• A Community-Based Support Scheme to Promote Learning Mobility: Practices in Higher Education in Southeast Asia and Japan
  • High-Fidelity Simulation Pre-Briefing with Digital Quizzes: Using INACSL Standards for Improving Effectiveness
  • Designing Stemie, the Evolution of the Kid Grígora Educational Robot
  • A Pipeline for the Automatic Evaluation of Dental Surgery Gestures in Preclinical Training from Captured Motions
  • Brick by Brick: Exploring the Influence of LEGO SERIOUS PLAY on Master's Students' Digital Transformation Proposals
  • Building Suitable Observation Points to Enhance the Learner’s Perception of Information in Virtual Environment for Gesture Learning
  • Explainable AI for Unsupervised Machine Learning: A Proposed Scheme Applied to a Case Study with Science Teachers
  • Developing Design Principles for Computational Thinking Learning Environments: Pathways into Practice with Physical Computing
  • OER-Enabled Pedagogy with Multipurpose Digital LMS-Quiz-Activities for Mathematics
  • EduColl: A Collaborative Design Approach Based on Conflict Resolution for the Assessment of Learning Resources
  • Guiding the Integration of Multimodal Learning Analytics in the Glocal Classroom: A Case Study Applying MAMDA
  • Individual Business Simulation Games as a Service: Towards a Concept for Adaptive ERP Education
  • Unveiling the Potential: Assessing the Role of SSI Wallets in Promoting Sustainability in Federated Learning Environments
  • Disability Racer: A Digital Game for Raising Awareness of Ophthalmological: Related Issues
  • Ad-Hoc Assessment for Microlearning Units in Competency-Based Learning Paths in Learning Management Systems
  • Graphical Recognition of Antiderivatives: Analysis of Different Strategies Reflecting Level of Expertise Using Eye-Tracker Tool
  • Exploring the Significance of 360-Degree Video Technology on Fieldwork Learning in Higher Education: Students' Perspectives
  • Innovation or Imitation? A Critical Analysis of AI-Authored vs. Human-Authored Scientific Papers
  • Prototyping Educational and Scientific Devices with a Custom Python Library for Lego Robot Inventor 5in1 Mindstorms Kit: A Leap Motion Integration Case Study
  • Decoding the Gap: A Retrospective Analysis of Women’s Experiences in Software Engineering
  • Enhancing Participation Through Inquiry Learning and Citizen Science: Science for Everyone
  • Metaverse4Deaf: Assistive Technology for Inclusion of People with Hearing Impairment in Distance Education Through a Metaverse-Based Environment
  • Demonstration Experiment of Decentralized Learning Within Traditional Decentralized Education
  • Effects of Information Granularity on Health Education: An Artificial Intelligence-Based Situational R-Map Analysis
  • Teachers’ Perception of AI and Their Attitudes Towards AI
  • A Proposal for Assessing Digital Maturity in French Primary Education: Design of Tools and Methods
  • Using the Open Source Collaborative Model for Digital Educational Content
  • Mathkinetics: Solving Arithmetics While Running out of Breath
  • Students Want to Experiment While Teachers Care More About Assessment! Exploring How Novices and Experts Engage in Course Design
  • PyResolveMetrics: A Standards-Compliant and Efficient Approach to Entity Resolution Metrics
  • Sustainable Learning Analytics: Measuring and Understanding the Drivers of Energy Consumption of AI in Education
  • Towards LLM-Based Autograding for Short Textual Answers
