• Social Network Characteristics of Learners in a Course Forum and Their Relationship to Learning Outcomes
  • Basic Research on Multisensory Methods for Teaching Onomatopoeia to the Hearing-impaired - Broadening the Experience of Sound
  • Dynamical Creation of Policy Trees for a POMDP-based Intelligent Tutoring System
  • Learning Analytics for Interpreting
  • Teaching of Programming - An Educational Performance Booster for Students at Economically Disadvantaged Schools
  • Colour Codes Method Digitalization in edX E-learning Platform
  • Analysing the Use of Worked Examples and Tutored and Untutored Problem-Solving in a Dispositional Learning Analytics Context
  • STEM Teachers' Competence Development: When Opportunities Jump over Barriers
  • The VideoM@T Project - Engaging Students on Learning Tricky Topics in Mathematics Through Creative Skills
  • Promoting Mediation in Learning Error on Teaching Algorithms
  • Aulacast: A Single Board Computer Platform to Support Teaching
  • Prediction of Learning Success Via Rate of Events in Social Networks for Education
  • Assessment of the Most Relevant Learning Object Metadata - Relieving the Learner-User from Information Overload
  • A Platform for the Italian Bebras
  • A Discussion on Effective Implementation and Prototyping of Voice User Interfaces for Learning Activities on Moodle
  • Model Mediated University Course in Engineering
  • Visualization of Abstract Algorithmic Ideas
  • Impact of LMS Selection on Students’ Activity - Students’ Activity Evaluation Problems in Moodle and Open edX Learning Management Systems
  • First Step Towards Enhancement of Searching Within Medical Curriculum in Czech Language using Morphological Analysis
  • Multi-level De-anonymisation for Initially Anonymous Discussion Systems in a Self-regulated Learning Environment
  • Turning the Tables: Authoring as an Asset Rather than a Burden
  • Minecraft in Support of Teaching Sustainable Spatial Planning in Secondary Education - Lessons Learned from the Marker Wadden-Project
  • A Forestry Management Game as a Learning Support System for Increased Understanding of Vegetation Succession - Effective Environmental Education Towards a Sustainable Society
  • Full-Body Interaction-based Learning Support to Enhance Immersion in Zoos - Evaluating an Electrodermal Activity Response Support System
  • Prompting in Pseudonymised Learning Analytics - Implementing Learner Centric Prompts in Legacy Systems with High Privacy Requirements
  • Stacking Classifiers for Early Detection of Students at Risk
  • Web Application for Model, Share and Conversion of Entity-relationship Diagrams for Person Visually Impaired
  • Teachers’ Viewpoint on Online Courses
  • Adaptive E-Learning Technologies for Sustained Learning Motivation in Engineering Science - Acquisition of Motivation through Self-Reports and Wearable Technology
  • Concepts of e-Learning Accessibility Improvement – Codes of New Media Art and User Behavior Study
  • Towards an Adaptive Study Management Platform: Freedom Through Personalization
  • Improved Learning of Academic Writing - Reducing Complexity by Modeling Academic Texts
  • Applying Causal Inference in Educational Data Mining: A Pilot Study
  • Enhance E-Learning through Data Mining for Personalized Intervention
  • Saite AVA - Experience Report on the Construction of a Virtual Learning Environment for Learning Paths Methodology
  • Mobile Applications as a Means for the Diagnostics and Speech Development in Children with Speech Disturbances and as a Resource for Alternative Communication
  • A Framework for Automatic Exam Generation based on Intended Learning Outcomes
  • An Architecture to Enhance a Reference Management System with Recommendations from Open Linked Data
  • A Personalized Reading Coach using Wearable EEG Sensors - A Pilot Study of Brainwave Learning Analytics
  • Word Clouds as a Learning Analytic Tool for the Cooperative e-Learning Platform NeuroK
  • Studying Programming Students Motivation using Association Rules
  • Graphs and Key Players in an Educational Social Network
  • Business Intelligence - Implantation on Federal Institute of Triângulo Mineiro (IFTM) System
  • Applying and Managing PBL - An Experience in Information Systems Education
  • Industry-oriented Education in eHealth
  • Orthographic Educational Game for Portuguese Language Countries
  • The Leap Motion Controller in Clinical Music Therapy - A Computer-based Approach to Intellectual and Motor Disabilities
  • Digital Media’s Alteration Mechanism for Informal Learning
  • Library Not Found - The Disconnect between Gaming Research and Development
  • Evaluating the Complementarity of Communication Tools for Learning Platforms
  • Automatic Evaluation of Presenters’ Discussion Performance based on Their Heart Rate
  • Elementary Math to Close the Digital Skills Gap
  • On the Reliability, Validity and Sensitivity of Three Mental Workload Assessment Techniques for the Evaluation of Instructional Designs: A Case Study in a Third-level Course
  • Pedagogical Benefits from an Exercise in Reverse Engineering for an Aviation Software Systems
  • Towards Personalized Content in Massive Open Online Courses
  • A New Technique for Education Process Optimization via the Dual Control Approach
  • Cyberpsychology: Psychological Processes That May Affect Dropout Rates among Online IT Security Students
  • A Methodology to Conduct Computational Thinking Activities in Children’s Educational Context
  • KomaKids: Promoting Global Competence Through Media Creation in Elementary School
  • iOS Apps for People with Intellectual Disability: A Quality Assessment
