• Automated Assessment with Multiple-choice Questions using Weighted Answers
  • Relative Strengths of Teachers and Smart Machines: Towards an Augmented Task Sharing
  • Mining Students’ Comments to Build an Automated Feedback System
  • The Motivation and Reasons behind Taking Distance-based Taekwondo Martial Arts Lessons: Social Cognitive Career Perspectives from Parents
  • LPO Proofs in Two Educational Contexts
  • On the Efficacy of Online Proctoring using Proctorio
  • Source Code based Approaches to Automate Marking in Programming Assignments
  • Combining Agile and DevOps to Improve Students’ Tech and Non-tech Skills
  • Raising Awareness of Students’ Self-Directed Learning Readiness (SDLR)
  • A Neural Network Modelling and Prediction of Students’ Progression in Learning: A Hybrid Pedagogic Method
  • Co-creational Education: A Project-based Flipped Classroom Workshop Series for Online Education using Drone Building to Teach Engineering Subjects
  • Developing Evaluation Metrics for Active Reading Support
  • Benefits of an Audience Response System based on Polls with Mobile Phones in Engineering Education
  • Are We Ready for Problem-based Learning? A Proposal of Institutional Diagnosis in Computing Higher Education
  • Experimental Platform for Obtaining Electrical Resistance of a Shape Memory Alloy Actuator
  • A Moodle-centric Model and Authoring Tool for cMOOC-Type Courses
  • Investigating Initiatives to Promote the Advancement of Education 4.0: A Systematic Mapping Study
  • Associations of Student Characteristics and Course Organization Factors with Dropping out of University Distance and Online Learning
  • Artificial Intelligence in Architecture: An Educational Perspective
  • Kodockly: Using a Tangible Robotic Kit for Teaching Programming
  • Towards a Framework to Scaffold Problem-solving Skills in Learning Computer Programming
  • Conversational Interfaces in Serious Games: Identifying Potentials and Future Research Directions based on a Systematic Literature Review
  • ‘This Student Needs to Stay Back’: To What Degree Would Instructors Rely on the Recommendation of Learning Analytics?
  • Say No to Free Riding: Student Perspective on Mechanisms to Reduce Social Loafing in Group Projects
  • A Conceptual Framework for Extending Domain Model of AI-enabled Adaptive Learning with Sub-skills Modelling
  • A Digital Application to Assist Basic Education Teachers in the Interdisciplinary Development of Computational Thinking Skills on the Math Discipline in Brazilian Learning Context
  • A Framework for an Open Education Supply Chain Network
  • Student Perception of Usability: A Metric for Evaluating the Benefit When Adapting e-Learning to the Needs of Students with Dyslexia
  • AI Planning for Unique Learning Experiences: The Time Travel Exploratory Games Approach
  • Analyzing the Impact of e-Caducée, a Serious Game in Pharmacy on Students’ Professional Skills over Multiple Years
  • Collaborative Coding in a Robotic Visual Language
  • Quality Assessment of Learners’ Programs by Grouping Source Code Metrics
  • Guided Inquiry Learning with Technology: Investigations to Support Social Constructivism
  • Preference for Multiple Choice and Constructed Response Exams for Engineering Students with and without Learning Difficulties
  • Acceptance of Distance Learning during the COVID-19 Movement Restrictions: Does the Year of Studies Matter?
  • Framing Early Alert of Struggling Students as an Anomaly Detection Problem: An Exploration
  • Online Peer Teaching in Medical School during a Pandemic Period: A Reflection
  • Satoyama Forest Management Learning Game for SDGs Education: Comparing the Effect of Providing Additional Information in the First Half and Latter Half of the Game
  • Analyzing Interactions in Automatic Formative Assessment Activities for Mathematics in Digital Learning Environments
  • Can Formative Assessment Practices Appear Spontaneously during Long Distance Learning?
  • A Systematic Mapping on the Use of Data Mining for the Face-to-Face School Dropout Problem
  • Enhancing Computational Thinking Skills using Robots and Digital Storytelling
  • Manipulatives for Teaching Introductory Programming to Struggling Students: A Case of Nested-decisions
  • Objective Evaluation Method of Reading Captioning using HMD for Deaf and Hard-of-Hearing
  • Examination Cheat Risk Reduction through FIPEs
  • Typesetting DSL Teaching Method based on the Paradigm WYSWYM
  • Despandemia: Serious Game in Alternate Reality for Reading and Rewriting Our Intercultural World during the Covid-19 Pandemic
  • Post-COVID-19 Education: A Case of Technology Driven Change?
