• Reach to Teach: Preparing Cybersecurity Experts as Adjunct Community College Faculty
  • Assessing the Participatory Design of a Project-based Course on Computer Network Applications
  • Enhancing the Teaching of Informatics through Engaging Experience
  • A Study of First Year Undergraduate Computing Students’ Experience of Learning Software Development in the Absence of a Software Development Process
  • Social Robots in Collaborative Learning: Consequences of the Design on Students’ Perception
  • Automated Feedback Generation for Argument-Based Intelligent Tutoring Systems
  • Optimized Social Explanation for Educational Platforms
  • Enhancing an Online Digital Storytelling Course for Older Adults through the Implementation of Andragogical Principles
  • Different Approaches to Designing Online Courses at the Post-secondary Level
  • Learning with Educational Games: Adapting to Older Adult's Needs
  • Improving Students’ Performance through the Use of Simulations and Modeling: The Case of Population Growth
  • Online Learning in Schools of Business: Deans' Perspectives on Faculty Issues
  • Skill Confidence Ratings in a MOOC: Examining the Link between Skill Confidence and Learner Development
  • Phased Classroom Instruction: A Case Study on Teaching Programming Languages
  • Online Generator and Corrector of Parametric Questions in Hard Copy Useful for the Elaboration of Thousands of Individualized Exams
  • Teaching Software Engineering Principles in Non-vocational Schools
  • Retrieval Practice, Enhancing Learning in Electrical Science
  • Efficient Computing of the Bellman Equation in a POMDP-based Intelligent Tutoring System
  • Digital Competence of Educators (DigCompEdu): Development and Evaluation of a Self-assessment Instrument for Teachers' Digital Competence
  • Augmented Reality and QR Codes for Teaching Music to Preschoolers and Kindergarteners: Educational Intervention and Evaluation
  • Minimizing the Number of Dropouts in University Pedagogy Online Courses
  • The Evaluation of a Teaching Maturity Model in the Context of University Teaching
  • A Computer-based Approach to Teach Tonal Harmony to Young Students
  • Cadenza: The Evolution of a Digital Music Education Tool
  • Towards Culturally Inclusive MOOCs: A Design-based Approach
  • MATE-BOOSTER: Design of an e-Learning Course to Boost Mathematical Competence
  • Learning from an Adaptive Learning System: Student Profiling among Middle School Students
  • Start@unito: Open Online Courses for Improving Access and for Enhancing Success in Higher Education
  • Opening User Model Data for Motivation and Learning: The Case of an Adaptive Multiplication Game
  • Assessment of Computational Thinking in K-12 Context: Educational Practices, Limits and Possibilities - A Systematic Mapping Study
  • Designing and Evaluating Learning Technology: An African Dilemma and Approach
  • Toward a Model of Workforce Training and Development
  • Water Cycle in Nature – An Innovative Virtual Reality and Virtual Lab: Improving Learning Experience of Primary School Students
  • Gamify the Audiation: The CrazySquare Project
  • A (Technologically Enhanced) Sound Education: Implementation, Experimentation and Analysis of Raymond Murray Schafer’s Exercises
  • Atomic Structure Interactive Personalised Virtual Lab: Results from an Evaluation Study in Secondary Schools
  • Development of Diagnostic Skills in Dentistry Students using Gamified Virtual Patients
  • Educational Games as a Motivational Tool: Considerations on their Potential and Limitations
  • Mobile Application as Support of English on-Line Learning
  • Progress Monitoring in Primary Education using Levumi: A Case Study
  • Understanding the Complexities of Chinese Word Acquisition within an Online Learning Platform
  • Convolutional Neural Network Applied to Code Assignment Grading
  • A Systematic Review on the Use of Educational Technologies for Medical Education
  • Towards the Ranking of Web-pages for Educational Purposes
  • Determinants Affecting Online Learning Behaviour and Learning Effectiveness
  • An Analysis of Current Language Learning Software
  • Animal Observation Support System based on Body Movements: Hunting with Animals in Virtual Environment
  • Improving the Attitude towards Mathematics via an ICT Rearrangement of the 8th Grade Math Curriculum
  • Assessment of Computational Thinking (CT) in Scratch Fractal Projects: Towards CT-HCI Scaffolds for Analogical-fractal Thinking
  • Game Jams: An Innovative Education Experience in Higher Education
  • The Effect of Educational Game on Children Learning Experience in a Slovakian School
  • Approach to Testing Many State Machine Models in Education
  • ZenHackAdemy: Ethical Hacking @ DIBRIS
  • Are 21st Century Skills Evaluated in Robotics Competitions? The Case of First LEGO League Competition
  • A Review of Location-based Games: Do They All Support Exercise, Social Interaction and Cartographical Training?
