yusuke1997/dblp-id-title huggingface dataset:
Assessing the development of student generic competences in education-related university degrees
Motivating students of chemical engineering through a cooperative work recording educational videos
A promised land for educational decision-making?: present and future of learning analytics
Use Of ICT To Promote And Analyze Argumentative And Metacognitive Processes In Higher Education
Understanding user behavior in textual analysis: a thinking aloud approach for digital humanities research contexts
A comparison of students' emotional self-reports with automated facial emotion recognition in a reading situation
An Empirical Study of Students and Teaching Staff's Digital Competence in Western China: Based on a case study of Gansu Agricultural University
Evaluation in education and guidance
ICT in teacher education: Examining perceptions, needs and attitudes of prospective teachers
Document Annotation Tools: Annotation Classification Mechanisms
Discovery tools for open access repositories: a literature mapping
New publishing and scientific communication ways: Electronic edition, digital educational resources
A Virtual Learning Environment for the spasticity treatment techniques improvement
Study of the methodologies used by the teaching staff of technical drawing for adaptation to European higher education area: Universities of Galicia (Spain)
Learning Analytics: The End of the Beginning
A learning analytics tool with hybrid graphical and textual interpretation generation
Transferring knowledge and experiences from informal to formal learning contexts
Multimodal Learning Analytics in Students with Learning Difficulties: How the Environment Can Affect their Learning Positively or Negatively
Interweaving Digital Literacy with Computational Thinking
Gamification in the Social Environment: a tool for Motivation and Engagement
A chatbot assistant for writing good quality technical reports
Early professional biographies: on the career entry and work experience of BA graduates in "social work"
Analytics-driven redesign of an instructional course
Digital Tools for the Didactics of Colour in Fine Arts Studies: Remarks on Colour
Identity, technology and education. Identity construction processes in hyperconnected ecosystems
Assessment, training and innovation in key competences in compulsory education: progress of a research team in Spain
Technological ecosystems for enhancing multiculturality doctoral consortium
Assessing Students' Feelings During COVID-19 Pandemic Situation in Brazil: A Case Study in Paraiba Inland
Technological research methodology to manage organizational change
Formal competence-based assessment: on closing the gap between academia and industry
New publishing and scientific communication ways: electronic edition, digital educational resources
Modular pick and place simulator using ROS framework
Domain driven design and provision of micro-services to build emerging learning systems
Virtual reality versus master class: a comparative study
Virtualsign translator as a base for a serious game
Coordination in the formation of the transversal skills needed for university-level assignments and support tools for their assessment
Development of Metalinguistic Awareness in Reading Comprehension From Video-Based Instruction
Early Warning Methodology for dropping out of university degrees
Research topics on Smart Learning
Promoting Computational Thinking in K-12 students by applying unplugged methods and robotics
Definition and deployment of a non-formal learning environment in a business context
Training for the employment of women heads of lone parent families: adaptation of the european program restart 3 to the spanish situation
Open Science Laboratory for Manufacturing: an education tool to contribute to sustainability
Communication, Education and Social Media
Towards increasing of STEM-women professionals by implementing projects that reduce the gender gap: a study case in Universidad de Guadalajara
Validation of the K-Social-C questionnaire for measuring the Social Construction of Knowledge from Open Innovation in Social Innovation Laboratories: Instrument Validation
A proposal for skill evaluation via complex tasks in virtual learning environments
How wiki-based tasks, and forums favor university students' writing skills and promote collaborative autonomy
Model of augmented reality and pedestrian navigation about the territorial heritage: design, implementation and evaluation
Increasing students' motivation by using virtual learning environments based on gamification mechanics: Implementation and evaluation of gamified assignments for students
Games: The Motivation in Engineering Education
MOOC on the correct use of the intellectual property in academic environments
Design and prototyping by additive manufacturing of a functional splint for rehabilitation of Achilles tendon intrasubstance rupture
Intervention model to promote reading in basic education: contributions to public policies
Proposed framework for gamifying research activities
Demographic change: towards a framework to manage IT-personnel in times of scarcity of talent
Taking advantage of 3D technology in health sciences: 3D PDF
Application of the 3D slicer software in the study of the brain's ventricular system
Evaluation in education and Guidance: a perspective from 2018
Gamification: Serious Games to promote multicultural attributes at PrepaTec Morelia HighSchool
Attitudes & effect of vocational school students' classroom smartphone use in the Spanish Castilla-Leon region
Generation of teaching material through interactive electronic formats using iBook author
Representing Imprecise and Uncertain Knowledge in Digital Humanities: A Theoretical Framework and ConML Implementation with a Real Case Study
Track 16: TEEM 2019 Doctoral Consortium
Innovative public policies in the development of reading skills in basic education: Regarding the systematic mapping protocol
Engineering Education addressing Professional Challenges
Analysis of certificated mobile application for medical education purposes
On technological change: challenges and opportunities for improving lives, society and sustainable development
Virtual reality medical training system
Improvement of massive open online courses by text mining of students' emails: a case study
Improving students experimental competences using simultaneous methods in class and in assessments
Emotional AI in Healthcare: a pilot architecture proposal to merge emotion recognition tools
Monitoring of the additive manufacturing process for the use of biomaterials in medical field
A system of indicators for assessing scientific and technological capacity at local universities
The importance of motivation and communication in MOOCs as elements to increase completion rates: A study at MOOCs on Climate Change
Development of audiovisual material for teaching in medicine
Mobile apps repository for older people
Waste to Fungi: An EPS@ISEP 2019 Project
RubricVis: enriching rubric-based formative assessment with visual learning analytics
Longitudinal Design and Evaluation of a Child Education Intervention Program Based on Stories and Tales Mediated by Technology, for the Development of Oral Expression
Adaptive tests as a supporting tool for self-evaluation in theoretical and practical contents in Biochemistry
Computational thinking and robotics in education
Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students
Re-thinking, connecting, sharing and starting synergies. Using a collaborative AGORA session for new educational and research connections
Determining factors in acceptance of ICT by the university faculty in their teaching practice
Virtual teaching tools: the moodle (studium) contribution to the evaluation activity
Key factors in the implementation of Cloud Computing as a service and communication tool in universities
What expectations does the education community have of school counselling departments?
