• Improving Student Content Retention using a Classroom Response System
  • Identifying Objectives for a Learning Space Management System with Value-focused Thinking
  • Supporting Institutional Awareness and Academic Advising using Clustered Study Profiles
  • Educating Computer Science Educators Online - A Racket MOOC for Elementary Math Teachers of Finland
  • Improving the Quiz - Student Preparation and Confidence as Feedback Metrics
  • Supporting Decision-making Activities in Multi-Surface Learning Environments
  • An Authoring Tool to Elicit Knowledge to be Taught without Programming
  • Formative Evaluation of a Web-based Multimedia Intervention to Support Learning of Statistics
  • Use of Augmented Reality to Support Education - Creating a Mobile E-learning Tool and using it with an Inquiry-based Approach
  • Using an IT Laboratory for Training IT Architects
  • Towards Adaptive Dashboards for Learning Analytic - An Approach for Conceptual Design and Implementation
  • Personalized, Affect and Performance-driven Computer-based Learning
  • An Interactive Book Authoring Tool to Introduce Programming Logic in Schools
  • Does the Learning Channel Really Matter? - Insights from Commercial Online ICT-training
  • User Experience Evolution of M-Learning Applications
  • Learning Experiences in Programming: The Motivating Effect of a Physical Interface
  • Extending Cognitive Skill Classification of Common Verbs in the Domain of Computer Science for Algorithms Knowledge Units
  • The Teacher as a Facilitator for Learning - Flipped Classroom in a Master’s Course on Artificial Intelligence
  • A Survey of Context-awareness in Learning Environments in 2010-2016
  • Technology Enhanced Active Learning in Software Engineering
  • Learning Environment for Problem-based Learning in Teaching Software Components and Service-oriented Architecture
  • Analyzing and Predicting the TEM-4 Performance of English Majors in China
  • A Virtual Reality based Engine Training System - A Prototype Development & Evaluation
  • Evaluating the Effectiveness of Three Different Course Delivery Methods in Online and Distance Education
  • Proposal of a Framework for the Assessment of ICT Literacy and Examining the Structure of High School Students’ ICT Literacy: A Case of Turkey
  • A Computer Platform to Increase Motivation in Programming Students - PEP
  • Educational Data Mining Rule based Recommender Systems
  • Improving Communication in Online Learning Systems
  • Conceptual Mapping of the use of Non-Traditional Processes in Engineering’s Higher Education
  • Precise Estimation of Reading Activities with Face Image and Read Aloud Voice
  • Assisting School Units Management with Data Mining Techniques and GIS Visualization
  • A Course Recommender System based on Graduating Attributes
  • The Goal - Question - Indicator Approach for Personalized Learning Analytics
  • Automatic Generation of English Reference Question by Utilising Nonrestrictive Relative Clause
  • The JuxtaLearn Process in the Learning of Maths’ Tricky Topics - Practices, Results and Teacher’s Perceptions
  • Evaluation of a Gamified 3D Virtual Reality System to Enhance the Understanding of Movement in Physics
  • Gamification Under the Hood - Using Game Technology for Building an Interactive Math Learning System
  • Instructional Videos and Others on Youtube - Similarities and Differences in Comments
  • Supporting Technology-enhanced Teaching Practices for Health Academics
  • Peer Tutoring Orchestration - Streamlined Technology-driven Orchestration for Peer Tutoring
  • Improving Play and Learning Style Adaptation in a Programming Education Game
  • A Collaborative Game for Learning Algorithms
  • An Intelligent Learning Support System
  • Researching Student Perceptions of and Experiences with Alternative Learning Technologies - Replacing Traditional Tutorials with i>clicker Tutorials and Online Tutorials
  • Interaction in Situated Learning Does Not Imply Immersion - Virtual Worlds Help to Engage Learners without Immersing Them
  • Moodle Predicta: A Data Mining Tool for Student Follow Up
  • An Automatic Method for Structuring and Recommending Exercises - In Light of Case-based Reasoning, Knowledge Representation and Error Mediation
  • Using Facebook to Transfer Knowledge into Practice and Aid Student, Lecturer and Content Interaction - A Case of Bachelor of Information Technology Undergraduate Students at Makerere University
  • Building a Formative Assessment System That is Easy to Adopt Yet Supports Long-term Improvement: A Review of the Literature and Design Recommendations
  • New Didactic Models for MOOCs
  • Learning Language Grammar with Interactive Exercises in the Classroom and Beyond
  • SATOYAMA: Time-limited Decision Game for Students to Learn Hundreds Years Forestry Management
  • BELONG: Body Experienced Learning Support System based on Gesture Recognition - Enhancing the Sense of Immersion in a Dinosaurian Environment
  • A Virtual Environment to Support Classroom Face-to-Face Teaching of Engineering Courses
  • Improving a Mobile Learning Companion for Self-regulated Learning using Sensors
  • NeuroK: A Collaborative e-Learning Platform based on Pedagogical Principles from Neuroscience
  • Development of Electronic Lab-book for College Chemistry-Experiment - SN1 & SN2 Reactions -
  • Jupyter Notebook as the Physics Experimental Laboratory's Logbook - First Approach
  • Electronic Notes Via Jupyter Notebooks
  • Internet of Things: Opportunities for Vocational Education and Training - Presentation of the Pilot Project
  • Development of Gesture Recognition Sub-system for BELONG - Increasing the Sense of Immersion for Dinosaurian Environment Learning Support System
  • Knowledge Tracking Variables in Intelligent Tutoring Systems
  • Graphicuss - Proposing a Graphical Discussion System
