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An analysis of cognitive tool use patterns in a hypermedia learning environment
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References

  • 1995Problem Based Learning: An instructional model and its constructivist framework2,867 cited
  • 2013Handbook of Research on Educational Communications and Technology2,732 cited
  • 1994Why Some Material Is Difficult to Learn1,453 cited
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  • 1995Computers in the Classroom: Mindtools for Critical Thinking726 cited
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  • 2002Predictors of well‐structured and ill‐structured problem solving in an astronomy simulation341 cited
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  • 2020Computers As Cognitive Tools222 cited
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  • 1996Understanding Hypertext Navigation through Cluster Analysis165 cited
  • 1987The Implications of Cognitive Psychology for Computer-Based Learning Tools128 cited
  • 2000Student Management of Web-Based Hypermedia Resources During Open-Ended Problem Solving121 cited

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  • 2010Problem-based learning and argumentation: testing a scaffolding framework to support middle school students’ creation of evidence-based arguments120 cited
  • 2011Tool-use in a blended undergraduate course: In Search of user profiles86 cited
  • 2012Motivated learning with digital learning tasks: what about autonomy and structure?66 cited
  • 2009The effect of multiple scaffolding tools on students’ understanding, consideration of different perspectives, and misconceptions of a complex problem65 cited
  • 2011Distributed Cognition as a Lens to Understand the Effects of Scaffolds: The Role of Transfer of Responsibility64 cited
  • 2013Elementary school students’ strategic learning: does task-type matter?63 cited
  • 2011Evaluating learning, design, and engagement in web-based learning tools (WBLTs): The WBLT Evaluation Scale63 cited
  • 2009Enhancing TPACK with Assistive Technology: Promoting Inclusive Practices in Pre-service Teacher Education63 cited
  • 2012An examination of the effect of customized reading modules on diverse secondary students’ reading comprehension and motivation51 cited
  • 2019The impact of learner metacognition and goal orientation on problem-solving in a serious game environment49 cited
  • 2010Conceptualizing RTI in 21st-Century Secondary Science Classrooms: Video Games' Potential to Provide Tiered Support and Progress Monitoring for Students with Learning Disabilities44 cited
  • 2004Understanding the Connection between Cognitive Tool Use and Cognitive Processes as Used by Sixth Graders in a Problem-Based Hypermedia Learning Environment42 cited
  • 2008A formative analysis of individual differences in the effectiveness of learning objects in secondary school41 cited
  • 2015What We Can Learn from the Data: A Multiple-Case Study Examining Behavior Patterns by Students with Different Characteristics in Using a Serious Game39 cited
  • 2021Exploring latent states of problem‐solving competence using hidden Markov model on process data39 cited
  • 2013College students' skills of online argumentation: The role of scaffolding and their conceptions36 cited