• Recommendation of Educational Resources in a Blended Learning Environment
  • Quizzes and Eggs: Exploring the Impact of Course Design Elements on Students’ Engagement
  • Visualizing Environments of Modern Scripting Languages
  • Generating LADs that Make Sense
  • Hybrid Recommender System for Educational Resources to the Smart University Campus Domain
  • MoodleStories: Improving Learner Motivation Through Interactive Visual Stories
  • Student Teacher Interaction While Learning Computer Science: Early Results from an Experiment on Undergraduates
  • TMBQ-LT: A Student-Facing Learning Tool to Support Time Management Skills
  • Effects of Early Warning Emails on Student Performance
  • Virtual Labs as a Tool for Training Preservice Science Teachers
  • Crypto Advisor: A Web Application for Spotting Cross-Exchange Cryptocurrency Arbitrage Opportunities
  • Talk-to-the-Robot: Speech-Interactive Robot To Teach Children Computational Thinking
  • Improving NLP Model Performance on Small Educational Data Sets Using Self-Augmentation
  • Leveraging Web Components for Authoring Interactive Mathematics
  • Adapting Is Difficult! Introducing a Generic Adaptive Learning Framework for Learner Modeling and Task Recommendation Based on Dynamic Bayesian Networks
  • Bridging the Computer Science Teacher Shortage with a Digital Learning Platform
  • Design and Evaluation of Computational Thinking Tasks in the Project: Experiences Gained from Workshops with Secondary and Grammar School Students in Austria, the Netherlands, and Slovakia
  • Computer Supported Argumentation Learning: Design of a Learning Scenario in Academic Writing by Means of a Conjecture Map
  • Authoring Tools: The Road to Democratizing Augmented Reality for Education
  • Fact-in-a-Box: Hiding Educational Facts in Short Stories for Implicit Learning
  • Promoting Long-Lasting Interest in Computer Science: An Analysis of High School Teachers' Perspectives
  • K-DAD a Platform for Cooperative Learning in Primary Schools
  • A Transformer Based Semantic Analysis of (non-English) Danish Jobads
  • Investigating Collaborative Problem Solving Temporal Dynamics Using Interactions Within a Digital Whiteboard
  • A STEM Virtual Lab to Improve Girls’ Attitude Towards Technology
  • EMBEDD-ER: EMBEDDing Educational Resources Using Linked Open Data
  • Ear Training Applications in Music Education: Exploring Utilization, Effectiveness, and Adoption Factors in France
  • Teachers Facing Psychosocial Risks: Adaptation of a French Context Questionnaire to Egypt
  • Multi-Lang Question Answering Framework for Decision Support in Educational Institutes
  • Towards Serendipitous Learning Resource Recommendation
  • JobIQ: Recommending Study Pathways Based on Career Choices
  • AlgoPoint as an Original Didactic Tool for Introductory Programming Using Flowcharts
  • Is the Scratch Programming Environment Ideal for all? Enhancements to the Scratch IDE to Make it Easier to Use and More Useful for Students and Teachers
  • Student's Attraction for a Carrier Path Related to Databases and SQL: Usability vs Efficiency in Students' Perception -Case Study
  • Improving Learning Motivation for Out-of-Favour Subjects
  • Codeschool in a Box: A Low-Barrier Approach to Packaging Programming Curricula
  • Encouraging Errors Through Gradual Feedback to Improve Vocabulary Learning
  • Online Polyglot Programming Education with LFT (Lingua Franca Transformer)
  • L2 Vocabulary Learning Benefits from Skill-Based Learner Models
  • Growing Grade-by-Grade
  • Feedback in Online Mathematics Tutoring
  • A Music Programming Course for Undergraduate Music Conservatory Students: Evaluation and Lessons Learnt
  • Interactive Generation of Musical Corpora for Piano Education: Opportunities and Open Challenges
  • A Mobile Serious Game to Foster Music Sight Reading with Different Clefs
  • SAPHIR: A Pluricultural Authoring Tool to Produce Resources in Support of Education for Sustainable Development
  • Trace-Based Authentication Biometric for On-Line Education
  • Adaptive Model for the Selection of Resources and Activities in a Virtual Learning Environment
  • "Is Computer Science the Right Study Program for Me?": Concept Development of a Mobile Self-Reflection App for Prospective University Students
  • Students' Perspective on AI-Supported Assessment of Open-Ended Questions in Higher Education
  • Investigating How Introductory Programming Students Apply Regulation Strategies
  • Visualizing Compiler Design Theory from Implementation Through an Interactive Tutoring Tool: Experiences and Results
  • eduARM: Web Platform to Support the Teaching and Learning of the ARM Architecture
  • The Multipurpose Autonomous Agent Project: Experiential Learning for Engineering Assistive Artificial Intelligence
  • Modeling Spaced Repetition with LSTMs
  • Integration of Virtual Reality with Intelligent Tutoring for High Fidelity Air Traffic Control Training
  • The Impact of COVID-19 on Authoring Open Data Workshop Settings in High School
  • At School of Open Data: A Literature Review
  • Using Deep Learning and Native Mobile App to Assist Autistic Students’ Educational Experience
  • Proposal of Indicators for Measuring Collaborative Writing in a Digital Learning Environment
  • An Analysis of Teaching Informatics by Means of Enactive-Haptic Representations
  • Social Entrepreneurship Intervention Methodology for the Scaling of Perceived Achievement of Social Entrepreneurship Competency and Complex Thinking
  • EuroTeQ as an Alliance to Promote European Engineering Education
  • A Proposal of a New Team Building Method in IT PBL: A Trial of the SENTAI-Hero-Exercise
  • Introducing Digital Education as a Mandatory Subject: The Struggle of the Implementation of a New Curriculum in Austria
  • Which Approach Best Predicts Dropouts in Higher Education?