  • Validity Claims in Children-AI Discourse: Experiment with ChatGPT
  • Exploring the Impact of Covid-19 Pandemic on the Online Learning Experience of Higher Education Students in Morocco
  • Implementing Learning Analytic Systems in Educational Institutions: The Importance of Transparent Information for User Acceptance
  • Requirements for an Online Integrated Development Environment for Automated Programming Assessment Systems
  • Humour in Educational Robots: Investigating the Effects of Humour in a Robot-Led Scrumban Simulation in Business Education
  • Bridging Skills and Scenarios: Initial Steps Towards Using Faded Worked Examples as Personalized Exercises in Vocational Education
  • Analysis of Student-Problems While Working with Physical Computing Devices
  • ImGame: An Immersive Educational Environment to Teach Contemporary Art
  • Tangible or Digital? A Comparison Between Two Tools for Designing Asymmetric Role-Playing Games for Learning
  • Virtual3R: A Virtual Collaborative Platform for Animal Experimentation
  • Perceptions of Entrepreneurship Among Graduate Students: Challenges, Opportunities, and Cultural Biases
  • The Role of Privacy and Security Concerns and Trust in Online Teaching: Experiences of Higher Education Students in the Kingdom of Saudi Arabia
  • Navigating Educational Frontiers in the AI Era: A Teacher’s Autoethnography on AI-Infused Education
  • TransLaboration: An Online Collaborative Learning Environment with Socially Shared Regulation Prompts in Translation Classroom
  • Aesthetics as a Decisive and Motivational Factor for Online Training
  • Broaden Your Horizon! Play with Semantics via a Knowledge Graph-Based Approach
  • Spread the Word! BaLex, A Gamified Lexical Database for Collaborative Vocabulary Learning
  • Interactive Math Explorations Using the Game-Based Application MatematiX
  • Peephole Technology for Mobile Collaborative Learning: An In- Classroom Exploratory Study
  • Teaching Assistants as Assessors: An Experience Based Narrative
  • Piloting Case Studies of Technology-Enhanced Innovative Pedagogies in Four European Higher Education Institutions
  • Let’s Choose STEM: An Overview on Study Program Guiding Online Self-Assessments and Future Directions
  • Play Testing and Reflective Learning AI Tool for Creative Media Courses
  • Shorter Texts, Less Scrolling, More Visual Support for Younger Learners: Low-Threshold GDPR Conform Registration Form with Double Opt-In for the Learning Management System Moodle
  • Expanding Code Assessment: A Qualitative Feedback System for Beginning Students
  • VR Public Speaking Simulations Can Make Voices Stronger and More Effortful
  • Metaverse in Education: What Has Been Done so Far? A Systematic Literature Review to Map Benefits and Limitations and to Set Future Research and Application Directions
  • How Do VR Applications Address the Challenges of Conveying the Tactile Feedback Crucial to Traditional Calligraphy Practice
  • Investigating Female Sexual Presence Through Triangulation of Behavioral and Physiological Measures in Virtual Reality: Towards Therapeutic Applications for Sexual Disorders
  • The Preservation of Heritage in a School Campus with Augmented Reality (AR) and Game-Based Learning
  • Development of a Real-Time Adaptable Virtual Reality-Scenario Training for Anaesthesiology Education, a User-Centered Design
  • Development of a Patient-Embodied Experience, How and Why?
