Clean Code Tutoring: Makings of a Foundation
A Lightweight Method for Modelling Technology-Enhanced Assessment Processes
Where Does All the Data Go? A Review of Research on E-Assessment Data
Personalized Curiosity Engine (Pique): A Curiosity Inspiring Cognitive System for Student Directed Learning
A Self-adaptive Mechanism for Serious Quiz Games
An Intervention with Technology for Parental Involvement in Kindergarten: Use of Design-based Research Methodology
Free Online Training and Value Perception in France
Using Inclusive Design for People with Cognitive Limitations to Develop Online Training in the Workplace
The Influence of Cognitive Presence, Social Presence and Teaching Presence on Online Foreign Language Speaking Anxiety, L2 Motivational Self and Intended Effort-A Structural Equation Modeling Approach
What Indicators Can I Serve You with? An Evaluation of a Research-Driven Learning Analytics Indicator Repository
An Authoring Tool based on Semi-automatic Generators for Creating Self-assessment Exercises
A-Learning: A Computerized Adaptive Learning Expert System
Personalised Learning Environments based on Knowledge Graphs and the Zone of Proximal Development
Trends and Issues in STEM + C Research: A Bibliometric Perspective
Chatbot-mediated Learning: Conceptual Framework for the Design of Chatbot Use Cases in Education
Need Finding for an Embodied Coding Platform: Educators’ Practices and Perspectives
Features of Micro-credential Platforms in Higher Education
A Recommendation System Framework for Educational Content Reinforcement in Virtual Learning Environments
Beyond Viewing Counts, Likes & Co: An Analysis of Instructional Videos on Youtube
The Effectiveness of Virtual Team Learning and Its Potential Factors in Entrepreneurship Education Courses
Analysis of Social Networks of Students' Learning with a Focus on Their Performance
Ethical Perception of a Digital Study Assistant: Student Survey of Ethical Values
To the Next Level! an Exploratory Study on the Influence of User Experience on the Acceptance of a Gamified Learning Platform
Towards a Machine Learning Flow-predicting Model in a MOOC Context
The World Is Our Classroom: Developing a Model for International Virtual Internships - The Global Innovations Project
Educational Software Requirements Elicitation Techniques: Including Children with Autistic Spectrum Condition
Applying Simulation in Teaching Selected Courses in Business Informatics with the FlexSim Platform
A Platform to Interest Young People in STEM using Robotics and AI in a Playful Way
Possible Application Scenarios for a German National Education Platform
Structural Challenges in the Educational System Meet a Federated IT-Infrastructure for Education: Insights into a Real Lab
Building, Controlling and Simulating We-Do Robots
IMASHEDU: Intelligent MAshups for EDUcation - Towards a Data Mining Approach
The Future of Higher Education Is Social and Personalized! Experience Report and Perspectives
A Systematic Literature Review on Technological Solutions to Fight Bullying and Cyberbullying in Academic Environments
Online Master in International Logistics: Methodology, Design and Implementation
A Machine Learning-based Course Enrollment Recommender System
Modelling the Effect of Academic Performance on National Achievement Test (NAT)
Teachers' and Students' Perception Regarding the Use of Moodle
Assess Performance Prediction Systems: Beyond Precision Indicators
Examining the Effectiveness of Different Assessments and Forecasts for Accurate Judgments of Learning in Engineering Classes
A Moodle Component for Data Visualization with Applied Learning Analytics for Students
Design Guidelines for a Team Formation and Analytics Software
Fostering Computational Thinking in Undergraduated Music Conservatory Students
An Overview of Automatic Piano Performance Assessment within the Music Education Context
Towards an Adaptive Intelligent Assessment Framework for Collaborative Learning
An Agile Process for an e-Training of Trainers on Online Teaching
A Self-assessment Tool for Teachers to Improve Their LMS Skills based on Teaching Analytics
Gamification of MOOCs and Security Awareness in Corporate Training
Review of the Adaptability of a Set of Learning Games Meant for Teaching Computational Thinking or Programming in France
Expressing Adaptations to Take into Account in Generator-based Exercisers: An Exploratory Study about Multiplication Facts
Word2Course: Creating Interactive Courses from as Little as a Keyword
Investigating Remote Teaching: How Google Meet and Zoom Affect Teachers and Students’ Experience
Let’s Play! or Don’t? The Impact of UX and Usability on the Adoption of a Game-based Student Response System
Using Software Reasoning to Determine Domain-law Violations and Provide Explanatory Feedback: Expressions Tutor Example
Applying GitHub Services to Support Teaching-learning Strategies in Computer Science Courses
Educational Chatbots: A Sustainable Approach for Customizable Conversations for Education
A Recommendation Module based on Reinforcement Learning to an Intelligent Tutoring System for Software Maintenance
Intelligent Tutoring System for Computer Science Education and the Use of Artificial Intelligence: A Literature Review
An Interface Adaptation Model for LMSs According to Learning Styles
Factors Influencing Co-creation of Open Education Resources using Learning Object Repositories
Improving Accessibility in Virtual Learning Environments and Educational Resources: A Practical Case and Future Challenges
A Collaborative Digital Audio Workstation for Young Learners
MusicBlocks: An Innovative Tool for Learning the Foundations of Music
Teacher Educational Resources Recommendation in the COVID-19 Context
A Game-based Learning App for Primary School Children with German as a Second Language
Gamification of an Exercise Tool of a Virtual Learning Environment
Bone Segmentation of the Human Body in Computerized Tomographies using Deep Learning
Fine-grained Detection of Academic Emotions with Spatial Temporal Graph Attention Networks using Facial Landmarks
