• 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