• Teaching and Learning Process of the Information and Communication Technology and Computer Science Subjects in Lower Secondary Schools in Albania in Front of International Facts and Trends
  • A Project-based Creative Product Design Course using Learning Management System
  • Comparison of Two Cognitive Strategies for Learning from Illustrated Texts
  • Facilitating Learning and Knowledge Transfer through Mentoring
  • Competences for the Music-Technology Context on the Distance Learning - A Focus in the Use of Online Digital Technologies
  • Cultural Differences in e-Learning Behaviour and Overall Assessment
  • Blended Learning and Consulting for Resource Limited Enterprises - The Case of a Prototyping, Production and Logistics Service Centre at a Business Incubator in Brazil
  • Knowledge Controlled Mathematical Coaching - Strategies and Results of a Personalized Blended Learning Approach
  • Using IT Education to Reveal New Horizons - A Large Scale Case Study on Digital and Social Inclusion
  • Designing Workplace Learning and Knowledge Exchange - A Postgraduate Training Program for Professionals in SME
  • Authoring Storyline-based Adaptive 3D Virtual Learning Environments
  • Mathematics, Technology Interventions and Pedagogy - Seeing the Wood from the Trees
  • Development of a Skill Learning System using Sensors in a Smart Phone for Vocational Education
  • Evaluation of an Augmented-Reality-based 3D User Interface to Enhance the 3D-Understanding of Molecular Chemistry
  • ExperD: Web-based Support for Laboratory Class Workflow Design and Execution
  • The Development of an e-Portfolio for Competency based Training Assessment for a Malaysian Skills Diploma Program
  • Bringing Tablets to Schools - Lessons Learned from High School Deployments in Germany
  • Interactive Lessons for Tablet-based Teaching - A Proposal for an Open Data Format
  • The Course “English for Biologists” and Web Page ‘APres’ - How Modern Communication Technologies Help to Promote Communicative Competence
  • How to Design Good Educational Blogs in LMS?
  • Development and Evaluation of Case Method Teaching Materials using Manga on Tablet PCs - A Trial with Pointing Type Annotations
  • Fostering Scientific Reasoning Skills through Interactive Learning Tasks
  • Self-consistent Peer Ranking for Assessing Student Work - Dealing with Large Populations
  • Student Autonomy in Online Learning
  • Effects of Mid-term Student Evaluations of Teaching as Measured by End-of-Term Evaluations - An Emperical Study of Course Evaluations
  • Designing Virtual Laboratories - Decarboxylation Reactions, Vacuum Distillation and Virus Identification by PCR in the Lablife3D Second Life Laboratory
  • Automated Scenario Generation - Coupling Planning Techniques with Smart Objects
  • Information Technologies for Supporting in Classroom Learning and e-Learning
  • Serious Games for Music Education - A Mobile Application to Learn Clef Placement on the Stave
  • How to Equip Students with Methodologies and Tools for Capturing Rapidly Changing Environments through Computer Supported Education
  • Understanding the Challenges of Introducing Self-driven Blended Learning in a Restrictive Ecosystem - Step 1 for Change Management: Understanding Student Motivation
  • Using Non-graded Formative Online Exercises to Increase the Students’ Motivation and Performance in Classroom - A Longitudinal Study from an Undergraduate Information Systems Program in Singapore
  • Learning Strategy and Students’ Perception of Different Learning Options in a Blended Learning Environment - A Case Study of a First Year Engineering Course
  • Enhancing Estimation Skills with GeoGebra - Volume Ratios of Essential Solids
  • Exploratory Study of Effects of Learning System Acceptance on Learning Program Outcomes - Fusing the Technology Acceptance and Technology Mediated Learning Models
  • Teaching Risk with Virtual Worlds - Experience and Lessons Learnd in Second Life and Other Virtual Worlds
  • Towards Evidence-aware Learning Design for the Integration of ePortfolios in Distributed Learning Environments
  • Smart ePortfolio System - Experimental Prototype Testing in Living Lab and Further Artificial Intelligence Implementation Design within ePortfolio System
  • Videogames in Education - Comparing Students’, Student Teachers’ and Master Teachers Opinions and Experiences
  • A Pedagogical-based Learning Object System to Support Self-regulated Learning
  • A HackIt Framework for Security Education in Computer Science - Raising Awareness in Secondary School and at University with a Challenge-based Learning Environment
  • CrowdLearn: Crowd-sourcing the Creation of Highly-structured e-Learning Content
  • Towards Commercial eBook Production in Small Publishing Houses
  • Balanced Scoring Method for Multiple-mark Questions
  • Contemporary e-Learning as Panacea for Large-scale Software Training
  • Text Mining in Students' Course Evaluations - Relationships between Open-ended Comments and Quantitative Scores
  • What Makes an LMS Effective - A Synthesis of Current Literature
