A Perspective on a New Digital Art Game: The Approach of Research and Knowledge Transfer
The Design and Implementation of Secure Program Design Education Tool
Innovative Approaches in Teaching Programming: A Systematic Literature Review
Teacher Views on Educational Robotics and Its Introduction to the Compulsory Curricula
A Practical Methodology to Learn Computer Architecture, Assembly Language, and Operating System
Fairness in Learning Analytics: Student At-risk Prediction in Virtual Learning Environments
Prior Knowledge as a Predictor for Persistence
A Study of Common Concerns Inhibiting Teacher Enactment of Computational Thinking into Project-based Mathematics and Career Technical Education
Teaching Software Engineering Principles in Middle Schools by Combining Robotics and Blogging
Comparison of Electronic Examinations using Adaptive Multiple-choice Questions and Constructed-response Questions
The Creative Process in the Development of Computational Thinking in Higher Education
Deep Attentive Study Session Dropout Prediction in Mobile Learning Environment
Enabling Stakeholders to Change: Development of a Change Management Guideline for Flipped Classroom Implementations
Using Affordances and Constraints to Evaluate the Use of a Formative e-Assessment System in Mathematics Education
A New Programming Environment for Teaching Secure C Programming and Assessment
Weighted Scoring of Multiple-choice Questions based Exams: Expert and Empirical Weighting Factors
Classification of Students’ Conceptual Understanding in STEM Education using Their Visual Attention Distributions: A Comparison of Three Machine-Learning Approaches
Design Recommendations for Successful Cross-university Collaborative Group Work: Two Best Practices Cases
Facets of Mobile Lifelong Learning Services
TAEP4.0: Teacher Assistance Educational Process to Promote 21st Century Skills in the Context of Education 4.0
Translating the Concept of Goal Setting into Practice: What ‘else’ Does It Require than a Goal Setting Tool?
Evaluation of Human Dissection in Anatomy Teaching using an Interactive Simulator
Information System Design and Development and Project-based Learning
Communication Support for the Deaf and Hard of Hearing using Head Mounted Display: Toward Its Use in Museums
Learner Performance Prediction Indicators based on Machine Learning
Career Choice of Adolescents: Can occupational VR 360-degree Videos Facilitate Job Interest?
Using Student-created Instructional Videos in CS Upper-level Courses: A Successful Strategy in a Functional Programming Course
A Technological Storytelling Approach to Nurture Mathematical Argumentation
Virtual Assistants for Learning: A Systematic Literature Review
NatureCollections: Can a Mobile Application Trigger Children’s Interest in Nature?
Using BERT and XLNET for the Automatic Short Answer Grading Task
Learning Support Game System for Sustainable Development Goals Education: Effects of Improved User Interface on Satoyama Forest Management Learning
Enhancing the Digital Learning Experience: The Case of the Digital Lab of the Berner Fachhochschule
Introducing Conics in 9th Grade: An Experimental Teaching
Virtual Online Teams: The Development of Cross-cutting Skills for Business Students
Tinkering in Informatics as Teaching Method
A Framework to Understand, Analyse and Describe Online and Open Education in Higher Education
Overcoming Barriers for OER Adoption in Higher Education Application to Computer Science Curricula
Peer-learning and Talents Exchange in Programming: Experiences and Challenges
Generating Content-Compliant Training Data in Big Data Education
Reading Students’ Multiple Mental States in Conversation from Facial and Heart Rate Cues
Teaching PLC Program Organisation: How to Transfer PLC Best Practice Experience from Industry Experts to University Students
Some Considerations on the Use of Digital Environments in Learning Numerical Sets
Design and Management of an Objective Structured Clinical Examination using the SIMUportfolio Platform
Analysing the Integration of Models of Technology Diffusion and Acceptance in Nigerian Higher Education
Features for an International Learning Environment in Research Education
Blended eLearning Systems in Nigerian Universities: A Context Specific Pedagogical Approach
From Standardized Assessment to Automatic Formative Assessment for Adaptive Teaching
Teacher’s Perspective on e-Assessment: A Case Study from Germany
Prediction Models for Automatic Assessment to Students’ Freely-written Comments
Improvements in bASES21: 21st-Century Skills Assessment Model to K12
Identifying Gaps in Use of and Research on Adaptive Learning Systems
Teaching Business Information Systems in 2020s: Pitfalls, Challenges and Some Methodological Ideas for Testing
Social Robots as Teaching Assistance System in Higher Education: Conceptual Framework for the Development of Use Cases
Teaching Research Methods for Computer Science Students using Virtual Learning: A Case Study
A Method for Learning Netytar: An Accessible Digital Musical Instrument
Computational Music Thinking Patterns: Connecting Music Education with Computer Science Education through the Design of Interactive Notations
The CrazySquare Project: A Technological Pedagogical Content Knowledge Solution
Interactive Musical Setting with Deep Learning and Object Recognition
PonG: Parcours on Gamification - How to Get Educators Gamification-ready
Usability Testing of Educational Computer Games on the Topic “Safe Internet”
Integrated Game-based Learning in an Informatics Secondary Course: Is There a Difference between Girls’ and Boys’ Achievements?
