yusuke1997/dblp-id-title huggingface dataset:
Incorporating Mobile Elements in Collaborative Pedagogical Scripts
Mobile Virtual Devices for Collaborative M-Learning
Augmenting Teacher-Student Classroom Interaction Using Mobile Messaging
A User Acceptance Testing Tool for Mobile Game-based Learning Application
An Empirical Study of the Computational Thinking Learning Game, "Online Robot City"
Transforming Pre-service Teachers' Technological Pedagogical and Content Knowledge through a Case-based ICT module
Comparison of Concept Map Evaluation between Kit-Build Method and Handmade Method
Examining the Effects of Leaderboards in Gamified Learning Environment
Develop and validate STEM education activities using the "6E Design Teaching Model": Taking "Dynamics and Energy Conversion in Sail Car Design" as an example
Students' conceptions of and approaches to knowledge building: A phenomenographic method
Designing a Professional Development Program on Digital Accessibility and Inclusive Education for Faculty Members
Using Topic Maps Standards to Improve Note-Taking/Sharing in Video-on-Demand Based Self-directed Learning through Visualization
Fostering Students' Dialogic Engagement with the Use of Visual Learning Analytics as a Teaching Assistant Tool in Primary School Classrooms
Real Time Advice System for Sketch Learning
The Framework of Online Writing System
Gender Differences in Flow State in an English Learning Environment Achievement System
A Computational Scheme for Monitoring Online Learning Progress
Automatic Construction of Learning Ontologies
Second Life and College English Teaching in Taiwan
Exploring pre-service teachers' perceptions of and participation in online communities
The Effect of Collaborative Anchoring on the Development of Digital Curation Skills Among Nursing College Students
Can one-to-one computing help children learn cooperatively?
Malaysian In-Service Teachers: An Assessment of their IT Preparedness
A Training System that Analyzes the Behavioral Factors of Children with Autism
Augmenting Online Video Lectures with Topically Relevant Assessment Items
Effectiveness of Low Cost FOSSEE Laptops in a CS101 Course
Design of a Learning Support System and Lecture to Teach Systematic Debugging to Novice Programmers
A Study of the POS Keyword Caption Effect on Listening Comprehension
Development of Generator for Lesson Plan Making Support Systems
Model of Video Aided Retention Tool for Enhancing Disaster Survival Skills on Earthquake among International Students
Exploring possibilities for synergizing embodied, embedded and extended cognition: Implications to STEM Education
The Impact of Using 3D Animation in Students' Spatial Ability
A Case of Blending Learning in Computer Teaching - The Model and the Application
Math e-Learning System STACK2.2 and a Prototype of Question Authoring Tool
Exploring Blended Teaching Mode Based on the Blackboard Platform
The M in STEM and Issues of Data Literacy
Effects of a peer-assessment-based mobile physical education learning approach on students' affective perspectives on a university Tai Chi course
The Implementation of Instructional Innovations and Assistive Technologies in Emerging Developing Countries within the Asia-Pacific Region
Practice and Effects of Algorithm Education through Manual Procedures
The Significance of Emotional Support to Students in Game-based Learning
Personalized Automatic Quiz Generation Based on Proficiency Level Estimation
Face to Face Lectures or eContenct: Student and Staff Perspective
Computer-supported Collaborative Learning for Elementary School Students on the Effectiveness of Reading Comprehension
Experimental Evaluation of Kit-Build Concept Map for Science Classes in an Elementary School
The Effectiveness of Object-oriented-QR Monopoly in Enhancing Ice-breaking and Education UX: A Preliminary Study
Changing the Reading Attitude of Young Children through Facebook
Establishing and Reorganizing the Evaluation Index System of Academic Advising in Sino-foreign Higher Education
Design and Development of a Personalized Recommender System of Student Question-Generation Exercises for Programming Courses
VocaMono: An Online Multiplayer English Vocabulary Learning Board Game
Digital ShuTong: Reviving the Ancient Form of Learning Support Agents
Multi-step Annotation to Promote Reflective Learning with a Mobile Phone
Usability Evaluation on an Affective Mobile Platform Based on Social Computing
Design and Analysis Patterns in ITS Architectures
Enhancing Social Learning in Active Video Watching
Score Prediction by SVM and its Implication for Japanese EFL Learners' Essay Evaluation
Validating Problems of Understanding Extracted from Science Video Comments
Word Cloud, Pareto and Fishbone: Towards less computation-intensive data-driven project management
The Impact of Prior Knowledge on the Usability Evaluation of a Competitive Game- Based Learning System Including Item Bank