Formative Feedback in Mathematics Teacher Education: An Activity and Affordance Theory Perspective
A Study on Teachers’ Design Choices Regarding Online Collaborative Learning
A Syllabus to Support Teaching and Learning of Exploratory Test Design and Execution
Fairness of In-session Dropout Prediction
Keep It Up: In-session Dropout Prediction to Support Blended Classroom Scenarios
A New Way to Characterize Learning Datasets
An Online Controlled Experiment Design to Support the Transformation of Digital Learning towards Adaptive Learning Platforms
Programming in Year 4: An Analysis of the Design Research Process
Individualizing Learning Pathways with Adaptive Learning Strategies: Design, Implementation and Scale
Method for Joining Information and Adapting Content from Gamified Systems and Serious Games in Organizations
Adaptive Blended Learning Platform based on the 4Cs Architecture
Introducing a Framework for Code based Fairness Audits of Learning Analytics Systems on the Example of Moodle Learning Analytics
Transferring Learning into the Workplace: Evaluating a Student-centered Learning Approach through Computer Science Students’ Lens
Virtualization of Data to Improve Pedagogical Approaches the Case of Higher Education in Morocco in the Face of the COVID-19 Pandemic
Exploring Geolocation Data: An Inquiry-based Methodology Used in Lower Secondary Education
A Free and Open Dataset from a Prototypical Data-driven Study Assistant in Higher Education
A Dynamic Indicator to Model Students’ Digital Behavior
Collaborative Transdisciplinary Educational Approaches in AI
Better the Phish You Know: Evaluating Personalization in Anti-Phishing Learning Games
Digital Device and Mathematics: Multilevel vs Machine Learning Models for Value-added Ranking in Italy
Design, Implementation, and Evaluation of Blockchain-based Trusted Achievement Record System for Students in Higher Education
New Professional Competencies and Skills Leaning towards Industry 4.0
Webfolio: Secure Digital Portfolio for Early Childhood Education
New Categorization of Practical Works Activities with Hybridization of Bloom’s Taxonomy, Grimard’s Pyramid, and Specific MOOC
Teaching BDD in Active Learning Environments: A Multi-study Analysis
An Application of a Gamification to Knowledge Management Teaching: A Qualitative Evaluation
Implementing Open-Domain Question-Answering in a College Setting: An End-to-End Methodology and a Preliminary Exploration
Development of an Information and Reference Application for Vocational Guidance of Students
Bridging the Theory and Practice Gap in Marketing Education
Application of a Gamification to Solve Problems of Software Process Improvement in the Educational Context: A Case Study
Adapting Formal Logic for Everyday Mathematics
Outreach in K-12 Programming: A Systematic Literature Review on Audience and Purpose
The Developer’s Journey: A Storytelling Framework for Cooperative Learning in Software Engineering
Analysing Usability and UX in Peer Review Tools
Development, Implementation and Acceptance of an AI-based Tutoring System: A Research-Led Methodology
A Delphi Method Approach to Develop Anchor Examples for the Self-evaluation of Corporate Community Managers
Towards a Work Task Simulation Supporting Training of Work Design Skills during Qualification-based Learning
Analyzing Student Programming Paths using Clustering and Process Mining
Communication Support System for Deaf and Hard of Hearing People by Captions Considering Sound Source and Sound Direction
Digital Game-based Learning in Primary School: What Issues Does/Does Not Recent Research Focus on?
Game-based Events for School Community Mobilization
On Deep Learning Approaches to Automated Assessment: Strategies for Short Answer Grading
Programming Experience Requirements for Future Visual Development Environments
Using Kintsch's Text Comprehension Model to Identify CS Students’ Conceptions and Misconceptions
Exploring the Limits of Lexicon-based Natural Language Processing Techniques for Measuring Engagement and Predicting MOOC’s Certification
Configurable Templates for Assistive Technology Mobile Apps: A Block-based Programming Approach
Conversational Analysis to Recommend Collaborative Learning in Distance Education
An Approach to Teaching Applied Machine Learning with Autonomous Systems Integration
A Research Supervision Framework for Quality and Scalability
Assessment for Computer Programming Courses: A Short Guide for the Undecided Teacher
Open Education: Towards Epistemic Sustainability
On the Use of Regular Expressions and Exact-text Matching in Computer-based Test Scoring Algorithms
Designing a Learning Analytics Dashboard to Provide Students with Actionable Feedback and Evaluating Its Impacts
Formative e-Assessment in Engineering Education
A Systematic Literature Review of Game Design Tools
Software Design and Modeling Practices in an Online Software Engineering Course: The Learners’ Perspective
Work-From-Anywhere Skills: Aligning Supply and Demand Starting from High Schools
WawaSimi: Classification Techniques for Phonological Processes Identification in Children from 3 to 5 Years Old
Using Cybersecurity Exercises as Essential Learning Tools in Universities
The Adoption of a Framework to Support the Evaluation of Gamification Strategies in Software Engineering Education
BubbleMumble: A Serious Game for the Dissemination of Scientific Results in Secondary Schools
Vocabulary Volume: A New Metric for Assessing Vocabulary Knowledge
Impact of Viewpoint on Social Presence and Collaborative Processes in a Collaborative Serious Game
Exploring Students’ Experiences and Perceptions of Computer Science: A Survey of Austrian Secondary Schools
A Machine Learning based Eye Tracking Framework to Detect Zoom Fatigue
Sequencing and Recommending Pedagogical Activities from Bloom’s Taxonomy using RASI and Multi-objective PSO
Towards Deep Learning in the University through Collaborative Instructional Design based on Learning Outcomes and Threshold Concepts
Active Learning Activities in a Pandemic Context for a Software Engineering Course: An Experience Report
LAOps: Learning Analytics with Privacy-aware MLOps