• Wiki-mediated Collaborative Writing in Teacher Education - Assessing Three Years of Experiences and Influencing Factors
  • Overcoming Cultural Distance in Social OER Environments
  • The Granularity of Collaborative Work for Creating Adaptive Learning Resources
  • Adaptive Content Sequencing without Domain Information
  • An Interactive Textbook for Introductory Engineering Design
  • Mastery Profiling Through Entity Linking - To Support Project Team Formation in Higher Education
  • Analysis of Behaviors by Audience in Lectures by Using Time-series Models
  • The Effect of Music on the Level of Mental Concentration and its Temporal Change
  • A Learning System Based on Learner Profile
  • Benefits and Barriers of Older Adults’ Digital Gameplay
  • Through the Lens of Third Space Theory - Possibilities for Research Methodologies in Educational Technologies
  • Perceived Quality of Service and Content-based Bandwidth Management in e/m-Learning Smart Environments for the Cultural Heritage
  • POMDP Framework for Building an Intelligent Tutoring System
  • A Web-based System to Support Inquiry Learning - Towards Determining How Much Assistance Students Need
  • Learning Design for Software Engineering Courses
  • Software Systems Versus Intellectual Property Rights - A Moral and Ethical Challenge for Higher Education in Developing Nations
  • A Faculty/Staff/Student Team for Collaboration in Developing Mobile Applications in the Software Engineering Course
  • Course Recommendation from Social Data
  • Efficiency of LSA and K-means in Predicting Students’ Academic Performance Based on Their Comments Data
  • STSIM: Semantic-web Based Tool to Student Instruction Monitoring
  • Evaluation of Concept Importance in Concept Maps Mined from Lecture Notes - Computer Vs Human
  • An Exercise Assistant for Practical Networking Courses
  • MOOCs for Universities and Learners - An Analysis of Motivating Factors
  • Unlocking Serendipitous Learning by Means of Social Semantic Web
  • Assistance for Learning Design Community - A Context-awareness and Pattern-based Approach
  • A Pedagogical Scenario Language for Virtual Learning Environment based on UML Meta-model - Application to Blood Analysis Instrument
  • Information System Support for Quality Management Applying European Standards and Guidelines for Higher Education
  • The Strategic Organization of the Observation in a TEL System - Studies and First Formalizations
  • Motivation for Learning - Adaptive Gamification for Web-based Learning Environments
  • Comparing Electronic Examination Methods for Assessing Engineering Students - The Case of Multiple-Choice Questions and Constructed Response Questions
  • Piloting the eBig3 - A Triple-screen e-Learning Approach
  • Designing Physics Game to Support Inquiry Learning and to Promote Retrieval Practice
  • Automatic Updating of Computer Games Data Warehouse for Cognition Identification
  • e-Competence - The Elderly and Competence in e-Learning
  • Synthesis of a Framework of Design Guidelines for m-Learning Environments - A Study in a Tertiary Education Context in South Africa
  • Looking for Usage Patterns in e-Learning Platforms - A Step Towards Adaptive Environments
  • Second Language Learning in the Context of MOOCs
  • A Curriculum for Future Information Technology
  • A Web-based Recommendation System for Engineering Education e-Learning Systems
  • Sensor Monitoring in an Industrial Network - Experimental Tests for Computer Supported Education
  • Learning Analytics as a Metacognitive Tool
  • Reflective ePortfolio System - Development and Assessment in Living Lab
  • A Study of the Acceptance of Facial Authentication in Distance Education in Different Spanish Speaking Countries
  • Can an Electronic Health Record be Also an Achievable and Sustainable Vehicle for Clinical Staff Training? - The Importance of e-Learning in Medical Education Accomplished in a Real Operational Hospital Context
  • CALL for Open Experiments
  • An IEEE 1599 Framework to Play Music Intuitively - The Metapiano Case Study
  • Teaching Mathematics in Online Courses - An Interactive Feedback and Assessment Tool
  • Teaching Computer Programming in Online Courses - How Unit Tests Allow for Automated Feedback and Grading
  • Security Aspects for e-Learning Portals
  • Teaching the Arabic Alphabet to Kindergarteners - Writing Activities on Paper and Surface Computers
  • A Cyber Laboratory for Device Dependent Hardware Experiments in a Hybrid Cloud
  • Improving the Usability of Manga-on-a-Tablet for Collaborative Learning
  • The Virtual Design Workshop - An Online Adaptive Resource for Teaching Design in Engineering
  • A Usability Evaluation of Graphical Modelling Languages for Authoring Adaptive 3D Virtual Learning Environments
  • Automated Generation of High School Geometric Questions Involving Implicit Construction
  • A Framework for Curriculum Management - The Use of Outcome-based Approach in Practice
  • Leveraging Video Annotations in Video-based e-Learning
  • Writing Aid Dutch - Supporting Students’ Writing Skills by Means of a String and Pattern Matching based Web Application
  • A New Method for the Creation of MOOC-ready Database of Test Questions
  • Methods and Technologies for Wrapping - Educational Theory into Serious Games
  • Development of an Online Research Ethics Training Resource Specific to South African Health Law and Guidance - A Ukzn-Mepi Funded Project