Peer tutoring at school with migrant students: intercultural mentoring programme
Mixed Methods Research: From complementarity to integration
NextMed: How to enhance 3D radiological images with Augmented and Virtual Reality
The socioeconomic index in the analysis of large-scale assessments: case study in Baja California (Mexico)
Exploring the use of quick response codes: accessing videos in the laboratory
Academic digital books: The publishing industry VS Openness in book reading
Intercultural and Global Competencies Development to Foster Professional Collaboration among Countries: Doctoral Thesis Research Project
Uncertainty in Digital Humanities track summary
Tourism education in Spain: analysis and proposals from public and private sector
Digital competence in use: from DigComp 1 to DigComp 2
e-Score; impact, perception and uses in music educational institutions
Teacher education for ICT integration in classroom
Artificial neural networks applications in computer aided diagnosis: system design and use as an educational tool
GTCards: A Video Game for Learning Geometric Transformations: A cards-based video game for learning geometric transformations in higher education
Semantic similarity algorithm for SOAQ assessment
An overview of passive students' characteristics
Onlife Selfhood and Intrinsic characteristics of Digital Technologies: an Educational Approach
Attitude towards the use of mobile devices for the practice of oral skills in English
Endless horizons?: addressing current concerns about learning analytics
Using a pull mechanism for connecting an informal learning collector with external applications
The Use of Online Quizzes in Blended Learning Modality: A Qualitative Approach
Potential of the MOOC of MiríadaX for the formation of learning communities
Flipped classroom insights after nine-year experience applying the method
Learning computational thinking and social skills development in young children through problem solving with educational robotics
Definition of a technological ecosystem for scientific knowledge management in a PhD programme
A context based approach to adapt training strategy for handicraft women from third world countries
Collective intelligence and web tools in the educational process
APP designed for early math training. Magnitudes Comparison
Gamification for learning 3D computer graphics arts
New trends in digital humanities
M-PeopleNet: mobile human and intellectual capital management based on the cloud
A Survey on Gamification Elements in Mobile Language-Learning Applications
A process model for the generative production of interactive simulations in engineering education
Performance measures for peer assessment
Empowering women's digital literacy with transformative learning: Reducing the gap in the T of STEM
The ATHENA European University model for Sustainable Education: Mainstreaming good practices for all-inclusive life-long sustainable learning in the digital era
A methodology proposal for developing adaptive cMOOC
Psychometric study of a questionnaire for the assessment of factors associated with the choice of degrees and universities in the Spanish public system
A method to propose good practices of teaching educational innovation
Authoring of educational mobile apps for the mathematics-learning analysis
The use of Digital Educational Resources in the Process of Teaching and Learning in Pandemic by COVID-19
Knowledge Management and Collective Intelligence through Web Tools
Reporting and Analysis of a Teaching Experience in Confinement Time
Methodology for learning and acquiring clinical skills through simulation with artificial human models
Application of rubric in learning assessment: a proposal of application for engineering students
LGBTQIA+ employee learning needs assessment using an ethnographic approach
Direct online political communication effects on civil participation in Spain: an experimental study
Youth Perception of Connectivity: Times and Uses
Using an e-learning platform in hospital training
Integrating quantitative and qualitative data in assessment of wiki collaborative assignments
An instrument to assess the research culture in formative processes: The validation of the instrument
Innovations in European education
'Uncertainty in Digital Humanities' track Lectures and Interaction for mutual learnings
Hate Speech in Spain Against Aquarius Refugees 2018 in Twitter
Educational initiatives for bridging the diversity gap in STEM
TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality, Salamanca, Spain, 21-23 October, 2020
The effects of massiveness on the participation in social technologies: a MOOC in secondary education
Personal social network as a facilitating tool for collaborative knowledge construction
General versus specific recipients for online training courses: Evaluating an experience on basic mathematics for engineers
Challenges in Evaluation in Education and Guidance: A Perspective from 2020
Personal Learning Environments as Digital Spaces that are Collaborative, Adaptive, and Autonomous: College Students' Perceptions of Personal Learning Environments
How to create Educational Escape rooms? Strategies for creation and design
Qualitative assessment of urban virtual interactive environments for educational proposals
BYOD for Physics Lab: studying Newton's Law of cooling with a smartphone
