Journal Of Computer Assisted Learning

Journal Of Computer Assisted Learning

计算机辅助学习杂志

  • 2区 中科院分区
  • Q1 JCR分区

高引用文章

文章名称 引用次数
Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments 17
Young children and tablets: A systematic review of effects on learning and development 16
Designing a technology-enhanced flipped learning system to facilitate students' self-regulation and performance 16
A gender matching effect in learning with pedagogical agents in an immersive virtual reality science simulation 15
Investigating the adoption of MOOCs: A technology-user-environment perspective 15
Multimodal teaching analytics: Automated extraction of orchestration graphs from wearable sensor data 14
Supervised machine learning in multimodal learning analytics for estimating success in project-based learning 13
Virtual reality and situated experiential education: A conceptualization and exploratory trial 13
Mobile-Based micro-Learning and Assessment: Impact on learning performance and motivation of high school students 13
Effects of game-based learning on students' mathematics achievement: A meta-analysis 12
Improving early prediction of academic failure using sentiment analysis on self-evaluated comments 11
Successful stories and conflicts: A literature review on the effectiveness of flipped learning in higher education 11
Level of intrinsic motivation of distance education students in e-learning environments 11
Effectiveness of learning in online academic courses compared with face-to-face courses in higher education 11
Moving towards engaged learning in STEM domains; there is no simple answer, but clearly a road ahead 10
From signals to knowledge: A conceptual model for multimodal learning analytics 9
Improving the effectiveness of English vocabulary review by integrating ARCS with mobile game-based learning 9
Learning and engagement in a gamified course: Investigating the effects of student characteristics 9
How does the smartphone usage of college students affect academic performance? 8
Facilitating application of language skills in authentic environments with a mobile learning system 8
Profiling sympathetic arousal in a physics course: How active are students? 8
Analysing computational thinking in collaborative programming: A quantitative ethnography approach 8
Digital story design activities used for teaching programming effect on learning of programming concepts, programming self-efficacy, and participation and analysis of student experiences 8
Flipped learning readiness in teaching programming in middle schools: Modelling its relation to various variables 8
The effects of augmented reality on students' academic achievement and motivation in a biology course 7
Enhancing multimodal learning through personalized gesture recognition 7
Predicting student performance in a blended MOOC 7
Exploring students' flow experiences in business simulation games 7
Effects of anxiety levels on learning performance and gaming performance in digital game-based learning 6
How teachers integrate a math computer game: Professional development use, teaching practices, and student achievement 6
A review of research on bridging the gap between formal and informal learning with technology in primary school contexts 6
SN-Learning: An exploratory study beyond e-learning and evaluation of its applications using EV-SNL framework 6
Chinese undergraduate students' perceptions of mobile learning: Conceptions, learning profiles, and approaches 6
Students' engagement characteristics predict success and completion of online courses 6
Learning performance and cognitive load in mobile learning: Impact of interaction complexity 6
The development of situational interest during a digital mathematics game 6
High school students' perceptions of affect and collaboration during virtual science inquiry learning 5
Context-aware language-learning application in the green technology building: Which group can benefit the most? 5
Flipping learning not just content: A 4-year action research study investigating the appropriate level of flipped learning 5
A data-driven procedural-content-generation approach for educational games 5
Facebook as a learning environment for language teaching and learning: A critical analysis of the literature from 2010 to 2017 5
Effects of task experience and layout on learning from text and pictures with or without unnecessary picture descriptions 5
Engaging middle school students in scientific practice with a collaborative mobile game 5
Differences in pre-service teachers' knowledge and readiness to use ICT in education 5
Attending to structural programming features predicts differences in learning and motivation 4
Cultivating undergraduates' plagiarism avoidance knowledge and skills with an online tutorial system 4
The effects of Facebook and WhatsApp on success in English vocabulary instruction 4
Examining the role of computer-supported knowledge-building discourse in epistemic and conceptual understanding 4
Using commercial video games in flipped classrooms to support physical concept construction 4
Using 360-degree videos in teacher education to improve preservice teachers' professional interpersonal vision 4