Learning Analytics and Perceived Experience of Gamifying Homework Assignments
Gamifying Learning Assignments with Micro Design Approach
An Analysis of Students’ Perception towards User Involvement in a Software Engineering Undergraduate Curriculum
Dropout through Extended Association Rule Netwoks: A Complementary View
An Affective-computing Approach to Provide Enhanced Learning Analytics
Towards a Tailored Hybrid Recommendation-based System for Computerized Adaptive Testing through Clustering and IRT
XRLabs: Extended Reality Interactive Laboratories
Attentional Neural Mechanisms for Social Recommendations in Educational Platforms
Facing the Appeal of Social Networks: Methodologies and Tools to Support Students towards a Critical Use of the Web
The Children’s Congress: Creative Computational Thinking to Promote Gifted Pupils
EA and BYOD: Threat Model and Comparison to Paper-based Examinations
Kibo: A MIDI Controller with a Tangible User Interface for Music Education
Performance Assessment Technologies for the Support of Musical Instrument Learning
A Literature Review on Learner Models for MOOC to Support Lifelong Learning
Usability and Sense of Presence in Virtual Worlds for Distance Education: A Case Study with Virtual Reality Experts
Snap & Hear: Comic Book Analyst for Children Having Literacy and Visual Barriers
I Learn. You Learn. We Learn? An Experiment in Collaborative Concept Mapping
Investigating the Relationship between Learners' Cognitive Participation and Learning Outcome in Asynchronous Online Discussion Forums
Can Blockchain Technology Facilitate the Unbundling of Higher Education
Investigating the Relationship among Students’ Interest, Flow and Their Learning Outcomes in a Blended Learning Asynchronous Forum
Immersive Serious Game-style Virtual Environment for Training in Electrical Live Line Maintenance Activities
Immersion into the World of Gaming: An Approach of Introducing Gamification in an Educational Context
Investigating the Differences of Student Interactions between Behavior- and Content-based Networks in Online Discussions
Using Virtual Reality to Improve Visual Recognition Skills of First Year Architecture Students: A Comparative Study
Evaluation of Learning Motivation within an Adaptive e-Learning Platform for Engineering Science
Computer Usability: Interactive Challenges Faced by Less Experienced Computer Users in South Africa
Cognitive and Social Aspects of Visualization in Algorithm Learning
An Enterprise Information Model for Knowledge Transfer with Application Systems: The Current State of Enterprise GPS
Inducing the Learning of Ergonomics and Anthropometric Design using Motion Capture and Virtual Simulation in an Industrial Context
Evaluating the Learning Process: The “ThimelEdu” Educational Game Case Study
Quality of Group Formation in CSCL Environments
Design of Learning Analytics Tool: The Experts’ Eyes View
Augmentation of Interactive Science Communication using Sign Language
First Insights into Hybrid AI-Fuzzy Tutoring System for Boredom Identification
Deterministic Factors Influencing Learners' Learning Behaviors and Outcomes by Applying Information Technology-assisted Music Curriculum
XEL Group Learning – A Socio-technical Framework for Self-regulated Learning
Use of Learning Management System (LMS): A Study in a Brazilian and Portuguese Universities
PROGDASH: Lessons Learned from a Learning Dashboard In-the-wild
Investigating Different Educational Blog Characteristics to Support Collaborative Learning based on Connectivism Learning Theory
Evaluation of Low-threshold Programming Learning Environments for the Blind and Partially Sighted
Boosting Early Detection of Spring Semester Freshmen Attrition: A Preliminary Exploration
Challenges with Teaching and Learning Theoretical Query Languages
stARS: Proposing an Adaptable Collaborative Learning Environment to Support Communication in the Classroom
The MATLAB Grader Test Generator: A Teacher’s Tool for Generating Autograding Tests of MATLAB Scripts
Can You Tell by My Grades That I Am a Blogger? A Longitudinal Study of the Use of Blogging as a Pedagogical Tool and Effects on Expected Grades
Rate Your Mate for Food for Thought: Elsewhere Use a Grader
Toward Sustainable Learning Economy through a Block-chain based Management System
Reading Fluency Training with Amazon Alexa
Mobile Apps for Teaching Physics: Situation in Latvia
Heuristics and Usability of a Video Assessment Evaluation Tool for Teachers
An Assessment of Statistical Classification for Socially Oriented Learning Methodologies
An Adaptive Learning System based on Tracking
A Technology-enhanced Smart Learning Environment based on the Combination of Knowledge Graphs and Learning Paths
Developing Computational Thinking in Early Ages: A Review of the code.org Platform
ReflectionScope: Scaffold Students to Articulate Reflection during Design-based Learning Processes
ARLectio: An Augmented Reality Platform to Support Teachers in Producing Educational Resources
Mulsemedia in Education: A Case Study on Learner Experience, Motivation and Knowledge Gain
Remote Pair Programming
Investigating the Learning Impact of Autothinking Educational Game on Adults: A Case Study of France
Online Learning Challenges in Academia: The Case of Uganda
Improving Emotion Detection for Flow Measurement with a High Frame Rate Video based Approach
Polemics about Computational Thinking: Digital Competence in Digital Zeitgeist – Continued Search for Answers
Knowledge Acquisition Data Visualization in eLearning Delivery
A Study on Gamification Effectiveness
Users’ Learning Pathways on Cross-site Open Educational Resources
Learning Recursion: Insights from the ChiQat Intelligent Tutoring System
Labour Market Information Driven, Personalized, OER Recommendation System for Lifelong Learners
Recommendation of Educational Content to Improve Student Performance: An Approach based on Learning Styles
Computational Logic in the First Semester of Computer Science: An Experience Report
POI-based Recommender System for the Support of Academics in a Smart Campus
The Effects of Augmented Reality: A Comparative Study in an Undergraduate Physics Laboratory Course
Adult First-time User of Handheld Computer System: Challenges