E-learning System Acceptance: Implications to Institutional Implementation Strategies
Knowledge Building in Inter-school Learning Communities: Reflections from a Case on Project Learning in Hong Kong
Development of Laborer Digital Twin Generation and Visualization Function for Hazard Prediction in Off-Site Training
The Comparison of Paper Textbook Class and Electronic Textbook Class in Technology Rich Classroom
A Survey on The Disaster Preparedness Status of Foreign Residents in Japan
A Study on the Development of Multimedia Contents for Preservice Teacher Eduction Focused on Early Childhood Language Arts Courses
Development of a Music Educational Board Game with Mobile Device: Learning Musical Theory and Emotional perception through Gameplay
Developing Japanese CALL Courseware for Listening Comprehensive Practice
Learning Attitudes Decisive to Student"s Cognitive and Knowledge Development
Mobile Augmented Reality in Supporting Performance Assessment: An Implementation in a Cooking Course
A Feasibility Study of Applying MMS for Mobile Learning of Cardiopulmonary Resuscitation (CPR)
Teachers' Classroom Digital Technology Integration Practices
Development of an Interactive E-Book for Improving Students' Learning Performance in Law Courses based on a Fill-in-Blank Concept Mapping Approach
Exploring Junior High School Students' Online Self-Regulation During the Covid-19 Pandemic in China
Quality Criteria Acquisition Support System of Product by Explaining It with Components
Implementing an Interactive Digital Artwork Based on Concepts of Concrete Poetry
The Design of Instructional Scaffolds to Facilitate Online Project-Based Learning
Analyzing Online Quiz Responses to Support One-to-One Instruction in the Classroom
Learning Method for Understanding Design Policy of Object-oriented Design and its Meta-learning Support System
Manga University: Web-Based Correction System for Artistic Design Education
Improved Cluster Analysis for Graduation Prediction using Ensemble Approach
Kit-Build Concept Map and Its Preliminary Evaluation
Using ICT in the teaching of Visual Arts. A situational analysis at secondary level in Mauritius
Development and Validation of a brief Digital Pedagogy Competency Scale (DiPeCoS)
Multilayer Educational Services Platforms and Its Implementation
Problems in Educational Use of Spherical Video-based Immersive Virtual Reality in Practice: The LIVIE Experience
Towards Auto-Coding of Collaborative Interaction Texts Based on Maximum Entropy Approach
Learning Arithmetic Word Problem Structure with a Picture Combination Application in Kindergarten
Proposing the ARCS Model of Motivating Learning and Problem- based Learning in Teaching Image Processing
Exploring Interactive Patterns among Students in Competitive Games by a Mixed Approach
Exploring the Impact of Designing a Robot as a Pet with Interdependence Theory on Long-Term Relationships and Learning Performance
Train-For-Life: On-Line Interactive Training for Industry Learners
Scaffolding topic decomposition in investigative learning with web resources
Embodied Learning of Integer Operations Using a Multitouch Design: Touchy Pinchy Integers
Incorporating Augmented Reality into Learning Practical Skills for Medical Surgery
Complex Interaction Between Technology, Pedagogy and Content Knowledge: A Case Study in Chinese Language Classroom
Short Answer Questions Generation by Fine-Tuning BERT and GPT-2
Activity Analysis Support System by Causal Relation Check Between Sub-activities
Effects of Computerized Advance Organizers on Elementary School Mathematics Learning
OKLM: Open Knowledge and Learner Model Using Educational Big Data
MIMIC: Real-Time Marker-Free Motion Capture System to Create an Agent in the Virtual Space
Acquisition Order of Semantics of English Preposition by Japanese EFL Learners
Analyzing lecturer's speech and slide by estimated word difficulty
Learning by "Search & Log"
Demographic Predictors of Teachers' Stages of Concern for STEM Education in Hong Kong
We are going to the ZOO! Virtual Badges in Formal out-of-school 1: 1 Learning Journey with Smartphones
Impact of Gaming on the Mental Well-Being and Academic Performance among High School Students
The Impact of Animated Worked Examples on Students' Cognitive Load During Problem Solving in Game-Based Learning
A Virtual Reality Application for Distance Learning of Taiwan Stream Erosion in Geoscience
Development of an Interactive Learning Module for Visualizing Self-Regulated Learning Skills
Designing A Mobile Game-based Learning Environment to Enhance Students' Mental Model of Mathematical Ratio Concept
A Comparative Study on Achievement Degree of Teaching Objectives based on an Interactive AR Physical-Simulation Experimental Procedure
Fraction Block as a Tool for Learning & Teaching Fraction and Its Experimental Use in an Elementary School
Effect of graphic design on E-book reading: A pilot eye-tracking study
