• 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