| 1. | A Crisis in Physics Education: Games to the Rescue! | 744 | 537 |
| 2. | Introducing Game Development into the Computing Curriculum: a Progressive Methodology | 657 | 173 |
| 3. | PhysLab - A 3D Virtual Physics Laboratory of Simulated Experiments for Advanced Physics Learning | 570 | 527 |
| 4. | Analysis of UK Parliament Web Sites for Disability Accessibility | 489 | 444 |
| 5. | Flash Vulnerabilities Analysis of US Educational Websites | 353 | 712 |
| 6. | The Importance of Learning History and Philosophy of Computing | 313 | |
| 7. | Synthetic Phonics and Decodable Instructional Reading Texts: How Far Do These Support Poor Readers? | 312 | 1156 |
| 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 | 290 | 599 |
| 9. | The Importance of Learning History and Philosophy of Computing | 285 | |
| 10. | The Role of Art in Computer Game Design | 279 | |
| 11. | Nonlinear Dynamics Near the Cell Membrane of Chara Corallina | 259 | 1 |
| 12. | Stories Children Write While Coding: A Cross-disciplinary Approach for the Primary Classroom | 248 | 264 |
| 13. | Discontinuity Detection by Plastic Deformation | 243 | |
| 14. | Collaborative Open Object Learning Environment | 242 | |
| 15. | The Plastic Coupled Map Lattice: a Novel Image‐processing Paradigm | 237 | |
| 16. | An Evaluation of Primary School Children Coding Using a Text-Based Language (Java) | 230 | 253 |
| 17. | Common Environment for Undergraduate Computer Programming | 230 | 90 |
| 18. | Symbiosis in Teaching AI to Psychology Undergraduate Students: a Case Study | 230 | |
| 19. | A Taxonomy of Turing Patterns | 227 | |
| 20. | The Development of Educational Materials for the Study of Architecture using Computer Game Technology | 224 | |
| 21. | From Malevich to Java – Towards an Integration of Mathematics Computing and Education | 224 | |
| 22. | The Design and Development of Educational Immersive Environments: From Theory to Classroom Deployment | 219 | |
| 23. | Unreal PowerPoint™: Immersing PowerPoint Presentations in a Virtual Computer Game Engine World | 216 | |
| 24. | Using a Commercial Game Engine to Produce Physics Educational Materials | 213 | |
| 25. | Emergent stories written by children while coding: How do these emerge and are they valid compositions? | 212 | 76 |
| 26. | The Visual Arts as a Canvas for Teaching Computer Programming | 211 | |
| 27. | Police Intelligence – A Suitable Case for Intelligent Agents? Applying Automated Knowledge Management | 210 | |
| 28. | Deconstruction-reconstruction of Computer Game and Immersive Environment Semiotics | 208 | 1 |
| 29. | The Usability of a Commercial Game Physics Engine to Develop Physics Educational Materials: an Investigation | 208 | 1 |
| 30. | Learning & Teaching AI using Computer Games | 208 | |
| 31. | Development of a Collaborative Platform for Art Education: From Pedagogy to Technology | 207 | |
| 32. | From Kandinsky to Java (The Use of 20th Century Abstract Art in Learning Programming) | 206 | 1 |
| 33. | The Path between Pedagogy and Technology: Establishing a Theoretical Basis for the Development of Educational Game Environments | 204 | |
| 34. | An Integrated Programming Environment for Undergraduate Computing Courses | 203 | |
| 35. | Development of an Educational Immersive Environment for Primary School Literacy Education | 203 | |
| 36. | Computer Games in Education Training and Visualization: Case Studies using Unreal Tournament | 200 | |
| 37. | Learning Physics with the Unreal Tournament Engine | 199 | |
| 38. | Creating Educational Immersive Environments Using a Computer Game Engine: Case Studies and Design Theory | 198 | 2 |
| 39. | Relocating the Frame: Object-Oriented (1.) and Locative Art (2.) Environments | 198 | |
| 40. | Computer Games as Vehicles to Learn Physics: Mechanics, Oscillations and Waves | 197 | |
| 41. | Elastic Collisions on a Simulated Circular Air Track | 188 | 95 |
| 42. | Can the Fine Arts Inform Software Development? (From 20th Century Russian Constructivism to 21st Century Java) | 188 | |
| 43. | Applications of a Collaborative Open Object Oriented
Learning Environment to Electronics, Computing and
Mathematics Education | 187 | 2 |
| 44. | 'Unrealart'. A New Medium for Artistic Expression Using a Commercial Game Engine: Galleries and Installations | 187 | 1 |
| 45. | On the Use of Computer Game Engines in Physics, Mathematics and Computer Science Education | 183 | |
| 46. | The Helmholtzian Equation: Stabilizing Mechanisms for Quadratic Nonlinear Fields | 176 | |
| 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 | 170 | 731 |
| 48. | Forced Diffusion-Limited Aggregation | 162 | |
| 49. | Developing a Theory of Pervasive Information Capture, Processing, Visualization and Documentation | 135 | 1 |
| 50. | Learning to Play the Piano Whilst Reading Music: Short-Term School-Based Piano Instruction Improves Memory and Word Recognition in Children | 129 | 76 |
| 51. | Approaches to Developing Educational Resources Using AI Embedded in Computer Game Technology. A Case Study: Primary School Literacy | 125 | 4 |
| 52. | Exploring gender differences in primary school computer programming classes: a study in an English state-funded urban school | 121 | 93 |
| 53. | Increasing inter‐word spacing reduces migration errors and improves reading comprehension in students with dyslexia | 77 | 82 |
| 54. | Object recognition in infancy: towards an embodied skeletal shape model of word identification | 46 | 1 |