Improving Student Content Retention using a Classroom Response System
Identifying Objectives for a Learning Space Management System with Value-focused Thinking
Supporting Institutional Awareness and Academic Advising using Clustered Study Profiles
Educating Computer Science Educators Online - A Racket MOOC for Elementary Math Teachers of Finland
Improving the Quiz - Student Preparation and Confidence as Feedback Metrics
Supporting Decision-making Activities in Multi-Surface Learning Environments
An Authoring Tool to Elicit Knowledge to be Taught without Programming
Formative Evaluation of a Web-based Multimedia Intervention to Support Learning of Statistics
Use of Augmented Reality to Support Education - Creating a Mobile E-learning Tool and using it with an Inquiry-based Approach
Using an IT Laboratory for Training IT Architects
Towards Adaptive Dashboards for Learning Analytic - An Approach for Conceptual Design and Implementation
Personalized, Affect and Performance-driven Computer-based Learning
An Interactive Book Authoring Tool to Introduce Programming Logic in Schools
Does the Learning Channel Really Matter? - Insights from Commercial Online ICT-training
User Experience Evolution of M-Learning Applications
Learning Experiences in Programming: The Motivating Effect of a Physical Interface
Extending Cognitive Skill Classification of Common Verbs in the Domain of Computer Science for Algorithms Knowledge Units
The Teacher as a Facilitator for Learning - Flipped Classroom in a Master’s Course on Artificial Intelligence
A Survey of Context-awareness in Learning Environments in 2010-2016
Technology Enhanced Active Learning in Software Engineering
Learning Environment for Problem-based Learning in Teaching Software Components and Service-oriented Architecture
Analyzing and Predicting the TEM-4 Performance of English Majors in China
A Virtual Reality based Engine Training System - A Prototype Development & Evaluation
Evaluating the Effectiveness of Three Different Course Delivery Methods in Online and Distance Education
Proposal of a Framework for the Assessment of ICT Literacy and Examining the Structure of High School Students’ ICT Literacy: A Case of Turkey
A Computer Platform to Increase Motivation in Programming Students - PEP
Educational Data Mining Rule based Recommender Systems
Improving Communication in Online Learning Systems
Conceptual Mapping of the use of Non-Traditional Processes in Engineering’s Higher Education
Precise Estimation of Reading Activities with Face Image and Read Aloud Voice
Assisting School Units Management with Data Mining Techniques and GIS Visualization
A Course Recommender System based on Graduating Attributes
The Goal - Question - Indicator Approach for Personalized Learning Analytics
Automatic Generation of English Reference Question by Utilising Nonrestrictive Relative Clause
The JuxtaLearn Process in the Learning of Maths’ Tricky Topics - Practices, Results and Teacher’s Perceptions
Evaluation of a Gamified 3D Virtual Reality System to Enhance the Understanding of Movement in Physics
Gamification Under the Hood - Using Game Technology for Building an Interactive Math Learning System
Instructional Videos and Others on Youtube - Similarities and Differences in Comments
Supporting Technology-enhanced Teaching Practices for Health Academics
Peer Tutoring Orchestration - Streamlined Technology-driven Orchestration for Peer Tutoring
Improving Play and Learning Style Adaptation in a Programming Education Game
A Collaborative Game for Learning Algorithms
An Intelligent Learning Support System
Researching Student Perceptions of and Experiences with Alternative Learning Technologies - Replacing Traditional Tutorials with i>clicker Tutorials and Online Tutorials
Interaction in Situated Learning Does Not Imply Immersion - Virtual Worlds Help to Engage Learners without Immersing Them
Moodle Predicta: A Data Mining Tool for Student Follow Up
An Automatic Method for Structuring and Recommending Exercises - In Light of Case-based Reasoning, Knowledge Representation and Error Mediation
Using Facebook to Transfer Knowledge into Practice and Aid Student, Lecturer and Content Interaction - A Case of Bachelor of Information Technology Undergraduate Students at Makerere University
Building a Formative Assessment System That is Easy to Adopt Yet Supports Long-term Improvement: A Review of the Literature and Design Recommendations
New Didactic Models for MOOCs
Learning Language Grammar with Interactive Exercises in the Classroom and Beyond
SATOYAMA: Time-limited Decision Game for Students to Learn Hundreds Years Forestry Management
BELONG: Body Experienced Learning Support System based on Gesture Recognition - Enhancing the Sense of Immersion in a Dinosaurian Environment
A Virtual Environment to Support Classroom Face-to-Face Teaching of Engineering Courses
Improving a Mobile Learning Companion for Self-regulated Learning using Sensors
NeuroK: A Collaborative e-Learning Platform based on Pedagogical Principles from Neuroscience
Development of Electronic Lab-book for College Chemistry-Experiment - SN1 & SN2 Reactions -
Jupyter Notebook as the Physics Experimental Laboratory's Logbook - First Approach
Electronic Notes Via Jupyter Notebooks
Internet of Things: Opportunities for Vocational Education and Training - Presentation of the Pilot Project
Development of Gesture Recognition Sub-system for BELONG - Increasing the Sense of Immersion for Dinosaurian Environment Learning Support System
Knowledge Tracking Variables in Intelligent Tutoring Systems
Graphicuss - Proposing a Graphical Discussion System