  • An Investigation of the Impact of a Social Constructivist Teaching Approach, based on Trigger Questions, Through Measures of Mental Workload and Efficiency
  • Head in the Clouds: An Initiative for Digital Learning among Roma Communities in Europe
  • A Possible Ubiquitous Way of Learning within a Fab Lab - The Combination of Blended Learning and Implementation-oriented Learning
  • Empowering Teachers’ Self Assessment of Their Own Practice on Student’s Oral Skills - EVALOE Decision Support System
  • Measuring the Engagement of the Learner in a Controlled Environment using Three Different Biosensors
  • e-Assessment Behind the Scenes - Common Perception of e-Assessment and How We See It Nowadays
  • A Core Ontology for Brazilian Higher Education Institutions
  • Students’ Perceptions of Paper-Based vs. Computer-Based Testing in an Introductory Programming Course
  • Smart MOOC - Social Computing for Learning and Knowledge Sharing
  • Student’s Perspectives Concerning the Use of Social Media as Communication and Educational Tools in a Tertiary Environment
  • A Model to Design Learning Escape Games: SEGAM
  • Reflections on Teaching Software Engineering Capstone Course
  • Using Fine Grained Programming Error Data to Enhance CS1 Pedagogy
  • Development of a Remote Laboratory for Control-engineering Education based on an Industrial Fluid Transport Platform
  • The Use of On-line Collaborative Learning to Facilitate Learning, Development and Professional Identify Transformation of Careers and Employment Practitioners
  • Learning System based on Decentralized Learning Model using Blockchain and SNS
  • The Role of Children’s Emotions during Design-based Learning Activity - A Case Study at a Dutch High School
  • On the Use of Classroom Response Systems as an Integral Part of the Classroom
  • Storyboard Interpretation Technology Used for Value-based STEM Education in Digital Game-based Learning Contexts
  • A Web-based Semi-Automatic Assessment Tool for Formulating Basic SQL Statements: Point-and-Click Interaction Method
  • Virtual Learning Environment Design in the Context of Orientation Skills Acquisition for LUSI Class
  • PBL Planner Toolkit: A Canvas-based Tool for Planning PBL in Software Engineering Education
  • Supporting the Development of Complete Engineers
  • Pair-Wise: Automatic Essay Evaluation using Word Mover’s Distance
  • Graphicuss - Temporal Visualisation of Canvas Creation Processes
  • The ELFE System - Verifying Mathematical Proofs of Undergraduate Students
  • Learning Digital Skils for Elderly People by using Touch Screen Technology and Learning Games: A Case Study
  • Game Elements for Learning Programming: A Mapping Study
  • Designing Gamified E-Learning Applications for Children with Down’s Syndrome - The Case of Teaching Literacy and Language Skills
  • A Model-Driven Engineering Process to Support the Adaptive Generation of Learning Game Scenarios
  • The UMI-Sci-Ed Platform: Integrating UMI Technologies to Promote Science Education
  • Towards a Dynamic Visualization of Online Collaborative Learning
  • Improving Students’ Performace Through Gamification: A User Study
  • Remote Robotic Experimentation - An Evaluation of Intention to Use by High School Teachers in Cyprus
  • Yixue Adaptive Learning System and Its Promise on Improving Student Learning
  • Instructional Application for Programming and Algorithmic Self-Learning - A Didactic Approach with Mobile Robotics as Pedagogical Context
  • ReadAct - Alternate Reality, Serious Games for Reading-Acting to Engage Population and Schools on Social Challenges
  • “Change the Changeable” Framework for Implementation Research in Health
  • Evolution and Development of Virtual Learning Communities based on a Visual Analysis
  • Biology Meets Mechatronics (BIOMEETSMEX) - Video Reporting for Development of Project Management and Interdisciplinarity Skills
  • Development of an Online Learning Platform for University Pedagogical Studies-Case Study
  • The Smell of Processing
  • Gamification in Location-based M-Learning: Students’ Perceptions of Game Elements
  • An Exploratory Study of the ODL Course in Structural Engineering
  • Implementing Learning Models in Virtual Worlds - From Theory to (Virtual) Reality
  • Developing the Teach21 Online Authoring Tool
  • Reducing the Split-Attention Effect in Assembly based Instruction by Merging Physical Parts with Holograms in Mixed Reality
  • Students’ Understanding of Computational Thinking with a Focus on Decomposition in Building Network Simulations
  • A System to Recommend Open Educational Resources during an Online Course
  • Teaching on Hybrid Courses - Insights from Commercial Online ICT-Training
  • Generation of Stereoscopic Interactive Learning Objects True to the Original Object
  • An Automated Environment for Teaching Programming Logic on Distance Learning IT Courses
  • A Qualitative Method to Analyze Collaborative Patterns of Virtual Groups
  • Improving Course Content While Creating Customized Assessment and Support at the Conceptual Level
  • Analysis of Serious Games based Learning Requirements using Feedback and Traces of Users
  • Final Frontier Game: A Case Study on Learner Experience
  • Guaranteeing High Availability of the "Secure Exam Environment" (SEE)
  • Blended Learning - State of the Nation
  • Technical Innovation in Blended Learning – Concepts for the Creation of High Quality Continuous Vocational Education Courses using Multiple Devices
  • Virtual Teachers' Toolbox – An Innovative Tool to Assist the Creation of High Quality Open Distance Learning Courses
  • Who Learns Better - Achieving Long-term Knowledge Retention by Programming-based Learning