  • How Have Policy Makers Responded to the Current State of ICT in Schools in Saudi Arabia? A Qualitative Investigation
  • Co-creative Serious Games Design Process using Nonlinear Storyline Editing
  • An Adaptive, Competence based, Approach to Serious Games Sequencing in Technology Enhanced Learning
  • Learning Concurrency Concepts while Playing Games
  • Context Rich Digital Games for Better Learnability in the IT Project Management Context
  • Serious Games in Autism Spectrum Disorder - An Example of Personalised Design
  • National Survey of Japanese Universities on IT Education - Overview of the Entire Project and Preliminary Analysis
  • A Characterization of Student’s Viewpoint to Learning and its Application to Learning Assistance Framework
  • Collecting and Analysing Learners Data to Support the Adaptive Engine of OPERA, a Learning System for Mathematics
  • Learning Analytics: A Way to Monitoring and Improving Students' Learning
  • Mapping and Identifying Features of e-Learning Technology through Indexes and Metrics
  • Towards a Self-Regulated Learning in a Lifelong Learning Perspective
  • A Global Reflexion Portfolio-based Competence Development Process - Design for Lifelong Learning in Companies with a High Degree of Diversity
  • A Multi-dimensional Peer Assessment System
  • An Online Software to Support Lifelong Learning Strengthening Reading and Logical Mathematical Skills
  • The Role of Accessibility and Equality in Open Leadership and Management
  • Overcoming Cyberbullying in Childhood: Children as Digital Leaders
  • Evaluation of Technology Leadership in the Context of Vocational School Administrators
  • The Impact of Open Leadership in Being Learning Organisations for Professional Learning
  • The Impact of Online Learning Context in Fostering Open Leadership Skills
  • Using Educational Robotics with Primary Level Students (6-12 Years Old) in Different Scholar Scenarios: Learned Lessons
  • Link Between Gaming Communities in YouTube and Computer Science
  • University Teachers’ Conceptions of Their Role as Developers of Technology-Rich Learning Environments
  • Avoiding Failure in Modern Game Design with Academic Content - A Recipe, an Anti-Pattern and Applications Thereof
  • Student Groups as Tutors in Information Systems Education - Students’ Perspectives on Collaboration and Outcomes
  • Characterizing Social Interactions in Online Social Networks: The Case of University Students
  • Digging into Game Design for Older Adults - Collaborative User-Centered Game Design with Postsecondary Students
  • University Student Progressions and First Year Behaviour
  • Multimedia Platform Development for Parental Involvement in Learning of Children Attending Kindergarten - Iterative Cicles of Development
  • How to Promote Informal Learning in the Workplace? - The Need for Incremental Design Methods
  • Reflections on Teaching Electrical and Computer Engineering Courses at the Bachelor Level
  • An Online Assessment and Feedback Approach in Project Management Learning
  • Autonomous Semantic Structuring of Lecture Topics - Synthesis of Knowledge Models
  • Effects of Personalized Learning on Kindergarten and First Grade Students’ Early Literacy Skills
  • Community Building among Older Adults in a Digital Game Environment
  • D-Move: Ten Years Experience with a Learning Environment for Digital Natives
  • Digital Learning Game Scenario - A Pedagogical Pattern Applied to Serious Game Design
  • Evaluation of Talents’ Scientific Research Capability based on Rough Set Fuzzy Clustering Algorithm
  • A Case Study on the Importance of Peer Support for e-Learners
  • Does CAI Improve Early Math Skills?
  • Habituating Students to IPR Questions During Creative Project Work
  • Leveraging Robot Programming to Foster Computational Thinking
  • Using Ozires, a Humanoid Robot, to Continuing Education of Healthcare Workers: A Pilot Study
  • Fostering Computational Thinking in Secondary School through Music - An Educational Experience based on Google Blockly
  • RouteQuizer - A Geocaching System for Educational Purposes
  • How Do Mathematics Teachers in Higher Education Look at E-assessment with Multiple-Choice Questions
  • A Framework for Small Group Support in Online Collaborative Learning - Combining Collaboration Scripts and Online Tutoring
  • Building an Adaptive E-Learning System
  • AquaGuardians - A Tutorial-based Education Game for Population Engagement in Water Management
  • How to Create and Sustain Meaningful Discussions in Online Courses?
  • The Transformation Challenge of IT Education and Training in Higher Education and Industry
  • Motivational Factors that Influence the use of MOOCs: Learners’ Perspectives - A Systematic Literature Review
  • Creativity in the Digital Forensics Curriculum
  • The Research on the Application of Plant Identification and Mobile Learning APP based on Expert System
  • Experiments in Education Supported by Computer Use: Teachers’ Attitudes towards Computers
  • Towards Computer-based Exams in CS1
  • Preliminary Evaluation of a System for Helping Children Observe the Anatomies and Behaviors of Animals in a Zoo
  • Development of Experiential Learning System based on the Connection between Object Models and Their Digital Contents - Collaboration between Tangible Interface and Computer Interaction
  • Limitations of Emotion Recognition from Facial Expressions in e-Learning Context
  • The Teaching-Learning-Lab - Digital Literacy and Computational Thinking for Everyone
  • Development of an Automatic Location-determining Function for Balloon-type Dialogue in a Puppet Show System for the Hearing Impaired
  • Inspired Learning - The Next Generation Digital Learning Environment (NGDLE)
  • Designing a Novel Educational Game for Teaching C# Programming
  • Real Time Color Codes in a Classroom - Position Paper
  • An Integrated Platform for Blended Learning in Engineering Education