  • Mapping Task Types and Gameplay Categories in the Context of Declarative Knowledge Training
  • An Analysis Framework for Designing Declarative Knowledge Training Games Using Roguelite Genre
  • Explore Through the Past: Gesture-Based Mobile Game for Children Observing Geological Layer Exhibit at History Museum
  • An Online Collaborative Biology Simulation Used by Ukrainian Students During the 2022 Russian Invasion
  • Do Rules Still Rule? Comprehensive Evaluation of a Rule-Based Question Generation System
  • Towards a Development of Automated Feedback and Diagnostic Assessment System in Support of Literacy Teaching and Learning
  • Success Factors for Mathematical e-Learning Exercises Focusing First-Year Students
  • A Serious Game with Which to Introduce Users to the World of DevOps
  • Modelling Teachers' Digital Maturity: Literature Review and Proposal for a Unified Model
  • Gamebrics: Integrating Analytical Rubrics into Serious Games to Teach Analytical Skills
  • Revision of the AIG Software Toolkit: A Contribute to More User Friendliness and Algorithmic Efficiency
  • Smart Surveys: An Automatic Survey Generation and Analysis Tool
  • The Generalization of the Solution Process in a Mathematical Problem-Solving Activity with an Advanced Computing Environment
  • Ethical Considerations in the Use of Disfluencies in AI-Generated Speech
  • Information Literacy Instructional Practices Among Academic Librarians Within the Asia and Asia-Pacific Region: A Comparative Analysis
  • Designing a Career Exploration Corner for Children with Less Access to Role Models
  • Assessment of Digital and Mathematical Problem-Solving Competences Development
  • Visually-Structured Written Notation Based on Sign Language for the Deaf and Hard-of-Hearing
  • UK Students’ Concerns About Security and Privacy of Online Higher Education Digital Technologies in the Coronavirus Pandemic
  • COVID-19 Impact on the Laboratory Practices of the Automation Subjects at the University of La Laguna
  • Virtual Reality as a Tool for Promoting Diversity, Equity, and Inclusion Within the Higher Education Landscape
  • Large Language Models (GPT) Struggle to Answer Multiple-Choice Questions About Code
  • Design of a Blended Learning ICT Education Program for Undergraduate Students in Asia-Pacific Based on Communities of Practice
  • Davinci Goes to Bebras: A Study on the Problem Solving Ability of GPT-3
  • Using Artificial Intelligence in Higher Education
  • Optimization Analysis for an Uncovered Wagon Transportation with an Interactive Animated Simulation-Based Platform for Multidisciplinary Learning
  • How Far Can We Trust the Predictions of Learning Analytics Systems?
  • Apply an Integrated Responsible AI Framework to Sustain the Assessment of Learning Effectiveness
  • EvscApp: Evaluating the Pedagogical Relevance of Educational Escape Games for Computer Science
  • Common Code Quality Issues of Novice Java Programmers: A Comprehensive Analysis of Student Assignments
  • The Potential of Artificial Intelligence and Emerging Technologies for Digital Accessibility in Childhood Literacies: A Critical Review of the Literature
  • Learning Analytics Solution for Monitoring and Analyzing the Students’ Behavior in SQL Lab Work
  • Estimating the Distribution of Oral Presentation Skills in an Educational Institution: A Novel Methodology
  • Complex Thinking in Interdisciplinarity: An Exploratory Study in Latin American Population
  • STEM in Elementary Teacher Training in Austria
  • The Concept of Derivatives Through Eye-Tracker Analysis
  • Understanding the Gaps in Software Engineering Education from the Perspective of IT Leaders: A Field Study
  • Blended Approach for Deep Learning: A Framework for Teaching Undergraduate Computer Programming Courses
  • Nurturing Social Presence in a Blended Learning Environment
  • ICT-Supported Design Thinking Workshop Program: A Case Study of Encouraging Social Lean-In for High School Students in Japan
  • Getting Ready for the New Normal Way of Working: Using Business Simulation Projects to Foster Work-from-Anywhere Skills
  • An Overview of Toxic Content Datasets for Artificial Intelligence Applications to Educate Students Towards a Better Use of Social Media
  • Determinants of Learners' Self-Directed Learning and on-Line Learning Attitudes in on-Line Learning
  • Communicating Emotions During Lectures
  • Can Emotional Intelligence Act as a Weapon (Warrior) Against Bullying?
  • DotWrangler: A Method for Assessing Fluency, Originality, and Flexibility of Concept Maps and Diagrams at Scale
  • Recommendation Model for an After-School E-learning Mobile Application