  • Defining and Exemplifying Semantic Widgets for Learning
  • Towards a New Generation of Learning Management Systems
  • Nanoscale Education for Semiconductor Design
  • Cloud-based Mash-up Authoring Tools for e-Learning
  • Here’s Looking at You, Player - The Potential of Eye Tracking Analysis for Player-centered Learning Game Design
  • The Educational Potential of Technologies for Older People - Reflections on the Well-being
  • Making Classroom Response Systems More Social
  • The Impact of Proper Use of Learning System on Students’ Performance - Case Study of Using MyMathLab
  • Developing Open Source Dataloggers for Inquiry Learning
  • Graph Mining for Automatic Classification of Logical Proofs
  • e-Teaching Assistant - A Social Intelligent Platform Supporting Teachers in the Collaborative Creation of Courses
  • Collaborative Annotation of Recorded Teaching Video Sessions
  • Identification of Behavior Patterns Within Graduated Students and Undergraduate Modules at the Technical University of Cartagena, Spain
  • Using ICT to Support e-Learning in Higher Education
  • Scaling Software Experiments to the Thousands
  • Youtube How-to-Videos (HtV) - A Well-being Literacy Tool for Promoting Community Integration in Persons with Disability
  • Coping Intelligence - A Blueprint for Multimedia Patient Education
  • The Use of ICT for Teaching in a Poor Resource Setting
  • Educational Application Design Process Experiences
  • Hints for Organizing a Successful Doctoral Symposium - An Experience Report
  • A Study on the Permeation and Scope of ICT Intervention at the Indian Rural Primary School Level
  • Adopting Commercially Inspired Practices Within an Academic Teaching Course - A Case Study of a Computer Games Engineering Degree
  • Learning on Electrical Circuits While Playing ‘E&E Electrical Endeavours’ - Design Research on a Serious Game Optimizing for Conceptual Understanding
  • Fostering Information Literacy in German Psychology Students Using a Blended Learning Approach
  • Automated Generation of Geometry Questions for High School Mathematics
  • Finding Regularities in Courses Evaluation with K-means Clustering
  • Continuous Assessment in Civil Engineering Education - Yes, but with Some Conditions
  • Game-based Learning in IT Service Transition - The Case of a Mobile Sales Service by a Small Team in Brazil
  • Bringing Real-life Practice in Software Project Management Training Through a Simulation-based Serious Game
  • “Smoking Does Not Make You Happy” - Unlearning Smoking Habits Through Mobile Applications on Android OS
  • Blended Learning as a Strategic Method Against the Illegal Use of Internet
  • Data Model and Smartphone App in an Observational Research Social Network
  • 3D Online Virtual Museum as e-Learning Tool - A Mixed Reality Experience
  • Automatic Objective Assessments of Japanese Reading Difficulty with the Operation Records on Japanese Text Presentation System - Design and Implementation
  • Review of Learner Modeling Using Educational Games
  • Detecting Math-and-ICT Competence
  • The Life Cycle of a Cutting-edge Technology Course - A Coaching Experience on Android
  • Developed and Taught Course Modules to Enhance Cloud Computing Education
  • Better Feedback for Educational Online Judges
  • A Technology Enhanced Assessment System for Skill and Knowledge Learning
  • Cross-analysis of Transversal Competences in Project Management
  • Developing Web-based Tutorial Modules to Support Training for Group-based Mentoring
  • Getting it Fast - An Information Systems Oriented Semantic Web Curriculum
  • A Problem-based Learning Case Study for Teaching Voice over Internet Protocol - VoIP - Using Asterisk as a Tool for Teaching VoIP for Information Technology Classes
  • Partial Correctness and Continuous Integration in Computer Supported Education
  • Teaching Web Programming - An Approach Rooted in Database Principles
  • The HumanoidLab - Involving Students in a Research Centre Through an Educational Initiative
  • The Elevate Framework for Assessment and Certification Design for Vocational Training in European ICT SMEs
  • Student Course Evaluation - Class Size, Class Level, Discipline and Gender Bias
  • KASS: Korean Automatic Scoring System for Short-answer Questions
  • Envisioning an Advanced ICT-supported Build-up of Manufacturing Skills for the Factories of the Future
  • A Blended Health Science Education Graduate Program - Integrating Technology Assignments into Coursework
  • Using Self-service Business Intelligence for Learning Decision Making with Business Simulation Games
  • MOOC and Mechanized Grading
  • Integrating Computers, Science, and Mathematics - A Course for Future Mathematics Teachers
  • Learning Support System for Paleontological Environment Based on Body Experience and Sense of Immersion - Extinct Animals Move in Synchronization with Human Actions
  • Multiple Line System for Visualizing and Sharing Students’ Commitment on the Tablet PC
  • The Virtual Classroom - A Pilot Case in Inquiry Based Learning
  • STEM Education - Students Touch Space Through Free Robotics Programming Competition
  • Development and Practical Application of a Relationship Diagram-creation Tool Centering on Automatic Creation Functionality
  • An Alternate Learning Approach for Destructive Testing in Civil Engineering - Benefits from Remote Laboratory Experimentation
  • How do Student Evaluations of Courses and of Instructors Relate?
