• Student Progress Modeling with Skills Deficiency Aware Kalman Filters
  • How Do Students ‘Really’ Interact with Virtual Worlds? - The Influence of Proper Induction for Virtual Interactions
  • Incorporating Cultural Factors into the Design of Technology to Support Teamwork in Higher Education
  • SRECMATs - An Intelligent Tutoring System to Deliver Online Materials for Student Revision
  • Towards a Music-based Framework for Content and Language Integrated Learning in Preschool
  • A New Technique of Policy Trees for Building a POMDP based Intelligent Tutoring System
  • Can Digital Games Help Seniors Improve their Quality of Life?
  • The TuringLab Programming Environment - An Online Python Programming Environment for Challenge based Learning
  • e-Learning Platform Ranking Method using a Symbolic Approach based on Preference Relations
  • An Interactive Data Visualisation Approach for Next Generation Presentation Tools - Towards Rich Presentation-based Data Exploration and Storytelling
  • Social Creativity in the Design of Digital Resources Interweaving Math with Environmental Education - The Case Study of the Climate Change C-Book
  • Feedback Authoring for Exploratory Learning Objects: AuthELO
  • Learning Tracking Data Analysis - How Privacy Issues Affect Student Perception on e-Learning?
  • EduBridge Social - Bridging Social Networks and Learning Management Systems
  • Learning Path Specification forWorkplace Learning based on Business Process Management
  • Detecting Play and Learning Styles for Adaptive Educational Games
  • Streamlining Assessment using a Knowledge Metric
  • Suremath - User Study and Related (Re-)Implementation of a Multitouch Application for Learning Math
  • Threshold Concepts Vs. Tricky Topics - Exploring the Causes of Student´s Misunderstandings with the Problem Distiller Tool
  • MathAuthor: Authoring Interactive Math Exercises for the Web
  • ITSEGO: An Ontology for Game-based Intelligent Tutoring Systems
  • Development of a Task-driven Mobile Teaching Tool for Enhancing Teachers’ Motivation
  • Comparison Function with Right Answer for Software Design Support Tool Perseus
  • Item Difficulty Analysis of English Vocabulary Questions
  • Semi-Automatic Assessment Approach to Programming Code for Novice Students
  • Programming for the Humanities - Logic and Adaptable Languages
  • Personalizing Game Selection for Mobile Learning - With a View Towards Creating an Off-line Learning Environment for Children
  • C-Helper: C Latent-error Static/Heuristic Checker for Novice Programmers
  • Effectiveness of an Instructional Intervention in Developing Critical Thinking Skills - Role of Argument Mapping in Facilitating Learning of Critical Thinking Skills
  • Teaching Arabic to Native Speakers - Educational Games in a New Curriculum
  • A Machine Learning Approach to Identify Dependencies Among Learning Objects
  • Instructor Contour Extraction and Overlay for Near-real Presence in e-Learning Systems
  • Older Adults, Learning and Technology - An Exploration of Tangible Interaction and Multimodal Representation of Information
  • A Cloud-based Framework for Personalized Mobile Learning Provisioning using Learning Objects Metadata Adaptation
  • Evaluation of Requirements Collection Strategies for a Constraint-based Recommender System in a Social e-Learning Platform
  • Visualising Formula Structures to Support Exploratory Modelling
  • Sequencing Wikipedia Pages: An On-the-fly Approach to Course Building
  • GamES MOOC - Conceptual Ideas and First Steps Towards Implementation of a MOOC for Children
  • A Software System in Support of Quality of Degree Programmes
  • Wiki-LDA: A Mixed-Method Approach for Effective Interest Mining on Twitter Data
  • Good and Similar Learners’ Recommendation in Adaptive Learning Systems
  • Customized Teaching Scenarios for Smartphones in University Lecture Settings - Experiences with Several Teaching Scenarios using the MobileQuiz2
  • ICT as Learning Tools and Collaborative Work Facilitators in the Moroccan University Educational System: Summary, Review and Optimization Approach
  • Teaching Programming to Large Student Groups through Test Driven Development - Comparing Established Methods with Teaching based on Test Driven Development
  • Use of Virtual Classroom: Summarized Opinion of the Stakeholders in the Learning-Teaching Process
  • The Effectiveness of e-Portfolios for Enhancing College Freshmen’s Reflection and Aesthetic Literacy
  • Next Generation Learner Modeling by Theory of Mind Model Induction
  • Using a Learning Management System in the Course of English for University Students
  • Content Assistance and Recommendations in Learning Material - A Folksonomy-based Approach
  • What Should We Add to Syntax-oriented Generation of Random Expressions to Meet Pedagogical Needs?
  • Extending the Reach with Blackboard+ - Enhancing the Student Blended Learning Experience through Good Online Course Design
  • Towards Tool Support for Team Awareness in Collaborative Argumentation
  • Live Biblia: Evaluation of a Support System with a Tangible Interface for Viewing Science Museum Exhibitions
  • Responsive Course Design - An Adaptive Approach to Designing Responsive m-Learning
  • Computer-aided Training of Engineers: Challenges and Solutions
  • Precise Understandig of Reading Activities - Sight, Aural and Page Turning
  • A Serious Game to Improve Students’ Skills in Global Software Development
  • A Fuzzy System to Automatically Evaluate and Improve Fairness of Multiple-Choice Questions (MCQs) based Exams
  • OPPIA: A Context-Aware Ubiquitous Learning Platform to Exploit Short-Lived Student Networks for Collaborative Learning
  • An Input Support System for Customized Scouting Charts of Baseball Games
  • Adaptive and Blended Learning for Electrical Operators Training - With Virtual Reality Systems
  • Dropout Rates of Regular Courses and MOOCs
  • Today and Tomorrow - Can ICT Assist Learning and Living?
