| The Stimulators of Social Media Fatigue Among Students: Role of Moral Disengagement |
17 |
| Dropout Prediction in MOOCs: Using Deep Learning for Personalized Intervention |
13 |
| Technological Pedagogical and Content Knowledge: A Review of Empirical Studies Published From 2011 to 2016 |
12 |
| Developing the Computer Programming Self-Efficacy Scale for Computer Literacy Education |
11 |
| Effects of Technology in Mathematics on Achievement, Motivation, and Attitude: A Meta-Analysis |
10 |
| Factors Affecting Chinese English as a Foreign Language Teachers' Technology Acceptance: A Qualitative Study |
10 |
| An Analysis of Influence of Business Simulation Games on Business School Students' Attitude and Intention Toward Entrepreneurial Activities |
10 |
| Toward an Understanding of Preservice English as a Foreign Language Teachers' Acceptance of Computer-Assisted Language Learning 2.0 in the People's Republic of China |
10 |
| Students and Teachers' Intention to Use Technology: Assessing Their Measurement Equivalence and Structural Invariance |
9 |
| Impact of Augmented Reality on Programming Language Learning: Efficiency and Perception |
9 |
| Transforming Earth Science Education Through Immersive Experiences: Delivering on a Long Held Promise |
9 |
| Understanding the Barriers to the Use of MOOCs in a Developing Country: An Innovation Resistance Perspective |
9 |
| The Effect of the Metacognitive Support via Pedagogical Agent on Self-Regulation Skills |
8 |
| Using Facebook for Academic Purposes: Current Literature and Directions for Future Research |
8 |
| Computational Thinking Equity in Elementary Classrooms: What Third-Grade Students Know and Can Do |
7 |
| A Procedural Content Generation-Based Framework for Educational Games: Toward a Tailored Data-Driven Game for Developing Early English Reading Skills |
7 |
| Exploring the Relationship Between Self-Regulation and TPACK of Taiwanese Secondary In-Service Teachers |
6 |
| Effect of Mobile Augmented Reality on Learning Performance, Motivation, and Math Anxiety in a Math Course |
6 |
| Usage of Social Media Tools for Collaborative Learning: The Effect on Learning Success With the Moderating Role of Cyberbullying |
6 |
| Specification of the Autonomic Cycles of Learning Analytic Tasks for a Smart Classroom |
6 |
| Enhancing and Modeling Teachers' Design Beliefs and Efficacy of Technological Pedagogical Content Knowledge for 21st Century Quality Learning |
6 |
| An Empirical Study of the Relationship Between Social Networking Sites and Students' Engagement in Higher Education |
6 |
| Effectiveness of Mobile Devices on Vocabulary Learning: A Meta-Analysis |
5 |
| Development and Evaluation of a Game-Based Bayesian Intelligent Tutoring System for Teaching Programming |
5 |
| Assessment of Wearable Virtual Reality Technology for Visiting World Heritage Buildings: An Educational Approach |
5 |
| Educational Technology and Its Contributions in Students' Focus and Attention Regarding Augmented Reality Environments and the Use of Sensors |
5 |
| Understanding College Students' Acceptance of Cloud Classrooms in Flipped Instruction: Integrating UTAUT and Connected Classroom Climate |
5 |
| On-Task and Off-Task Behavior in the Classroom: A Study on Mathematics Learning With Educational Video Games |
4 |
| Adding Self-Efficacy Features to an Online Statistics Lesson |
4 |
| Technological Factors and Student-to-Student Connected Classroom Climate in Cloud Classrooms |
4 |
| Unfolding Sentimental and Behavioral Tendencies of Learners' Concerned Topics From Course Reviews in a MOOC |
4 |
| The Effects of Attitudinal, Normative, and Control Beliefs on M-Learning Adoption Among the Students of Higher Education in Pakistan |
4 |
| Effects of WhatsApp's Use on Working Memory Performance Among Youth |
4 |
| The Development and Evaluation of a Computer-Simulated Science Inquiry Environment Using Gamified Elements |
4 |
| Predicting Secondary School Students' Performance Utilizing a Semi-supervised Learning Approach |
3 |
| Measuring Adolescents' Social Media Behavior Outside and Inside of School: Development and Validation of Two Scales |
3 |
| Students' Evaluation of a Virtual World for Procedural Training in a Tertiary-Education Course |
3 |
| TPACK In Situ: A Design-Based Approach Supporting Professional Development in Practice |
3 |
| Social Networking and Academic Performance: A Generalized Structured Component Approach |
3 |
| Collaborative Robotics, More Than Just Working in Groups |
3 |
| Contrasting Writing Practice Formats in a Writing Strategy Tutoring System |
3 |
| Chinese Language Teachers' Perceptions of Technology and Instructional Use of Technology: A Path Analysis |
3 |
| Technological Innovations in Large-Scale Teaching: Five Roots of Massive Open Online Courses |
3 |
| Using Augmented Reality Flashcards to Learn Vocabulary in Early Childhood Education |
3 |
| Can an Integrated System of Electroencephalography and Virtual Reality Further the Understanding of Relationships Between Attention, Meditation, Flow State, and Creativity? |
3 |
| Developing Adaptive E-Learning Environment Using Cognitive and Noncognitive Parameters |
3 |
| The Learning Performance of Different Knowledge Map Construction Methods and Learning Styles Moderation for Programming Language Learning |
3 |
| Change of Teacher Beliefs, But Not Practices, Following Integration of Immersive Virtual Environment in the Classroom |
3 |
| Developing Elementary Students' Digital Literacy Through Augmented Reality Creation: Insights From a Longitudinal Analysis of Questionnaires, Interviews, and Projects |
3 |
| Online and Handwritten Homework in Calculus for STEM Majors |
3 |