  • Reflections on the Use of a Personal Response System (PRS) for Summative Assessment in an Undergraduate Taught Module
  • Two New Concepts in Video Podcasts - Minimalist Slides and Modular Teaching Mini-videos
  • Integrated STEM in Elementary Grades Using Distributed Agent-based Computation
  • Academic Frontier-based Approach Based on Constructivism
  • Using Technology to Accelerate the Construction of Concept Inventories - Latent Semantic Analysis and the Biology Concept Inventory
  • The Image of Images as an Aid to Improve Learning - An Eye-tracking Experiment Studying the Effect of Contrasts in Computer-based Learning Material
  • Mediator-learner Dyad - Cooperative Relationships
  • Using Activity Theory in Developing Instructial Tools for Project Management Studies
  • Transforming Experience of Computer Science Software Development Through Developing a Usable Multiplayer Online Game in One Semester
  • r(e)flect - The Reflective Teaching Material about Energy, Behaviour and Product Development
  • Supporting Creative Design Processes for the Support of Creative Mathematical Thinking - Capitalising on Cultivating Synergies between Math Education and Environmental Education
  • Structuring Collaboration Scripts - Optimizing Online Group Work on Classroom Dilemmas in Teacher Education
  • Experimentation Comparison in Virtual and Practical Operation - Take Hydraulics Learning for Example
  • International eLearning - Innovation in Practice
  • Customised eTextbooks - A Stakeholder Perspective
  • The Nature Tour Mobile Learning Application - Implementing the Mobile Application in Finnish Early Childhood Education Settings
  • Teachers Can Be Involved in the Design of Location-based Learning Games - The Use of the Puzzle Board Metaphor
  • MOOCs - A Review of the State-of-the-Art
  • Introducing Accessibility for Blind Users to Sighted Computer Science Students - The Aesthetics of Tools, Pursuits, and Characters
  • How to Design a Mobile Learning Environment - Recommendations Based on Student Perceptions
  • Instructor Support in Collaborative Multiplayer Serious Games for Learning - Game Mastering in the Serious Game ’Woodment’
  • Observational Research Social Network - Interaction and Security
  • Educating the Future with Disruptive e-Learning Solutions
  • Revamping the Classroom - Teaching Mobile App Software Development Using Creative Inquiry
  • Using a Participatory Design Approach to Create and Sustain an Innovative Technology-rich STEM Classroom - One School's Story
  • Metacognitive Support in University Lectures Provided via Mobile Devices - How to Help Students to Regulate Their Learning Process during a 90-minute Class
  • Stamp-On: A Mobile Game for Museum Visitors
  • Barbie Bungee Jumping, Technology and Contextualised Learning of Mathematics
  • Strategies for Harnessing the Collective Intelligence of Cultural Institutions’ Communities - Considerations on Supporting Heterogeneous Groups in Content Production Taking the Quality Factor into Consideration
  • Braille Vision Using Braille Display and Bio-inspired Camera
  • How Youth Construct Learning Trajectories in the Digital Age?
  • A Computer-based Educational Adventure Challenging Children to Interact with the Natural Environment Through Physical Exploration and Experimentation
  • Learning with Strangers - The Value of Sets in Online Learning
  • Higher Education Academic Staff: Professional Identity and Sense of Community as the Key to Enhancing Teaching Quality - The Culture of Sharing Educational Resources in the Catalan University System
  • Guided Participatory Research on Parallel Computer Architectures for K-12 Students Through a Narrative Approach
  • Investing in Ephemeral Virtual Worlds - An Educational Perspective
  • The Impact of High Dropout Rates in a Large Public Brazilian University - A Quantitative Approach Using Educational Data Mining
  • Handling Procrastination in Mobile Learning Environment - Proposal of Reminder Application for Mobile Devices
  • CG Teaching Material for the Electronic Laboratory Textbook - Esterification of Acetic Acid and Ethanol
  • Meeting the Demands of the 21st Learner - Delivering Elementary Science and Math Methods Courses Online an Auto-ethnographic Approach
  • Use of Mobile Collaborative Tools for the Assessment of Out-of-Classroom Courses in Higher Education - Cloud Technologies Applied to the Monitoring of the Practicum
  • The Values on Academic Frontier-based Approach’ Implementation