Project based Learning to Support Enterprise Business Analytics Education - The Role of Cross Functional Groups to Enhance Cognitive Outcomes
Interactive Computer Simulation and Animation (CSA) to Improve Student Learning of Projectile Motion in an Undergraduate Engineering Dynamics Course
A Qualitative Analysis of Student-constructed Concept Maps in a Foundational Undergraduate Engineering Course
An Adaptive Web Tool for Self-assessment using Lightweight User Profiles
Towards a Hybrid World - The Fuzzy Quality of Collaboration/Interaction (FuzzyQoC/I) Hybrid Model in the Semantic Web 3.0
Analysing Online Education-based Asynchronous Communication Tools to Detect Students’ Roles
LARES-lab: A Thermo-vacuum Facility for Research and E-learning - Tests of LARES Satellite Components and Small Payloads for e-Learning
A Semi-Automatic Computer-Aided Assessment Approach for Marking and Providing Feedback Comments
Mobile Learning for the Teaching of Theoretical Concepts to Undergraduate Students
What’s next? Different Strategies Considering Teachers’ Decisions for Adapting Learning Paths in Serious Games
Comparing Tool-supported Lecture Readings and Exercise Tutorials in Classic University Settings
Modeling Programming Learning in Online Discussion Forums
Recommendation of Learning Resources based on Social Relations
e-Assessment in Mathematics Courses with Multiple-choice Questions Tests
MOOCs inside Universities - An Analysis of MOOC Discourse as Represented in HE Magazines
Supporting Distance and Flexible Education - Challenges in the Design and Development of Online Learning Resources
Blended Learning in Project Management - Experiences on Business Games and Case Studies
Challenges of Task-based Language Teaching in Online and Blended Learning Contexts
A Framework for using Business Intelligence for Learning Decision Making with Business Simulation Games
Towards a 3D Virtual Game for Learning Object-Oriented Programming Fundamentals and C++ Language - Theoretical Considerations and Empirical Results
Life-size Board Game “Human SUGOROKU” To Teach Children about Vegetation Succession - Application of Human Sensing Technology to Embodied Education
KIKIMIMI - Voice Separation System for Automating Post Evaluation of Learning Support System
A Template for a Media Commons Typology
From Learning 1.0 to Learning 2.0 - Key Concepts and Enablers
Designing Instructional Animation for Psychomotor Learning - A Conceptual Framework
Conceptualizing Collaboration in the Context of Computer-supported Collaborative Learning
Towards a Blended Learning Approach to Teach a Theoretical Computer Science Module
A Systematic Mapping Applied to MOOC's Study
Ubiquitous Classroom Enhanced by a Cloud-based Server
Project-oriented Education as a Platform for Transfer of Math KSA
Information Technology in Higher Education Teaching - Much Ado About Nothing?
Blended Learning Training for Mentors of STEM Team Competitions
Textbook Gamification - Transforming Exercises into Playful Quests by using Webble Technology
Development of Electronic Textbook for Chemical Experiment - Taking Esterification as an Example
Layered Knowledge Networking in Professional Learning Environments
Integrating E-Learning into the Course of English for Science Students - Creating a New Learning Environment in the Activity of Preparing for a Conference on Speciality
Understanding Factors Influencing Teachers' Use of Technologies in Teaching STEM
Learning Scenarios' Operationalization - A Process based on Ontology and Patterns
The Effect of Peer Assessment Rubrics on Learners' Satisfaction and Performance Within a Blended MOOC Environment
Using Traditional LMS for Mathematics Instruction - Lessons Learned from Instructor-made Videos
Engage with InGauge - Measuring Participation and Engagement within an Academic Facebook Group
Activity Theory as a Lens to Identify Challenges in Surgical Skills Training at Hospital Work Environment
The Whole Is More than the Sum of Its Parts - On Culture in Education and Educational Culture
The LARES Mission: An Opportunity to Teach General Relativity - Frame Dragging and Lense-Thirring Effect
Raising Parental Awareness about Game-based Learning
Blended Learning in Multi-disciplinary Classrooms - Experiments in a Lecture about Numerical Analysis
Connecting Peer Reviews with Students’ Motivation - Onboarding, Motivation and Blended Learning
Brain Race - An Educational Mobile Game for an Adult English Literacy Program
Evaluating a “Flipped Classroom” Experiment
Feedback Design in Multimodal Dialogue Systems
BrailleApp - Educational Mobile Application to Assist in the Learning of Braille Language
Motivational Factors and the Intention of Use of a Virtual Learning Environment - A Preliminary Study about an e-Learning Application Developed by the Brazilian Ministry of Education
Open Resources as the Educational Basis for a Bachelor-level Project-Based Course
A Cost–benefit Analysis of Continuous Assessment
Exploring Teacher Reactions Towards a 21St Century Teaching and Learning Approach to Continuing Professional Development Programme in Computer Science
Supporting Learning Groups in Online Learning Environment
Student Ratings, Class Size, Written Comments, Rank and Gender Bias
Computers in the CS1 Classroom
Investigating the Difficulty of Commercial-level Compiler Warning Messages for Novice Programmers
Students’ Opinions on Financial Compensation from Project Work
Dynamic Group Formation in Mobile Computer Supported Collaborative Learning Environment
Model of a Neuron Network in Human Brains for Learning Assistance in E-Learning Environments
Software Environments as Learning Tools for Modeling Engineering Systems - A Case Study on Decentralized Multi-loop Control System
SignSupport: A Mobile Aid for Deaf People Learning Computer Literacy Skills
Learning Computational Thinking Through the Use of Flash Action Scripts - Preparing Trainee Elementary School Teachers for Teaching Computer Programming
Psychometric Study of a Questionnaire for Academic Study Processes of Portuguese College Students
A Study of Analogy in Computer Science Tutorial Dialogues
Analysis and Modeling of a Platform with Cantilever Beam using SMA Actuator - Experimental Tests based on Computer Supported Education
A New Learning Platform using E-textbooks for Socially Networked Online Learners