| 1. | A Crisis in Physics Education: Games to the Rescue! | 740 | 535 |
| 2. | Introducing Game Development into the Computing Curriculum: a Progressive Methodology | 637 | 166 |
| 3. | PhysLab - A 3D Virtual Physics Laboratory of Simulated Experiments for Advanced Physics Learning | 562 | 520 |
| 4. | Analysis of UK Parliament Web Sites for Disability Accessibility | 486 | 437 |
| 5. | Flash Vulnerabilities Analysis of US Educational Websites | 345 | 705 |
| 6. | The Importance of Learning History and Philosophy of Computing | 309 | |
| 7. | Synthetic Phonics and Decodable Instructional Reading Texts: How Far Do These Support Poor Readers? | 299 | 1147 |
| 8. | Gender Differences in Early Reading Strategies: a Comparison of Synthetic Phonics Only with a Mixed Approach to Teaching Reading to 4-5 Year-Old Children | 277 | 581 |
| 9. | The Role of Art in Computer Game Design | 275 | |
| 10. | The Importance of Learning History and Philosophy of Computing | 270 | |
| 11. | Nonlinear Dynamics Near the Cell Membrane of Chara Corallina | 252 | 1 |
| 12. | Collaborative Open Object Learning Environment | 239 | |
| 13. | Discontinuity Detection by Plastic Deformation | 239 | |
| 14. | Stories Children Write While Coding: A Cross-disciplinary Approach for the Primary Classroom | 237 | 260 |
| 15. | The Plastic Coupled Map Lattice: a Novel Image‐processing Paradigm | 232 | |
| 16. | Common Environment for Undergraduate Computer Programming | 227 | 85 |
| 17. | A Taxonomy of Turing Patterns | 222 | |
| 18. | From Malevich to Java – Towards an Integration of Mathematics Computing and Education | 221 | |
| 19. | Symbiosis in Teaching AI to Psychology Undergraduate Students: a Case Study | 220 | |
| 20. | The Design and Development of Educational Immersive Environments: From Theory to Classroom Deployment | 217 | |
| 21. | An Evaluation of Primary School Children Coding Using a Text-Based Language (Java) | 216 | 249 |
| 22. | The Development of Educational Materials for the Study of Architecture using Computer Game Technology | 216 | |
| 23. | Unreal PowerPoint™: Immersing PowerPoint Presentations in a Virtual Computer Game Engine World | 211 | |
| 24. | Police Intelligence – A Suitable Case for Intelligent Agents? Applying Automated Knowledge Management | 208 | |
| 25. | The Visual Arts as a Canvas for Teaching Computer Programming | 207 | |
| 26. | Learning & Teaching AI using Computer Games | 205 | |
| 27. | Using a Commercial Game Engine to Produce Physics Educational Materials | 205 | |
| 28. | From Kandinsky to Java (The Use of 20th Century Abstract Art in Learning Programming) | 204 | 1 |
| 29. | Deconstruction-reconstruction of Computer Game and Immersive Environment Semiotics | 204 | 1 |
| 30. | The Usability of a Commercial Game Physics Engine to Develop Physics Educational Materials: an Investigation | 204 | 1 |
| 31. | Development of a Collaborative Platform for Art Education: From Pedagogy to Technology | 204 | |
| 32. | Emergent stories written by children while coding: How do these emerge and are they valid compositions? | 203 | 72 |
| 33. | An Integrated Programming Environment for Undergraduate Computing Courses | 199 | |
| 34. | Development of an Educational Immersive Environment for Primary School Literacy Education | 199 | |
| 35. | The Path between Pedagogy and Technology: Establishing a Theoretical Basis for the Development of Educational Game Environments | 198 | |
| 36. | Relocating the Frame: Object-Oriented (1.) and Locative Art (2.) Environments | 197 | |
| 37. | Creating Educational Immersive Environments Using a Computer Game Engine: Case Studies and Design Theory | 196 | 2 |
| 38. | Learning Physics with the Unreal Tournament Engine | 196 | |
| 39. | Computer Games in Education Training and Visualization: Case Studies using Unreal Tournament | 194 | |
| 40. | Computer Games as Vehicles to Learn Physics: Mechanics, Oscillations and Waves | 194 | |
| 41. | 'Unrealart'. A New Medium for Artistic Expression Using a Commercial Game Engine: Galleries and Installations | 185 | 1 |
| 42. | Applications of a Collaborative Open Object Oriented
Learning Environment to Electronics, Computing and
Mathematics Education | 182 | 2 |
| 43. | Elastic Collisions on a Simulated Circular Air Track | 181 | 87 |
| 44. | On the Use of Computer Game Engines in Physics, Mathematics and Computer Science Education | 178 | |
| 45. | The Helmholtzian Equation: Stabilizing Mechanisms for Quadratic Nonlinear Fields | 175 | |
| 46. | Can the Fine Arts Inform Software Development? (From 20th Century Russian Constructivism to 21st Century Java) | 169 | |
| 47. | A Comparison of Children Aged 4–5 Years Learning to Read Through Instructional Texts Containing Either a High or a Low Proportion of Phonically-Decodable Words | 162 | 724 |
| 48. | Forced Diffusion-Limited Aggregation | 159 | |
| 49. | Developing a Theory of Pervasive Information Capture, Processing, Visualization and Documentation | 131 | 1 |
| 50. | Approaches to Developing Educational Resources Using AI Embedded in Computer Game Technology. A Case Study: Primary School Literacy | 124 | 4 |
| 51. | Learning to Play the Piano Whilst Reading Music: Short-Term School-Based Piano Instruction Improves Memory and Word Recognition in Children | 122 | 75 |
| 52. | Exploring gender differences in primary school computer programming classes: a study in an English state-funded urban school | 116 | 83 |
| 53. | Increasing inter‐word spacing reduces migration errors and improves reading comprehension in students with dyslexia | 73 | 52 |
| 54. | Object recognition in infancy: towards an embodied skeletal shape model of word identification | 40 | 1 |