Fostering Deep Approach to Learning for Principles of Accounting through ICT Integration in Malaysian Secondary Schools
Online Workspaces for Annotation and Discussion of Documents
Enhancing Trigonometry Learning through a Mobile App
The Impact of Using an Online Collaborative Platform in Blended Learning on Postsecondary Vocational School Year One Students' Self-Regulated Learning Abilities: A Quasi-Experimental Research
Practice and Evaluation with Planetary Simulator in Junior High School Science Classes
Evaluating the Performance of Copula-Based Item Response Theory Models for Interpretable Assessment
Supporting Creativity Learning in Digital Storytelling with Tablet Computers: A Peer Assessment Approach
Decentralization, Autonomy, and Participation in Multi-User/Agent Environments
A Process Model for Mapping Course Outcomes to Programme Outcomes
Toward better Collaborative Problem-Solving in Programming Learning: Use of Pair Programming and Its Observation
SATOYAMA: Simulating and Teaching Game Optimal for Young Children to Learn Vegetation Succession as Management of an Actual Forest
Integrating Electroencephalogram Analysis for Improving Mental Condition in Physical Skill Learning
A Statistical Approach on Automatic Passage Level Checking Framework for English Learner
Characterising Video Segments to Support Learning
ICT in Japanese University Language Education: A Case Study
A Study on Assistance in Acquiring Meta-Cognition through Assorting Support Methods for Comprehension
Transforming schooling with 1: 1 mobile computer support
Eye Tracking for Evaluating an AR-based Learning System on Monocotyledons/Dicotyledons
Students' Self-efficacy and Acceptance toward Context-Aware Ubiquitous Learning in Biology Education: A Case of Photosynthesis in Plant
Influence of Prior Knowledge and Cognitive Styles in Adaptive Hypermedia Learning Systems
Toward an Understanding of the University Students' Behavioral Intention to Building e-Portfolio via Blog Service
Student Resistance to ICT in Education
Analyzing Course Competencies: What can Competencies Reveal about the Curriculum?
A Proposal and Evaluation of Learning Advising using a Generative AI
An Answer Support Environment based on Grammar, Context and Situation for a Dialogue to Learner Agent on Japanese Dictogloss System
Exploring the Benefits of Strategic Hesitations in Language Learning Robots
Design Guidelines for Scaffolding Self-Regulation in Personalized Adaptive Learning (PAL) Systems: A Systematic Review
Muse: A Musically Inspired Game To Teach Arrays and Linked Lists
E-Learning and the Status of Knowledge in the Information Age
Exploring the Use of Gamified Augmented Reality Apps in the Formation of Interest Among Vocational College Students
Practical Consideration of the Support Function for Analyzing the Behavioral Factors of People Suffering from Autism Spectrum Disorder in a Video Annotation System
Collaborative Knowledge Building through BBS for Better Cross-Cultural Communication
A Problem-oriented Approach to Represent and Manage Knowledge in PBL
Augmented Reality in Education: Three Unique Characteristics from a User's Perspective
Developing E-Book Page Ranking Model for Pre-Class Reading Recommendation
Research on College Students' Practice Behavior Model after Class of Programming Course
An Experience Sampling Study of Student Emotional Life: Preliminary Results
Towards an Open Architecture for Learning Analytics in Open and Distance Education
Are Student Teachers Ready for E-Learning?
The role of individual preparation for knowledge construction in collaborative argumentation: An Epistemic Network Analysis
An Integrated Model of Flipped Classrooms and M-Learning in Workplace English
Collaborative Building of Japanese Kanji Pronunciation Database for Learning Japanese by Chinese
The Impact of Affective Tutoring System and Information Literacy on Elementary School Students' Cognitive Load and Learning Outcomes
Trends of Instructional Research Using Biology Game: A Systematic Review 2010-2019
Proceeding of the 23rd International Conference on Computers in Education, ICCE 2015, Hangzhou, China, November 30 - December 4, 2015
Design of TEL environment to improve Hypothetico-Deductive Reasoning skill
Demonstration of Multimedia Instructional Media for Teaching Robot
Who Is a Good Computational Thinker? Mapping Behavioral Dispositions of Middle-School Children Based on Real-Life, Algorithmic Tasks
The Effect of Learning Community for Game-Based English Learning
Peer Feedback Feature Analysis with Large Language Models: An Exploratory Study
Question and Problem Generation - State of The Art
Using a Three-Problem Framework to Understand How Nursing College Students Learn to Design Healthcare Animations
Design of a Self-Reflection Model in GOAL to Support Students' Reflection
Promoting Reflective Thinking in Teacher Candidates: Are Digital Video / Multimedia Portfolios a Useful Tool?