  • A Review of Empirical Studies of Effectiveness of Mobile Apps on EFL Vocabulary Learning
  • A Review on the Role of Leadership in Online Learning Environment among Students
  • Technology Adoption for Brazilian Socioemotional Initiatives at School
  • Design and Practice of ESD in High School in Japan through Online Video Co-creation Workshop
  • A Decision Game for Informal Learning
  • Probatio: A Recommendation System to Assist Educators in Assignment Preparation
  • Effectiveness of Gamification in Undergraduate Education
  • Formative Assessment in LDL: A Teacher-training Experiment
  • Towards a Systematic Requirements Engineering for IT System-based Business Simulation Games
  • Design of a Social Media Simulator as a Serious Game for a Media Literacy Course in Japan
  • A Systematic Mapping of Serious Games for Oral Health
  • Training School Activities to Promote a Conscious Use of Social Media and Human Development According to the Ecological Systems Theory
  • Machine Learning Techniques for Knowledge Tracing: A Systematic Literature Review
  • Design and Validation of an Emerging Educational Technologies Acceptance and Integration Questionnaire for Teachers
  • Integration of Digital Competences into a Teacher Education Program: A Sensitive Approach
  • A Proposal so That Teachers Can Work with Techniques of Active Methodologies since the Approach of the Teaching Plan
  • Designing and Implementing a Dashboard with Key Performance Indicators for a Higher Education Institution
  • WesterParse: A Transition-based Dependency Parser for Tonal Species Counterpoint
  • The Tonnetz Environment: A Web Platform for Computer-aided “Mathemusical” Learning and Research
  • Sonidos Telemáticos: Network Remote Performance for Compositional Paradigm Shifting in Peruvian Musical Learning Practice
  • Towards Accessible and Sustainable Learning of Real Time Electroacoustic Composition and Performance at Undergraduate Academic Level
  • Restoring Eye Contact to the Virtual Classroom with Machine Learning
  • Songs in Music Education: Design and Early Experimentation of a Web Tool for the Recognition of Harmonic Changes
  • Comprehensive Empirical Analysis of Stop Criteria in Computerized Adaptive Testing
  • Collaborative Strategy for Software Engineering Courses at a South American University
  • Paradigm Shift in Human-Machine Interaction: A New Learning Framework for Required Competencies in the Age of Artificial Intelligence?
  • PHYAR: Introducing a Mixed/Augmented Reality Platform for Physics Concepts
  • MakeTests: Generate and Correct Individualized Questions with Many Styles
  • Data Mining on the Prediction of Student’s Performance at the High School National Examination
  • Learning under Lockdown: The Conditions in Austria in a Global Context
  • The Effect of Resistance to Change on Students' Acceptance in a Flipped Classroom Course
  • Academic Scholars Perception of Online Education Initiatives in Somalia
  • What We Learned from the Abrupt Switch to Online Teaching Due to the COVID-19 Pandemic in a Post-secondary Computer Science Program
  • Will I Continue Online Teaching? Language Teachers’ Experience during the COVID-19 Pandemic
  • Analysing Student Engagement in an Online Course in the Context of Hybrid Learning Environment: An Empirical Study
  • Experiments with Auto-generated Socratic Dialogue for Source Code Understanding
  • Towards Learning Analytics Metamodels in a Context of Publishing Chains
  • An Educational Digital Environment of Contemporary Aesthetics Focused on Slow Gaming
  • Spaced Learning Solution in the e-Learning Environment
  • A Virtual Environment Software to Position Corner Reflectors for Assisting in SAR Sensor Calibration
  • Computer Supported Collaborative Learning for Programming: A Systematic Review
  • Creative Writing Web Site 3.0 for 3rd Year General Education Students
  • Factors That Hinder in-Service Teachers from Incorporating Educational Robotics into Their Daily or Future Teaching Practice
  • Collaborative Tutoring System Adaptive for Tutor's Learning Styles based on Felder Silverman Model
  • Motivating Upper Secondary Students to Learn Mathematics with Working Life Exercises
  • A Review on Assistive Technologies for Students with Dyslexia
  • Moroccan Higher Education at the Time of Covid-19: Issues and Challenges: A Case Study among Master Students Business Administration at IGA Casablanca
  • Continuity of Academic Work through e-Learning during the COVID-19 Lockdown: The Case of Ghana
  • Education Support Structure for Teaching Multimodal Programming in the Cyber-physical Space
  • ADOPT: A Trace based Adaptive System
  • Scripted Step-based Visualizations: A Pilot Study
  • COEXA: A Questioning Model based on Inquiry-based Learning and Social Web
  • Clustering Techniques to Identify Low-engagement Student Levels
  • Modeling the e-Inclusion Prediction System
  • Supporting Educators to Design Collaborative Learning Scenarios
  • iTA: A Digital Teaching Assistant
  • Fast Gamification Approach: Increase of the Motivation in Remote Classes
  • Improved HyFlex Course Design Utilizing Live Online and On-demand Courses
  • Generating Relationship between Design Pattern and Source Code
  • Technology-based Interdisciplinary Approaches to Accelerated Learning of Mathematics
  • A Minimal Snap Extension to Improve the Treatment of Integer Data: A Constructionist Approach
  • A Social Network Approach for Student’s School Performance Measurement
  • Gaming Culture: Teachers Perception in High Schools of Brazil
  • Automated Checking of Flexible Mathematical Reasoning in the Case of Systems of (In)Equations and the Absolute Value Operator
  • Technology Adoption for Statistics Teaching: An Approach to Enhance Learning Lessons Learned from Building an Investigative Environment
  • Investigating Undergraduate Brazilians Students’ Performance in STEM Courses
  • Computer Science and Engineering: Learning to Work in International and Multicultural Teams
  • A Systematic Mapping on Machine Learning Algorithms and Gamification Applied to Education
  • On-line Meetings for Educating the Minds of Future Safety Engineers during the COVID Pandemic: An Experience Report
  • Toward a Meta-design Method for Learning Games
  • Students Expectations on Learning Analytics: Learning Platform Features Supporting Self-regulated Learning