  • e-Inclusion and Knowledge Flows in e-Course Delivery
  • Maintaining Context in a Changing (Virtual) World - Educators’ Perspectives for Opensim and Second Life
  • Detection of Inconsistencies in Student Evaluations
  • Online Materials for Practicing and Evaluating Statistics Knowledge - e-Learning Formative Evaluation in Computer Practices
  • User Interaction-framework for Adaptive ERP Education
  • Interactive Video-training for Medical Professionals
  • Identifying Learner’s Engagement in Learning Games - A Qualitative Approach based on Learner’s Traces of Interaction
  • Exploratory Learning in the ViStA Immersive Environment
  • An Approach to the Electronic Textbook of Basic Chemistry Linking Chemical Experiments - CG Teaching Materials based on Quantum Chemical Calculation
  • Business Process Modeling and Implementation - A 3-Year Teaching Experience
  • Automatic Test Item Creation in Self-Regulated Learning - Evaluating Quality of Questions in a Latin American Experience
  • Advanced Learning Environments 2016
  • A Web-based Support System for Providing Effective Monitoring, Feedback and Evaluation in Project Management Education
  • Demonstration of Sorting Algorithms on Mobile Platforms
  • Badge Architectures in Engineering Education - Blueprints and Challenges
  • Building e-Learning Content Repositories to Support Content Reusability
  • Time as a Heuristic in Serious Games for Education
  • Capitalize and Share Observation and Analysis Knowledge to Assist Trainers in Professional Training with Simulation - Case of Training and Skills Maintain of Nuclear Power Plant Control Room Staff
  • Crafting a Rich and Personal Blending Learning Environment - An Institutional Case Study from a STEM Perspective
  • Building an Intelligent Tutoring System for Chess Endgames
  • Predicting Students’ Examination Performance with Discovery-embedded Assessment using a Prototype Diagnostic Tool
  • Evaluating Mobile Learning Adoption in Higher Education based on New Hybrid MCDM Models
  • Fun in CS2
  • Mixing Reality and Virtual Worlds in an Educational Mobile Robotics Remote Lab
  • CTSiM: A Computational Thinking Environment for Learning Science through Simulation and Modeling
  • Problem-based Virtual World Design for Virtual Reality Education - An Experiment with the Opensimulator Platform for Second Life-based Virtual Worlds
  • Arab Learners' Cultural Values and Their Interference with e-Learning
  • REENACT: Learning about Historical Battles and Wars through Augmented Reality and Role Playing - An EXPERIMEDIA Experiment
  • FouSE: An Android Tool to Help in the Teaching of Fourier Series Expansions in Undergraduate Education
  • Progressive Semiotic Enrichment - Designing Learning Content Metadata for Web 3.0
  • Development and Evaluation of the ‘Pocket Plant Guide’ to Support the Observation and Identification of Indicator Plants for Vegetation Succession
  • Research on Automatic Assessment of Transferable Skills
  • Towards a Support System for Course Design
  • Tablets (iPad) for M-Learning in the Context of Social Constructivism to Institute an Effective Learning Environment
  • Master’s Degree Program for Applied Informatics in Education Majoring in Instructional Design and Distance Learning
  • “Artificial Communication“ - Can Computer Generated Speech Improve Communication of Autistic Children?
  • Understanding Pervasive Games for Purposes of Learning
  • One-on-One Approach for Open Online Courses - Focusing on Large-Scale Online Courses
  • A Personalised Approach in Informal and Inquiry-based Learning
  • Breaking the Flow - Examining the Link between Flow and Learning in Computer-Mediated Learning Environments
  • How and When Presenting a Concept Map for Learning and an Accurate Self-evaluation?
  • Tweedback: A Live Feedback System for Large Audiences
  • Activities and Trends Analytics in a Widget based PLE using Semantic Technologies
  • High- vs. Low-quality Video Lectures - Don't Worry, Just Put them Online!
  • Exploring the Gender Effect on Cognitive Processes in Program Debugging based on Eye-movement Analysis
  • Use of Multi-touch Gestures for Capturing Solution Steps in Arithmetic Word Problems
  • Storyboarding Serious Games for Large-scale Training Applications
  • Remote Lab Experiments - Preliminary Results from an Introductory Electronic Engineering Module
  • openHPI: Evolution of a MOOC Platform from LMS to SOA
  • Towards Linked Data in Physics
  • Cloud-based Learning Environments: Investigating Learning Activities Experiences from Motivation, Usability and Emotional Perspective
  • A Knowledge Map Tool for Supporting Learning in Information Science
  • Integrating Cloud Services to Support the Formation of Informal Learning Groups
  • Investigating Self-Regulated Learning in the Workplace
  • Integrating Various Cloud Computing Services in a Collaborative Geo-referenced Learning Scenario
  • Development of an Analysis System and Class Recordings linked to More than One Course Evaluation Data using Smartphones
  • Monitoring and Evaluation Problems in Higer Education