How do They Perceive Model-based Inquiry with Computer-simulated Science Experimentation?: A Case of Thai Middle School Students
How Electronic Portfolios Add Coherence to Educational Programs
Extracting Implicit Suggestions from Students' Comments - A Text Analytics Approach
Hybrid Game-based Learning Research at English Class of Primary School
The Use of Constructivism Flipped Classroom to Promote Analytical Thinking in the Technology Course
A Systematic Review of Generative Artificial Intelligence in Language Education
Boosting Course Recommendation Explainability: A Knowledge Entity Aware Model Using Deep Learning
Visualizing the language of teamwork
Developing a Context-Supported Chinese Grammar Learning System in Mobile Environments
Design and Development of an Educational App for Children with Autism
Proposal for Primitives Representing Brain Function of Facial Expression Recognition
Self-paced Learning among Undergraduates: Exploring the Relationship between ICT Utilization and Motivation, Mastery, and Subjective Norm
Analysis of Preview Behavior in E-Book System
Analysis and Visualization of Group Discussion Based on Sound Source Angle Obtained Using Kinect
ICT and Chinese Language Instruction: Eight Teacher's Perspectives
Karyotype: An Interactive Learning Environment for Reasoning and Sense Making in Genetics through a Case-based Approach
Developing Program Grading Suggestion Mechanism by Reusing Teacher Grading Records
Method for Evaluating Participants' Roles in Online Text Discussion Using Network Analysis
A Research on the Types of the Web Based Corrective Feedback
Perceived Teacher Support in Online Literature Reading: Scale Development, Validation, and Prediction of Continuous Reading Intention
Identifying and Comparing Interaction Features of Different Topic Categories in Online Learning Discussions Supported by Danmaku
Capturing Changes and Variations from Teachers' Time Series Usage Data
The Relationships Between Sequences of Affective States and Learner Achievement
From Electronic Textbook to Multidimensional Learning Environment: Overcoming the Loneliness of the Distance Learner
Development of a Constructivist Web-based Learning System with Student Personalized Conceptual Profile
How the Habits of Self-regulated Academic Writers are Behaviorally Facilitated?
A Case Study of a Gamer-student in Game-based Learning
The Learning Effectiveness of Pervasive Game Integrated with Inquiry-Based Navigation System
Correlation of Professional English Reading VS. Eye Gazing and Frequency of Rereading Eye Movement
Applying Weighted Learning Object to Build Adaptive Course in E-learning
Designing and implementing e-learning classrooms to improve students' writing
The impact of sensory simulations on young children's science learning
Weblog as Learning Community for Supporting Astronomy Teaching in Thailand
Understanding Learners' Differences for Designing Educational Multimedia Interfaces
Coloring Strategy Combined with Three- Dimensional Animation: Does the Mental Strategy Fits Everyone?
Development of Constructivist Multimedia Learning to Enhance Students' Information Literacy skills in Demonstration School
Research on the Emotions Interpreted from Emoticons in Japanese Cellular Telephone Email
Design and Development of an Online System in Support of Teaching-by-Questioning in Classrooms
Investigating How Technology May Negatively Affect the Academic Performance and Sleep Quality of Students
The Budding Botanist Paradox: Automating Human Inquiry with Immersive Technology
Adaptive Question Generation for Student Modeling in Probabilistic Domains
Use of Dataloggers in Science Learning in Singapore Schools
Web-Based Engineering Design Activity in Biology: An Assessment on the Demonstration of Higher-Order Thinking Skills
Students' Motivation of Science Learning in Integrated Computer-based Laboratory Environment
Micro- and Macro-Level Features of NLP-Based Writing Tools in Higher Education
Ask4Summary Automatically Responds Student's Question with a Summary Assembled from Course Content
Expansion of the i-mode Drill "The World of Kanji" with Review for m-Learning
Integrating ChatGPT into Synectics Model to Improve High School Student's Creative Writing Skill
Designing Games for Stealth Health & Healthy Lifestyle Education
Collaborative Studio in a Virtual Environment
A Case Study of Creativity Development through Scientific Boat Construction
Using Series Elastic Actuator as a Tool to Motivate Students Engineering Learning in STEM Education
An Exploration of a Novice Kindergarten Teacher's Enactment of Multiliteracies Pedagogy during the Pandemic: A Case Study of a Virtual Kindergarten Classroom
Questions and Ethical Dilemmas within a Design-Based Research Project
Mobile Learning System Combined with Adaptive Recommendation Mechanism-Taking Outdoor Learning Activities of Literature and History as An Example
