Journal of Educational Computing Research

Titel Veröffentlichungsdatum Sprache Zitate
Social Isolation and Acceptance of the Learning Management System (LMS) in the time of COVID-19 Pandemic: An Expansion of the UTAUT Model2020/09/22English160
Technological Pedagogical and Content Knowledge: A Review of Empirical Studies Published From 2011 to 20162017/06/14English104
Dropout Prediction in MOOCs: Using Deep Learning for Personalized Intervention2018/03/15English101
Perceived Quality of Educational Technology Matters2016/07/26English95
Teacher Professional Development for TPACK-21CL2016/07/26English87
The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction2020/11/02English76
Effect of Mobile Augmented Reality on Learning Performance, Motivation, and Math Anxiety in a Math Course2019/06/25English74
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 China2017/03/23English73
Developing the Computer Programming Self-Efficacy Scale for Computer Literacy Education2018/01/16English70
Effects of Technology in Mathematics on Achievement, Motivation, and Attitude: A Meta-Analysis2017/12/28English69
An Exploration of Three-Dimensional Integrated Assessment for Computational Thinking2015/10/25English68
The Stimulators of Social Media Fatigue Among Students: Role of Moral Disengagement2018/06/14English68
Conversation Technology With Micro-Learning: The Impact of Chatbot-Based Learning on Students’ Learning Motivation and Performance2020/08/21English67
Understanding the Barriers to the Use of MOOCs in a Developing Country: An Innovation Resistance Perspective2018/02/16English67
Factors Affecting Chinese English as a Foreign Language Teachers’ Technology Acceptance: A Qualitative Study2017/12/28English63
The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment2019/01/09English63
An Analysis of Influence of Business Simulation Games on Business School Students’ Attitude and Intention Toward Entrepreneurial Activities2018/02/08English60
Facilitating Emergency Remote K-12 Teaching in Computing-Enhanced Virtual Learning Environments During COVID-19 Pandemic - Blessing or Curse?2021/02/09English58
Augmented Reality Game-Based Learning: Enriching Students’ Experience During Reading Comprehension Activities2017/02/06English58
Preservice Teachers and Self-Assessing Digital Competence2015/12/24English56
Influence of Students’ Learning Style, Sense of Presence, and Cognitive Load on Learning Outcomes in an Immersive Virtual Reality Learning Environment2019/08/05English55
Transforming Earth Science Education Through Immersive Experiences: Delivering on a Long Held Promise2019/06/25English54
Using Augmented Reality Flashcards to Learn Vocabulary in Early Childhood Education2019/06/25English53
Automated Writing Evaluation and Feedback: Multiple Metrics of Efficacy2019/03/26English52
Effectiveness of Mobile Devices on Vocabulary Learning: A Meta-Analysis2017/03/28English51
A ChatBot for Learning Chinese: Learning Achievement and Technology Acceptance2020/06/10English50
Undergraduate Students’ Justifications for Source Selection in a Digital Academic Context2015/10/06English49
Usage of Social Media Tools for Collaborative Learning: The Effect on Learning Success With the Moderating Role of Cyberbullying2018/02/16English48
Psychological Engagement of Students in Distance and Online Learning2016/07/26English48
Computational Thinking Equity in Elementary Classrooms: What Third-Grade Students Know and Can Do2018/01/18English47