Computer Applications in Engineering Education

Papers
(The H4-Index of Computer Applications in Engineering Education is 23. 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 2020-05-01 to 2024-05-01.)
ArticleCitations
Sentiment analysis on massive open online course evaluations: A text mining and deep learning approach200
Rediscovering the use of chatbots in education: A systematic literature review133
Computational thinking in programming with Scratch in primary schools: A systematic review88
Education in times of crisis: Rapid transition to distance learning75
Fostering STEAM through challenge‐based learning, robotics, and physical devices: A systematic mapping literature review66
Virtual reality learning environment for enhancing electronics engineering laboratory experience65
Computational thinking in higher education: A review of the literature50
Knowledge mapping of computer applications in education using CiteSpace43
A framework utilizing augmented reality to improve critical thinking ability and learning gain of the students in Physics41
Research on the design of analytical communication and information model for teaching resources with cloud‐sharing platform41
Computational thinking development through physical computing activities in STEAM education35
Adaptive gamification in E‐learning: A literature review and future challenges33
Weighted word embeddings and clustering‐based identification of question topics in MOOC discussion forum posts32
Digital device‐based active learning approach using virtual community classroom during the COVID‐19 pandemic32
Reflections on the last decade of MOOC research31
Virtual reality as a didactic resource from the perspective of engineering teachers29
Improving MOOC learning performance in China: An analysis of factors from the TAM and TPB29
A MOOC‐based flipped experience: Scaffolding SRL strategies improves learners’ time management and engagement28
Computational thinking: Enhancing STEAM and engineering education, from theory to practice28
The effects of game‐based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature review28
Visual analytics of video‐clickstream data and prediction of learners' performance using deep learning models in MOOCs' courses27
Improving learner engagement in MOOCs using a learning intervention system: A research study in engineering education26
Head‐mounted display‐based virtual reality systems in engineering education: A review of recent research25
Stabil: An educational Matlab toolbox for static and dynamic structural analysis23
The consequences of robotics programming education on computational thinking skills: An intervention of the Young Engineer's Workshop (YEW)23
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