Program Visualization: Effect Of Viewing Vs. Responding On Student Learning
Learning Support System to Facilitate Redesigning for Understanding Software Design Patterns
An Evaluation of Elementary Students' Ability of Problem Solving in Information Processing
Self-directed Learning in Technology Supported Project Work
The Effect of an Immersive Virtual Reality Interactive Feedback System on University Students' Situational Interest and Learning Achievement: The Case of a Pour Over Coffee Brewing Lesson
Hybrid Question Generation Approach for Critical Review Writing Support
Educational System of English Tense for Japanese Learners by Forming Temporal Constraints on Tense
Development of Notetaking Instruction System with Handwriting Interface
Study on Pass-Fail Prediction for the National Radiological Technologist Examination by Discriminant Analysis Using Mock Examinations
Comparison of Kit-Build and Scratch-Build Concept Mapping Methods on Memory Retention
Design and Implementation of an Educational Game for Teaching Artificial Intelligence to High School Students
Visualization and Prediction of Learning Activities by Using Discrete Graphs
Cognitive Group Awareness Tools: versatile devices to guide learners towards discrepancies
A Program Transformation Tool for Visualizing Control Structure in Graphical Representations
Innovative Learning and Unlearning
The Effects of Interactive Learning Environment Model to Enhance the Creative Problem Solving Thinking for Computer Education Students
Improving Elementary Students' Environmental Education Using Dual Interactive Teaching Models
Investigating How Achievement Goals Influence Student Behavior in Computer Based Learning
From the Communication Situation and Intention to the Linguistic Form
Learning on Country: A Game-Based approach towards preserving an Australian Aboriginal Language
Observing Facial Muscles to Estimate the Learning State During Collaborative Learning: A Focus on the ICAP Framework
Investigation of Students' Performance in Monsakun Problem Posing Activity based on the Triplet Structure Model of Arithmetical Word Problems
Microanalysis of Mathematical Discourse in a Quasi-Synchronous Chat Environment
Collaborative Process Among Learning Support Agents in Game-based Learning Environment
A Taxonomy of Minecraft Activities for STEM
Facilitating Knowledge Construction by Providing Individualized Services
AdMoVeo: Created For Teaching Creative Programming
"OKOME" NHK's Full-Digitla Material (2): Effectiveness of the Material According to the Data from a Pilot School
'I know that I clicked but not if I read': An Exploratory Study Comparing Data Traces and Self-Reports on Feedback Engagement
Pre-Service Teachers' ICT Experiences and Competencies: New Generation of Teachers in Digital Age
Using 2D Simulation Applications to Motivate Students to Learn STEAM
The Development of the IASv1 Internet Anxiety Scale
An Investigation of Frustration Among Students Using Physics Playground
What do star rates for MOOCs tell you? An analysis of pedagogy and review rates to identify effective pedagogical model
The Effects of Communication Problems of Interdisciplinary Team on Teamwork Quality of Mobile Game Development
Game-based Mobile Learning Companion for L2 Vocabulary Acquisition
Creating Animations in SVG format for Visualizing Program Execution
Scaffolding Historical Inquiry through a Collaborative Maker-based Activity
Prototyping Paper-Top Interface as Note-taking Support
Descriptive Answer Clustering System for Immediate Feedback
The Design Process of STEM Learning Activities for Problem-Solving on the PM 2.5 Mask: The Case of Primary School in Thailand
Open Educational Practices and 21CC: Positioning their Significance
Exploring Student Behavior during StudentGenerated Questions Activities on Programming Learning
Avatar as Open Student Model to Enhance Student Learning
Evaluation of the Effectiveness of a Digital Microscope System with Tabletop Interface in a Science Class
An Evaluation of Generated Question Sequences Based on Competency Modelling
An Estimation of Student Well-Being Using Experience Sampling
An innovative approach to improving university students' situational interest using the wearable spherical video-based virtual reality
Supporting Japanese Language Learners with an Onomatopoeia Learning Site
Examination of the robot's role as a helper in learning situations
e-Learning for Business English
Mobile Support for Task-based English Language Learning Approach Outside the Classroom
The JISC SHELL Project: Connecting Learning Environment in Higher and Further in a Junior High School
EAGLE: an Error tAGger for Learners of English
An Efficient Chinese Parsing Algorithm for Computer-Assisted Language Learning
The Journey to Improve Teaching Computer Graphics: A Systematic Review