• 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