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