  • Can Digital Footprints Save the Physical Lecture?
  • Ines&Us: Endless Love Alternate Reality Game to Build Utopic New Worlds
  • Direct Instruction and Its Extension with a Community of Inquiry: A Comparison of Mental Workload, Performance and Efficiency
  • A Flow Measurement Instrument to Test the Students’ Motivation in a Computer Science Course
  • Building Pedagogical Conversational Agents, Affectively Correct
  • Teaching Modern Greek Literature to Teenagers through a Collaborative Webquest: Design, Implementation, Evaluation
  • Towards a Functional and Technical Architecture for e-Exams
  • Ontology-based Analysis of Game Designs for Software Refactoring
  • Generating Education in-Game Data: The Case of an Ancient Theatre Serious Game
  • Gamification and Coding to Engage Primary School Students in Learning Mathematics: A Case Study
  • The VTT-BOX, Pedagogical and Quality Considerations
  • Rule Induction Algorithms Applied in Educational Data Set
  • Predicting Students’ Performance in a Virtual Experience for Project Management Learning
  • Using Learning Analytics within an e-Assessment Platform for a TransFormative Evaluation in Bilingual Contexts
  • Collecting and Analysing Learners Data in a Massive Open Online Course for Mathematics
  • Every University Should Have a Computer-Based Testing Facility
  • OurKidsCode: Facilitating Families to Be Creative with Computing
  • A Game-centric Approach to Teaching Artificial Intelligence
  • Promoting Talents for Computer Science
  • Performance Evaluation of Universities and Colleges based on Method of Principal Component Analysis and Data Envelopment Analysis
  • Analysis on the Influencing Factors of MOOC Adoption Behaviour of Faculty: Cross-Case Study based on a Chinese University
  • The Use of Interactive Whiteboards for English Foreign Language Education
  • Feedback on a Self-education Module for AutoCAD: Development of a Self-education Module for Civil Engineering
  • Thinking about Thinking: The Relationship between Confidence, Attainment and Metacognition in Computer Science
  • Assessing Software Quality of Agile Student Projects by Data-mining Software Repositories
  • Conducting an Experiment for Validating the Combined Model of Immersion and Flow
  • Autisdata: Software to Help the Development of People with ASD based on TEACCH and PECS Methodologies
  • Utilizing Software Engineering Education Support System ALECSS at an Actual Software Development Experiment: A Case Study
  • Review of Cognitive Energy Flow Model Concept for Virtual Student
  • A Creation Tool for Serious Puzzle Games
  • Smart Like a Fox: How Clever Students Trick Dumb Automated Programming Assignment Assessment Systems
  • Investigation and Evaulation of a Virtual Reality Vocational Training System for General Lathe
  • In the Dinosaur' Steps through IBL Scenario: A Way to Overcome Prejudice for Career in STEM
  • Virtual Reality in Self-regulated Learning: Example in Art Domain
  • Investigating the Affordances and Constraints of SimReal for Mathematical Learning: A Case Study in Teacher Education
  • SMILE Goes Gaming: Gamification in a Classroom Response System for Academic Teaching
  • An Interactive Tutoring System for Training Software Refactoring
  • Assistive Technology Applied in an Inclusive MOOC for the Blind
  • Analysing the Use of Worked Examples and Tutored and Untutored Problem-Solving in a Dispositional Learning Analytics Context
  • Usability Evaluation of an Educational Robot for STEM Areas
  • Panel of Attribute Selection Methods to Rank Features Drastically Improves Accuracy in Filtering Web-pages Suitable for Education
  • The Problem with Teaching Defence against the Dark Arts: A Review of Game-based Learning Applications and Serious Games for Cyber Security Education
  • An Intelligent Tutoring System for Procedural Training with Natural Language Interaction
