of individual and of local collective knowledge structure25
Reflection as a social phenomenon: a conceptual framework toward group reflection research24
Exploring the use of social media for informal learning in professional development in Saudi Arabian higher education24
“Then You go to Snap”: Multimodal Making of Digital Comics in a Language Arts High School Classroom23
Each discipline is different: teacher capabilities for future-focussed digitally infused undergraduate programmes23
Effects of different feedback strategies on academic achievements, learning motivations, and self-efficacy for novice programmers22
Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment22
Artificial intelligence learning platform in a visual programming environment: exploring an artificial intelligence learning model22
Prompting scientific concept learning in augmented reality: impact of the concept map strategy on mental models and cognitive load20
Correction to: Implementation of the flipped classroom approach for promoting college students’ deeper learning19
Breaking online language learning barriers: the effects of Experience-Based Cyclical E-Curriculum Design on learners’ vocational second language performance and learning experiences18
Exploring non-dominant youths’ engineering identity through productive struggle in a making summer program18
The use of distance-shortening strategies to enhance opportunistic collaboration in knowledge-building environments18
Just how much multitasking can students handle during lecture? Effects of question frequency and relevancy, and note taking on retention18
A case-based reasoning and ontology-based hybrid recommender system for student orientation in higher education18
Digital distractions in education: a systematic review of research on causes, consequences and prevention strategies18
Exploring the effect of parental involvement on student engagement and academic performance using process data from learning management system17
Design tensions in developing and using observation and assessment tools in makerspaces17
Using social media affordances to support Ill-structured problem-solving skills: considering possibilities and challenges17
Design-based implementation research: milestones and trade-offs in designing a collaborative representation tool for engineering classrooms17
Integrating augmented reality into inquiry-based learning approach in primary science classrooms16
Visualizing the influence of text structures on readers’ knowledge structures: Pathfinder network scaling technique15
Which types of learners are suitable for augmented reality? A fuzzy set analysis of learning outcomes configurations from the perspective of individual differences15
Online instructors’ pedagogical beliefs and choice of student learning activities15
Factors influencing teachers’ technology adoption in technology-rich classrooms: model development and test15
Experience sampling methodology and technology: an approach for examining situational, longitudinal, and multi-dimensional characteristics of engagement15
Development and students’ evaluation of a blended online and offline pedagogy for physical education theory curriculum in China during the COVID-19 pandemic15
Uncovering variations in learning behaviors and cognitive engagement among students with diverse learning goals and outcomes15
A software prototype of formative assessment: designing and usability measurement15
Exploring the characteristics of an optimal design of non-programming plugged learning for developing primary school students’ computational thinking in mathematics14
Paradigms extended: how to integrate behaviorism, constructivism, knowledge domain, and learner mastery in instructional design14
Combining exploratory learning with structured practice educational technologies to foster both conceptual and procedural fractions knowledge14
How do they define design failure? An investigation of design failure in instructional design practice from the practitioners’ perspective14
Self-regulation, motivation, and outcomes in HyFlex classrooms14
Comparing the effects of unplugged activities and plugged activities on the development of students'computational thinking: a meta-analysis14
Multimodal analysis of interaction data from embodied education technologies13
How the design and complexity of concept maps influence cognitive learning processes13
Usability research in educational technology: a state-of-the-art systematic review13
Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world13
Detector-driven classroom interviewing: focusing qualitative researcher time by selecting cases in situ13
Integrating artificial intelligence in literacy lessons for elementary classrooms: a co-design approach13
Implementation of Lettersmith to improve the writing process among graduate-level public health students: Results from a pilot evaluation study12
An exploration of factors that predict higher education faculty members’ intentions to utilize emerging technologies12
Does slow and steady win the race?: Clustering patterns of students’ behaviors in an interactive online mathematics game12
Instructor presence in instructional videos in higher education: three field experiments in university courses12
Exploring the impact of a CALL tool for emergent bilinguals12
Enhancing Vocabulary Learning and Retention in EFL Students: A Comparative Study of ARLOOPA Augmented Reality App in Flipped Online and Flipped Face-to-Face Classes12
Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India12
The influence of course community and personal community support on learner engagement in online courses12
Tracing the essence: ways to develop abstraction in computational thinking12
Conceptual and theoretical frameworks for leveraging makerspaces to encourage and retain underrepresented populations in STEM through learning by design11
Measuring students’ perception of an engaging online learning environment: an argument-based scale validation study11
Relational topologies in the learning activity spaces: operationalising a sociomaterial approach11
Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 202011
The influence of the conceptual structure of external representations when relearning history content11
Effect of an interactive e-book on middle school students' mathematics reading and spatial ability11
Missed opportunities in mixed methods EdTech research? Visual joint display development as an analytical strategy for achieving integration in mixed methods studies11
Exploring students’ behavioral patterns when playing educational games with learning supports at different timings11
A strategy to enhance e-safety among first-year students at Zimbabwean universities: an action research11
The added value of game elements: better training performance but comparable learning gains11
Weaving in: shifts in youth mathematical engagement through weaving11
Learning analytics in inquiry-based learning: a systematic review10
Role-playing monument exploration: an online educational game with a role-playing mechanism and multi-dimensional scaffolding for monument tours10
Correction: Analyzing the discourse on open educational resources on Twitter: a sentiment analysis approach10
Correction to: Promise and reality: using ICTs to bridge China’s rural–urban divide in education10
A comprehensive review of instructional designer research and approaches in learning design10
An educational model of equity and computing: a study of marginalized student experience during COVID pandemic10
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
Applying participatory design for developing an unplugged game to learning graph theory10
Instructional design students’ design judgment development10
Actualization of teaching conceptions in lesson design: how teaching conceptions shape TPACK regarding spherical video-based virtual reality-supported writing instruction10
Technology-based interactive guidance to promote learning performance and self-regulation: a chatbot-assisted self-regulated learning approach10
Examination of systemic factors that impact instructional designers’ practices in higher education10
Exploring teachers’ emotional experience in a TPACK development task10
A systematic review of educational online peer-review and assessment systems: charting the landscape10
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
Training in-service teachers through individualized technology-related mentorship10
Concept maps in technological contexts of higher education: a systematic review of selected SSCI publications10
Designing and delivering representation-focused science lessons in a digital learning environment10
Creative intention and persistence in educational robotic10
Impact of using authentic online learning environments on students’ perceived employability10
Augmented reality for area measurement reasoning of elementary students10
The handwriting programming language for primary school: aligning computer science education with established teaching practices9
Effects of different graphic organizers in asynchronous online discussions9
An exploratory study of a new concept macrostructure measure when learning history in middle school9
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
Could virtual reality be the next approach for international students learning Maltese?9
Interpreting institute culture dynamics of technology adoption: a downscaling dynamic model9
Precision diagnosis in virtual learning contexts: a predict-observe-explain-diagnose-based approach to scientific inquiry9
Transfer of responsibility from scaffolding to preservice early childhood teachers learning to debug9
Evaluation of metaverse use intention in software education of university students: combining technology acceptance model with external variables9
Applying the DT-CDIO engineering design model in a flipped learning programming course9
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
Students’ acceptance of and preferences regarding online exams: a systematic literature review9
0.10227584838867