Educational Technology & Society

Educational Technology & Society

教育技术与社会

  • 2区 中科院分区
  • Q1 JCR分区

高引用文章

文章名称 引用次数
Factors Influencing Preservice Teachers' Intention to Use Technology: TPACK, Teacher Self-efficacy, and Technology Acceptance Model 25
A Learning Analytics Approach to Investigating Factors Affecting EFL Students' Oral Performance in a Flipped Classroom 17
Digital Citizenship with Social Media: Participatory Practices of Teaching and Learning in Secondary Education 12
Middle School Students' Social Media Use 12
Are Games Effective Learning Tools? A Review of Educational Games 12
Applying Learning Analytics for the Early Prediction of Students' Academic Performance in Blended Learning 12
Learning Analytics at Low Cost: At-risk Student Prediction with Clicker Data and Systematic Proactive Interventions 12
A Flipped Contextual Game-Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors 11
MOOCS as Accelerators of Social Mobility? A Systematic Review 10
Using Game-Based Learning with Kinect Technology in Foreign Language Education Course 10
A Study of the Use of Wearable Devices for Healthy and Enjoyable English as a Foreign Language Learning in Authentic Contexts 9
A Structural Model for Students' Adoption of Learning Management Systems: An Empirical Investigation in the Higher Education Context 9
Development of Youth Digital Citizenship Scale and Implication for Educational Setting 8
Gamification from Player Type Perspective: A Case Study 8
Learning Analytics for Supporting Seamless Language Learning using E-book with Ubiquitous Learning System 7
How Competition in a Game-based Science Learning Environment Influences Students' Learning Achievement, Flow Experience, and Learning Behavioral Patterns 7
Creating Interactive E-Books through Learning by Design: The Impacts of Guided Peer-Feedback on Students' Learning Achievements and Project Outcomes in Science Courses 6
Comparing Digital Badges-and-Points with Classroom Token Systems: Effects on Elementary School ESL Students' Classroom Behavior and English Learning 6
Gamifying and Mobilising Social Enquiry-based Learning in Authentic Outdoor Environments 6
Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning 6
The Online Ecology of Literacy and Language Practices of a Gamer 6
Comparison of Animation and Static-picture based Instruction: Effects on Performance and Cognitive Load for Learning Genetics 5
Chinese Character Composition Game with the Augment Paper 5
Effective Learning Design of Game-Based 3D Virtual Language Learning Environments for Special Education Students 5
Using Online Peer Feedback through Blogs to Promote Speaking Performance 5
Understanding University Students' Thoughts and Practices about Digital Citizenship: A Mixed Methods Study 5
Gender-Related Differences in Collaborative Learning in a 3D Virtual Reality Environment by Elementary School Students 5
Using Exaggerated Feedback in a Virtual Reality Environment to Enhance Behavior Intention of Water-Conservation 5
Instructional Suggestions Supporting Science Learning in Digital Environments Based on a Review of Eye Tracking Studies 5
The Effects of Representation Tool (Visible-Annotation) Types to Support Knowledge Building in Computer-Supported Collaborative Learning 5
What Learning Analytics Tells Us: Group Behavior Analysis and Individual Learning Diagnosis based on Long-Term and Large-Scale Data 5
Investigating Flipped Classroom and Problem-based Learning in a Programming Module for Computing Conversion Course 4
Evolving Learning Paradigms: Re-Setting Baselines and Collection Methods of Information and Communication Technology in Education Statistics 4
Teaching Classical Mechanics Concepts using Visuo-haptic Simulators 4
Personalized Word-Learning based on Technique Feature Analysis and Learning Analytics 4
A Peer Coaching-based Professional Development Approach to Improving the Learning Participation and Learning Design Skills of In-Service Teachers 4
A Comparison between Two Automatic Assessment Approaches for Programming: An Empirical Study on MOOCs 4
Peer Assessment of Webpage Design: Behavioral Sequential Analysis Based on Eye Tracking Evidence 4
Patterns of Inclusion: Fostering Digital Citizenship through Hybrid Education 4
Knowledge Sharing Self-Efficacy, Motivation and Sense of Community as Predictors of Knowledge Receiving and Giving Behaviors 4
Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains 4
User-Oriented EFL Speaking through Application and Exercise: Instant Speech Translation and Shadowing in Authentic Context 3
Using the BookRoll E-Book System to Promote Self-Regulated Learning, Self-Efficacy and Academic Achievement for University Students 3
Attitudes, Openness to Multiculturalism, and Integration of Online Collaborative Learning 3
Application of a Gamified Interactive Response System to Enhance the Intrinsic and Extrinsic Motivation, Student Engagement, and Attention of English Learners 3
Self-Regulated Learning for Web-Enhanced Control Engineering Education 3
High School Students' Views on the PBL Activities Supported via Flipped Classroom and LEGO Practices 3
Impacts of Concept Map-Based Collaborative Mobile Gaming on English Grammar Learning Performance and Behaviors 3
Exploring the Influence of Parental Involvement and Socioeconomic Status on Teen Digital Citizenship: A Path Modeling Approach 3
Utilizing Learners' Negative Ratings in Semantic Content-based Recommender System for e-Learning Forum 3