How Have Policy Makers Responded to the Current State of ICT in Schools in Saudi Arabia? A Qualitative Investigation
Co-creative Serious Games Design Process using Nonlinear Storyline Editing
An Adaptive, Competence based, Approach to Serious Games Sequencing in Technology Enhanced Learning
Learning Concurrency Concepts while Playing Games
Context Rich Digital Games for Better Learnability in the IT Project Management Context
Serious Games in Autism Spectrum Disorder - An Example of Personalised Design
National Survey of Japanese Universities on IT Education - Overview of the Entire Project and Preliminary Analysis
A Characterization of Student’s Viewpoint to Learning and its Application to Learning Assistance Framework
Collecting and Analysing Learners Data to Support the Adaptive Engine of OPERA, a Learning System for Mathematics
Learning Analytics: A Way to Monitoring and Improving Students' Learning
Mapping and Identifying Features of e-Learning Technology through Indexes and Metrics
Towards a Self-Regulated Learning in a Lifelong Learning Perspective
A Global Reflexion Portfolio-based Competence Development Process - Design for Lifelong Learning in Companies with a High Degree of Diversity
A Multi-dimensional Peer Assessment System
An Online Software to Support Lifelong Learning Strengthening Reading and Logical Mathematical Skills
The Role of Accessibility and Equality in Open Leadership and Management
Overcoming Cyberbullying in Childhood: Children as Digital Leaders
Evaluation of Technology Leadership in the Context of Vocational School Administrators
The Impact of Open Leadership in Being Learning Organisations for Professional Learning
The Impact of Online Learning Context in Fostering Open Leadership Skills
Using Educational Robotics with Primary Level Students (6-12 Years Old) in Different Scholar Scenarios: Learned Lessons
Link Between Gaming Communities in YouTube and Computer Science
University Teachers’ Conceptions of Their Role as Developers of Technology-Rich Learning Environments
Avoiding Failure in Modern Game Design with Academic Content - A Recipe, an Anti-Pattern and Applications Thereof
Student Groups as Tutors in Information Systems Education - Students’ Perspectives on Collaboration and Outcomes
Characterizing Social Interactions in Online Social Networks: The Case of University Students
Digging into Game Design for Older Adults - Collaborative User-Centered Game Design with Postsecondary Students
University Student Progressions and First Year Behaviour
Multimedia Platform Development for Parental Involvement in Learning of Children Attending Kindergarten - Iterative Cicles of Development
How to Promote Informal Learning in the Workplace? - The Need for Incremental Design Methods
Reflections on Teaching Electrical and Computer Engineering Courses at the Bachelor Level
An Online Assessment and Feedback Approach in Project Management Learning
Autonomous Semantic Structuring of Lecture Topics - Synthesis of Knowledge Models
Effects of Personalized Learning on Kindergarten and First Grade Students’ Early Literacy Skills
Community Building among Older Adults in a Digital Game Environment
D-Move: Ten Years Experience with a Learning Environment for Digital Natives
Digital Learning Game Scenario - A Pedagogical Pattern Applied to Serious Game Design
Evaluation of Talents’ Scientific Research Capability based on Rough Set Fuzzy Clustering Algorithm
A Case Study on the Importance of Peer Support for e-Learners
Does CAI Improve Early Math Skills?
Habituating Students to IPR Questions During Creative Project Work
Leveraging Robot Programming to Foster Computational Thinking
Using Ozires, a Humanoid Robot, to Continuing Education of Healthcare Workers: A Pilot Study
Fostering Computational Thinking in Secondary School through Music - An Educational Experience based on Google Blockly
RouteQuizer - A Geocaching System for Educational Purposes
How Do Mathematics Teachers in Higher Education Look at E-assessment with Multiple-Choice Questions
A Framework for Small Group Support in Online Collaborative Learning - Combining Collaboration Scripts and Online Tutoring
Building an Adaptive E-Learning System
AquaGuardians - A Tutorial-based Education Game for Population Engagement in Water Management
How to Create and Sustain Meaningful Discussions in Online Courses?
The Transformation Challenge of IT Education and Training in Higher Education and Industry
Motivational Factors that Influence the use of MOOCs: Learners’ Perspectives - A Systematic Literature Review
Creativity in the Digital Forensics Curriculum
The Research on the Application of Plant Identification and Mobile Learning APP based on Expert System
Experiments in Education Supported by Computer Use: Teachers’ Attitudes towards Computers
Towards Computer-based Exams in CS1
Preliminary Evaluation of a System for Helping Children Observe the Anatomies and Behaviors of Animals in a Zoo
Development of Experiential Learning System based on the Connection between Object Models and Their Digital Contents - Collaboration between Tangible Interface and Computer Interaction
Limitations of Emotion Recognition from Facial Expressions in e-Learning Context
The Teaching-Learning-Lab - Digital Literacy and Computational Thinking for Everyone
Development of an Automatic Location-determining Function for Balloon-type Dialogue in a Puppet Show System for the Hearing Impaired
Inspired Learning - The Next Generation Digital Learning Environment (NGDLE)
Designing a Novel Educational Game for Teaching C# Programming
Real Time Color Codes in a Classroom - Position Paper
An Integrated Platform for Blended Learning in Engineering Education