  • Virtual Museum Gamification for Discovery-Based Online Learning in the Metaverse
  • An Adaptive Learning Environment for Industry 4.0 Competencies Based on a Learning Factory and Its Immersive Digital Twin
  • Harmosphere VR: Enhancing Harmonic Learning in Music Schools Through Virtual Reality
  • Social Virtual Environments: Opportunities and Workflows in Cultural Heritage and Education in Architecture
  • Automatic Question Generation for the Japanese National Nursing Examination Using Large Language Models
  • Overcoming Student Passivity with Automatic Item Generation
  • A Method for Generating Testlets
  • Automatic Generation of Problem-Solving Assessment Items Through Domain Model Variations
  • Generalized Automatic Item Generation for Graphical Conceptual Modeling Tasks
  • Investigating the Quality of AI-Generated Distractors for a Multiple-Choice Vocabulary Test
  • Techville’s Chronicles: A Music Pedagogy Project to Foster Children’s AI Literacy Through Co-Creativity and Multimedia Storytelling
  • Fostering Piano Keyboard Proficiency Through Interactive Minigames on a MIDI Controller
  • Troubadour: Inverse Dictation Games for Ear Training
  • A Quantitative Survey of Digital Competencies of Music Teachers in the European Union
  • Learning Analytics Support in Higher-Education: Towards a Multi-Level Shared Learning Analytics Framework
  • ConstrucTED: Constructing Tailored Educational Datasets from Online Courses
  • Navigating the Landscape of Digital Competence Frameworks: A Systematic Analysis of AI Coverage and Adaptability
  • Towards Task-Oriented ICALL: A Criterion-Referenced Learner Dashboard Organising Digital Practice
  • XM: A Customised Software Tool to Facilitate Learning and Professional Skills Development in Operating Systems
  • Views of Administrators on the Use of Social Media Networks and Tools in School Management Processes
  • Autobiographically Designing Mixed Reality for Lecturers
  • Optimizing Academic Pairings in Smart Campuses: A Recommendation System for Academic Communities
  • A Revolutionary Real-Time Translation Tool for Text, Audio, and Sign Language from Images
  • Teaching Introductory Game Audio to Undergraduate Students Using a Novel Digital Game Template
  • A Framework for Intelligent Virtual Reality Tutoring System Using Semantic Web Technology
  • AI-Enabled Art Education: Unleashing Creative Potential and Exploring Co-Creation Frontiers
  • Using Trace Clustering to Group Learning Scenarios: An Adaptation of FSS-Encoding to Moodle Logs Use Case
  • Analysing Learner Strategies in Programming Using Clickstream Data
  • On the Relation Between Open Project-Based Learning in Undergraduate Computer Science Education and Contemporary Technological Trends
  • AI-Powered Personalised Learning Platforms for EFL Learning: Preliminary Results
  • The Perceived Learning Behaviors and Assessment Techniques of First-Year Students in Computer Science: An Empirical Study
  • Empowering Students: A Reflective Learning Analytics Approach to Enhance Academic Performance
  • About the Quality of a Course Recommender System as Perceived by Students
  • A Code Distance Approach to Measure Originality in Computer Programming
  • The Use of Self-Regulation of Learning in Recommender Systems: State-of-the-Art and Research Opportunities
  • Towards an Online Incremental Approach to Predict Students Performance
  • Shaping an Adaptive Path on Analytic Geometry with Automatic Formative Assessment and Interactive Feedback
  • Investigating the Impact of Code Generation Tools (ChatGPT & Github CoPilot) on Programming Education
  • Adaptation in Learning Analytics Dashboards: A Systematic Review
  • Advancing Educational Analytics Using Machine Learning in Romanian Middle School Data
  • Content and Skills for Teaching BPM in Computer Science Courses: A Systematic Mapping Study
  • Detecting Speech Disfluencies Using Open-Source Tools in Automatic Feedback Systems for Oral Presentation Training
  • Shifting from Traditional to Alternative Assessment Methods in Higher Education: A Case Study of Norwegian and Italian Universities
  • On Few-Shot Prompting for Controllable Question-Answer Generation in Narrative Comprehension
  • User Story Tutor (UST) to Support Agile Software Developers
  • Weakly Supervised Short Text Classification for Characterising Video Segments
  • Computer Science Attitude as a Descriptor to Understand Inclusion in Non-Conventional Learning Experiences
  • Application of Minecraft: Education in Mathematics and CMIT Classes, Examples and Practices
  • Gamifying Environmental Education: A Primary School Perspective Through a Serious Game
  • AI Literacy for Cultural and Design Studies