  • A Web Application for Aiding Tutors to Develop Course Outlines
  • Towards Visual Explorations of Forums’ Collective Dynamics in Learning Management Systems
  • Instrumentation of Learning Situation using Automated Speech Transcription: A Prototyping Approach
  • The ICT Literacy Skills of Secondary Education Teachers in Greece
  • Determinants Affecting Learner’s Behaviour in Music Education Applying Information Technology
  • Requirements for Author Verification in Electronic Computer Science Exams
  • From Analytics to Cognition: Expanding the Reach of Data in Learning
  • How to Make Learning Visible through Technology: The eDia-Online Diagnostic Assessment System
  • Teaching Computer Programming to Post-millennial Kids: Overview of Goals, Activities and Supporting Tools
  • Classroom Mobile Devices: Evaluation about Existing Applications
  • Vocabulary Mashup using Online Resources and Games for Vocabulary Training at School
  • How Pupils Solve Online Problems: An Analytical View
  • Methods and Tools for Centres of Integrated Teaching Excellence Providing Training in Complementary Fields
  • Investigating Interaction Patterns in Educational Forums: A Social Networks Analysis Approach
  • Recursive Pedagogy: Automatic Question Generation using Real-time Learning Analytics
  • 21st Century Skill Building with Web-based Games
  • Nudging by Predicting: A Case Study
  • Investigating How Social Elements Affect Learners with Different Personalities
  • Understanding the Effect of Gamification on Learners with Different Personalities
  • User Centered Approach for Learning Analytics Dashboard Generation
  • An Ultra-high Definition and Interactive Simulator for Human Dissection in Anatomic Learning
  • Learning Analytics in Higher Education using Peer-feedback and Self-assessment: Use Case of an Academic Writing Course
  • Understanding the Correlation between Teacher and Student Behavior in the Classroom and Its Consequent Academic Performance
  • Conceptual Framework to Support a Web Authoring Tool of Educational Games for Deaf Children
  • Arithmetic, Logic, Syntax and MathCheck
  • Do Your Students Really Need that $200 Ebook? Predatory Publishers and Ethical Questions
  • Teaching Design Thinking through Gamified Learning
  • Active Problem-based Learning for Engineering Higher Education
  • Does Replacing Face-to-face Lectures with Pre-recorded Video Lectures Affect Learning Outcomes?
  • Learner Experience in Hybrid Virtual Worlds: Interacting with Pedagogical Agents
  • Eduportfolio: Complex Platform for Curriculum Management and Mapping
  • Effects of Proactive Personality and Social Centrality on Learning Performance in SPOCs
  • Integrate Confidence Ratings in Audience Response Systems in Order to Help Students to Self-regulate Their Learning Process
  • On Possibility of Automatic Generation of Data Files and their Use in Tasks of Descriptive Statistics
  • A Model and Its Tool to Assist the Scenarization of VR-oriented Pedagogical Activities
  • In Search of Learning Indicators: A Study on Sensor Data and IAPS Emotional Pictures
  • Easy Prototyping of Multimedia Interactive Educational Tools for Language Learning based on Block Programming
  • Evaluating the Emotional Effects of Role-playing Software on Interactive Digital Storytelling from the Perspectives of User, Storyteller, Teammate and Audience
  • Stereoscopic Interactive Objects: Acquisition, Generation and Evaluation
  • OULAD MOOC Dropout and Result Prediction using Ensemble, Deep Learning and Regression Techniques
  • Communicating Learning Analytics: Stakeholder Participation and Early Stage Requirement Analysis
  • Building an Interactive Mobile Application to Enhance Students’ Problem Solving Skills in Higher Education Physics
  • Algorithmization in a Computer Graphics Environment
  • A Customized Educational Booster for Online Students in Cybersecurity Education