Computer Applications in Engineering Education

Papers
(The H4-Index of Computer Applications in Engineering Education is 21. 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 2021-12-01 to 2025-12-01.)
ArticleCitations
A development platform prototype for virtual laboratories112
Analysis of teamwork skill development in a flipped civil engineering course76
Impact of implementing project‐based assignment (PBA) in CDIO framework for computer numerical control application course50
Application of improved neighbor propagation algorithm in international communication and cooperation to promote internationalization of higher education49
Microlearning strategy in the promotion of motivation and learning outcomes in software project management46
Teaching calculus in the first year of an engineering degree using a Digital Escape Room in an online scenario45
Understanding general concepts of requirements engineering through design thinking: An experimental study with students43
An Integrated Framework for Automated Measurement and Prediction of Program Outcome Attainment in Engineering Education42
Who Is the Best Helper for University Students' Mathematical Creativity? A Quasi‐Experimental Study of Human–ChatGPT, Human–Google, and Human–Human Co‐Creation39
Predicting individual learning performance using machine‐learning hybridized with the teaching‐learning‐based optimization37
Teaching Human–Computer Interaction Through the Integration of Engineering and Design Principles37
ScienSolar: Development of an Open‐Source VBA‐Excel Based Package to Model 3D Physics Problems Without Coding32
An open‐source data acquisition platform for teaching vibration analysis31
The impact of GitHub on students' learning and engagement in a software engineering course30
Game‐based learning for better decision‐making: A collision prevention training for maritime transportation engineering students30
29
Virtual‐laboratory based learning to improve students’ basic engineering competencies based on their spatial abilities28
Using PharmaPy with Jupyter Notebook to teach digital design in pharmaceutical manufacturing24
Design and implementation of a microcontroller training kit for blend learning23
23
Automatic Generation of Cybersecurity Teaching Cases Using Large Language Models22
Teaching Variables Interaction Effects Through a Battery‐Aging Case Study in Undergraduate Engineering21
Framework for adaptive serious games21
Immersive virtual reality in AECO/FM to enhance education: Systematic literature review and future directions21
Serious Games in Engineering Education: Assessing Novelty Effects and the Influence of Prior Gaming Experience21
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