  • Mining Sequential Patterns in Classroom Discourse: Insights from Visualization-Supported Primary Instruction
  • Digital Citizenship Exercises
  • Impact of Team Formation Type on Students' Performance in PBL-Based Software Engineering Education
  • AI-Generated Programming Solutions: Impacts on Academic Integrity and Good Practices
  • Learning-Support Method for Professional Shogi Players Using Emotions of Others
  • Influence of Students’ Choice of Examination Format on Examination Results
  • Systematization of Competence Assessment in Higher Education: Methods and Instruments
  • Facilitating Competence-Oriented Qualification in New Work: Evaluation of a Platform Prototype
  • Large Language Models in Civic Education on the Supervision and Risk Assessment of Public Works
  • Efficient Learning Processes by Design: Analysis of Usage Patterns in Differently Designed Digital Self-Learning Environments
  • Student Perspectives on Ethical Academic Writing with ChatGPT: An Empirical Study in Higher Education
  • Learner Models: A Systematic Literature Research in Norms and Standards
  • Opportunities and Challenges of AI to Support Student Assessment in Computing Education: A Systematic Literature Review
  • An Approach Based on Learning by Teaching to Support the Vertical Alignment of the Educational Robotics Curriculum
  • Addressing Educational Disparities: Assessing the Gap for Indigenous Community
  • Using the Robot-Assisted Attention-Engagement-Error-Feedback- Reflection (AEER) Pedagogical Design to Develop Machine Learning Concepts and Facilitate Reflection on Learning-to-Learn Skills: Evaluation of an Empirical Study in Hong Kong Primary Schools
  • A Proposed TPACK Model of Teaching STEM with AI Components: Evaluating a Teacher Development Course for Fostering Digital Creativity
  • Teaching Conscious Capitalism in Higher Education: Learning Experience and Paradigm Shift
  • Formation of Study Groups: Exploring Students’ Needs and Practical Challenges
  • Leveraging NLP and Machine Learning for English (L1) Writing Assessment in Developmental Education
  • Development of an Instrument for Evaluating Learning Experiences in a Hybrid Learning Environment
  • Examining the Utilization of Artificial Intelligence Tools by Students in Software Engineering Projects
  • Can Diversity, Equity, and Inclusion (DEI) Espouse Through Social Constructivism? A Dynamically-Designed Multimedia Content Creation Programme for High School Students in Japan
  • What Will I Need this for Later? Towards a Platform for the Discovery of Intra and Inter-Module Content Relations
  • Programming Contests as Complementary Activities in University Programming Courses
  • From Theory to Training: Exploring Teachers' Attitudes Towards Artificial Intelligence in Education
  • A Learning Analytics Dashboard for Improved Learning Outcomes and Diversity in Programming Classes
  • Creating an Academic Prometheus in Brazil: Weaving Check50, Autolab and MOSS into a Unified Autograder
  • A Proposal for an Educational Well-Being Index (EWI) for Undergraduate Course Design
  • Hybrid and Formative Self and Cross Peer Review Process to Support Computational and Algorithmic Thinking
  • STEAM Teachers' Perceptions of Artificial Intelligence in Education: Preliminary Research
  • Quiz-Ifying Education: Exploring the Power of Virtual Assistants
  • Designing a Framework to Support the Teaching of Programming Basics to Large Numbers of Novices
  • Informal Learning Opportunities: Neurodiversity, Self-Efficacy, Motivation for Programming Interest
  • Dispositional Learning Analytics to Investigate Students Use of Learning Strategies
  • Sound Woods: An Interactive Game-Based Learning Design for Inclusive Play Between Sighted and Visually Impaired Users
  • The Impact of Structured Prompt-Driven Generative AI on Learning Data Analysis in Engineering Students
  • Where Is the Evidence? A Plugin for Auditing Moodle’s Learning Analytics
  • Storytelling as a Pedagogical Tool in Computer Science Education: A Case Study on Software Systems Verification and Validation
  • Position Paper: Foster Academic Integration for Improved Pass Rates in First-Year Units
  • Design of Interactive STACK Exercises Using JSXGraph for Online Course: Exploring Strategies for Supporting Students with Mathematical Challenges
  • How Gender Influences the Effect of Self-Efficacy on Training Success on a Mobile Curriculum
  • Predicting Students’ Final Exam Scores Based on Their Regularity of Engagement with Pre-Class Activities in a Flipped Classroom
  • An AI-Based Virtual Client for Educational Role-Playing in the Training of Online Counselors
  • A Conceptual Model of Blended Learning in the Context of Digital Teaching and Learning Transformation