  • Can a Wii Bowling Tournament Improve Older Adults’ Attitudes towards Digital Games?
  • Pre-service Teacher ICT Tool-kit - The Role of the Setting
  • Teachers’ Experiences of the Integration of 21st Century Learning in the Mathematics Classroom - The Bridge21 Model in Action
  • The Acceptance of VLEs (Virtual Learning Environments) by Primary School Teachers
  • An Interval Type-2 Fuzzy Logic System for Assessment of Students’ Answer Scripts under High Levels of Uncertainty
  • New Ways to Tell my Story - Evaluation of a Digital Storytelling Workshop for Older Adults
  • Teaching Programming Fundamentals to Modern University Students
  • Exploring the Educational Capabilities of Social Media in High Schools
  • An Analysis of Factors Affecting Automatic Assessment based on Teacher-mediated Peer Evaluation - The Case of OpenAnswer
  • Profiling Student Behavior in a Blended Course - Closing the Gap between Blended Teaching and Blended Learning
  • Assessment of Learner’s Algorithms
  • Discipline Decision Tree Classification Algorithm and Application based on Weighted Information Gain Ratio
  • Teaching Students to Learn
  • A Preprocessing Design Scheme for Sequential Pattern Analysis of a Student Database
  • Know the Mobile Learning Application Users - Transactional Distance Perspective
  • Adaptive Vocabulary Learning Environment for Late Talkers
  • Critical Success Factors for the of Acceptance and Use of an LMS - The Case of e-CLASS
  • Relevance of UCD Education to Software Development – Recommendation for Curriculum Design
  • Earth Rotation: An Example to Teach Rigid Body Motion and Environmental Monitoring - A Fallout of the Exploitation of LARES Satellite Data
  • Towards a Trace-based Evaluation Model for Knowledge Acquisition and Training Resource Adaption
  • Learning Activities Mediated by Mobile Technology: Best Practices for Informatics Education
  • An Educational Game for Teaching Search Algorithms
  • A Suitable m-Learning System using e-Book for Developing Countries
  • Computer Supported Evolution Inside Van Hiele Levels 1 and 2
  • Constructivist Learning and Mantle of the Expert Pedagogy - A Case Study of an Authentic Learning Activity, the “Brain Game”, to Develop 21St Century Skills in Context
  • Teacher Experiences of Learning Computing using a 21st Century Model of Computer Science Continuing Professional Development
  • Anaís: A Conceptual Framework for Blended Active Learning in Healthcare
  • Problem-Based Learning in a MOOC - Exploring an Innovative Instructional Design at a Large Scale
  • Possibilities of Inducing Pupils’ Inquiry Activities during Instruction
  • Computer-supported Techniques to Increase Students Engagement in Programming
  • Online Learning: Strategies for Pedagogical Retooling
  • Evaluating Lectures Through the Use of Mobile Devices - Auditorium Mobile Classroom Service (AMCS) as a Means to Bring Evaluation to the Next Level
  • Cognitive Benefits of Digital Games for Older Adults - Strategies for Increasing Participation
  • Upgrade of the LARES-lab Remote Controllable Thermo-vacuum Facility - Lab Improvements for Remote Testing and e-Learning
  • Exploratory Game Play to Support Language Learning: Dinner Talk
  • COSEY: Computer Supported Enhancement of Young Children’s Cooperation - Toward a Multiple-player Cooperative Full-body Interaction Game
  • Science Education Enhancement within a Museum using Computer-human Interaction Technology
  • Supporting Zoo Visitors’ Scientific Observations with a Mobile Guide
  • A Triangulated Model to Assess Adoption of Virtual Learning Environments in Primary Schools
  • A Case Study of Team Learning Measurements from Groupware Utilization - A Proposal of Measurement Method for the Contribution Ratio of Knowledge
  • Towards a Mobile Application for an Engineering Geology Course - A Contribution to Improved Student Learning
  • OER-based Lifelong Learning for Older People
  • Cybertrust in e-Learning Environment based on Network Time Synchronization
  • Assessing Project based Learning with 3D Printing
  • Improvement of IT Students’ Communication Skills using Project Based Learning
  • Empirical Analysis of Influences on Dissertation Quality of Postgraduates from Perspective of Psychodynamics
  • Measuring the Velocity of Elementary Particles - Fundamental Physics in Schools by Remote Learning
  • Computer Modeling and Programming in Algebra
  • An Approach to Developing Electronic Textbook for Chemical Experiment - Taking Walden’s Inversion as an Example
  • Using Blended Learning to Support Community Development - Lessons Learnt from a Platform for Accessibility Experts
  • Automatic Concepts Classification based on Bloom’s Taxonomy using Text Analysis and the Naïve Bayes Classifier Method