Computers & Education

Computers & Education

计算机与教育

  • 1区 中科院分区
  • Q1 JCR分区

高引用文章

文章名称 引用次数
The technology acceptance model (TAM): A meta-analytic structural equation modeling approach to explaining teachers' adoption of digital technology in education 83
Augmented reality for STEM learning: A systematic review 59
The flipped classroom: A review of its advantages and challenges 55
Examination of relationships among students' self-determination, technology acceptance, satisfaction, and continuance intention to use K-MOOCs 47
Technology Acceptance Model in M-learning context: A systematic review 42
E-learning success determinants: Brazilian empirical study 41
The impact of a flipped classroom approach on student learning experience 41
The use of mobile learning in higher education: A systematic review 37
Visual learning analytics of educational data: A systematic literature review and research agenda 33
Trends in mobile technology-supported collaborative learning: A systematic review of journal publications from 2007 to 2016 32
Learning Engagement and Persistence in Massive Open Online Courses (MOOCS) 31
Immersive virtual reality serious games for evacuation training and research: A systematic literature review 31
How to learn and how to teach computational thinking: Suggestions based on a review of the literature 31
Progress and new directions for teaching and learning in MOOCs 30
A scoping review of research on digital game-based language learning 27
A systematic review of cloud computing tools for collaborative learning: Opportunities and challenges to the blended-learning environment 26
Students' ICT self-efficacy and computer and information literacy: Determinants and relationships 26
Enhancing student learning experience with technology-mediated gamification: An empirical study 25
Impacts of an augmented reality-based flipped learning guiding approach on students' scientific project performance and perceptions 24
Improving programming skills in engineering education through problem-based game projects with Scratch 23
Students' learning performance and perceived motivation in gamified flipped-class instruction 23
Mobile learning for science and mathematics school education: A systematic review of empirical evidence 22
Trends and research issues of mobile learning studies in nursing education: A review of academic publications from 1971 to 2016 22
Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment 21
A systematic review of eye tracking research on multimedia learning 21
The effects of metacognition on online learning interest and continuance to learn with MOOCs 20
Trends and development in technology-enhanced adaptive/personalized learning: A systematic review of journal publications from 2007 to 2017 20
Tracking e-learning through published papers: A systematic review 20
The design of blended learning in response to student diversity in higher education: Instructors' views and use of differentiated instruction in blended learning 20
Effect of augmented reality game Pokemon GO on cognitive performance and emotional intelligence in adolescent young 20
To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course 19
Learning communities in the crowd: Characteristics of content related interactions and social relationships in MOOC discussion forums 19
Exploring the impacts of interactions, social presence and emotional engagement on active collaborative learning in a social web-based environment 19
Measuring digital literacies: Junior high-school students' perceived competencies versus actual performance 19
Utilizing early engagement and machine learning to predict student outcomes 19
Exploring the relationship between online discourse and commitment in Twitter professional learning communities 19
The essential applications of educational robot: Requirement analysis from the perspectives of experts, researchers and instructors 19
Enhance emotional and social adaptation skills for children with autism spectrum disorder: A virtual reality enabled approach 19
A model of factors affecting learning performance through the use of social media in Malaysian higher education 19
Examining competitive, collaborative and adaptive gamification in young learners' math learning 18
Student acceptance of virtual laboratory and practical work: An extension of the technology acceptance model 18
A systematic review on teaching and learning robotics content knowledge in K-12 18
The relationship between ICT and student literacy in mathematics, reading, and science across 44 countries: A multilevel analysis 17
A review of experimental mobile learning research in 2010-2016 based on the activity theory framework 17
Investigating learning outcomes and subjective experiences in 360-degree videos 17
Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz 16
Cell phone usage and academic performance: An experiment 16
Categorising teachers' use of social media for their professional learning: A self-generating professional learning paradigm 16
Student enrollment, motivation and learning performance in a blended learning environment: The mediating effects of social, teaching, and cognitive presence 16
A multilevel analysis of what matters in the training of pre-service teacher's ICT competencies 16