Scope of the uses of information and communication technologies by occupational medicals involved in pain treatment
Blending machines, learning, and ethics
The systematic review of literature in LIS: an approach
Increase of confidence for the solution of problems in preuniversity students through Computational Thinking
Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality, Salamanca, Spain, November 02 - 04, 2016
Gamified educational website conversion optimization
Formal and informal learning experiences in multicultural scopes
Assessing the effectiveness of a technological model to improve written skills in english in higher education
Blended Mobility: a way for the Sustainable Internationalization of Higher Education
Design of an auricular prosthesis for patients with grade III or IV microtia
Ecuadorian Higher Education in COVID-19: A Sentiment Analysis
Storage Scheme for Analysis of Academic Data and Interaction of Students With Virtual Education Platforms
Project Based Learning or the Rethinking of an Engineering Subject: Measuring Motivation
A federation of online labs for assisting engineering and science education in the MENA region
An approach to Spanish primary school teachers' attitudes towards collaborative learning with video games and the influence of teacher training
New technologies applied to the development of risk prevention competency in engineering students
Methodological proposal for massive training of Ecuador's civil servants, in the educational field, through MOOC courses on virtual learning environments
Experience in the implementation of projects in professional environment in a 1st cycle of studies of Civil Engineering
Bringing machine learning closer to non-experts: proposal of a user-friendly machine learning tool in the healthcare domain
Educational Robotics Summer Camp at IPB: A Challenge based learning case study
Adaptive learning based on AI with predictive algorithms
Video games in teacher training: design, implementation and assessment of an educational proposal
Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality, Salamanca, Spain, October 24-26, 2018
NextMed, Augmented and Virtual Reality platform for 3D medical imaging visualization: Explanation of the software platform developed for 3D models visualization related with medical images using Augmented and Virtual Reality technology
SmartLET: Learning analytics to enhance the design and orchestration in scalable, IoT-enriched, and ubiquitous Smart Learning Environments
Theorical review of the Teaching of Mathematics in Student with Visual Functional Diversity
The development of media competence in university students. A collaborative and interdisciplinary proposal
Development of an app for compressible flow "App4Comp"
University Social Responsibility in the context of Social Appropriation of Knowledge: A Systematic Literature Mapping Approach
Relationship between classroom environment and emotions in science students
Analyzing users' movements in virtual worlds: discovering engagement and use patterns
Learning software project management in teams with diverse backgrounds
Designing an activity to help reflect on "Healthy Engagement vs Video Game Addiction"
First approach of mobile applications study for medical education purposes
Mining Moodle Logs for Grade Prediction: A methodology walk-through
Critical thinking, empathy and problem solving using a modern board game: A learning experience valued by physical therapy students
Social representations in media communication and their effects on the public environmental cognition: Based on a case study of air pollution in China
Development and use of mobile technologies that foster students' evaluative judgement: a design-based research
Trastea.club, an initiative to develop computational thinking among young students
Assessment literacy through serious games in virtual learning environments
A gamified mobile-based APP to help university students to manage their tasks
Support to the Higher Education System in Morocco as part of a rapprochement with the European Higher Education Area
Finite Element Simulation and Analysis of the behavior under load of a human shoulder
Collaborative work experiences in level 5 ICT primary schools
Turning out a social community into an e-Learning platform for MOOC: the case of AbiertaUGR
Developing a VLE to enable the innovative learning of english pronunciation
Simulation of surgical procedures and associated quantification methods by 3D PDF documents
Solar Dehydrator: An EPS@ISEP 2019 Project
b-learning in the school of education at the Polytechnic Institute of Porto
Thermography as a method of acquiring competences in Physiology. Application case for hand blood flow control
Transcranial Magnetic Stimulation versus Transcranial Direct Current Stimulation as neuromodulatory techniques in stroke rehabilitation
Teaching sustainability in a multicultural environment
Is interpersonal participation relevant to pass?
Using Dynamic Difficulty Adjustment to Improve the Experience and Train FPS Gamers
A world of digital competences: mobile apps, e-citizenship and computational systems as learning tools
Impact of state-of-the-art technologies on medical training processes and clinical practice
Content analysis of visual elements in scientific journalism (on the example of the Website Postnauka)
Use of Tinkercad platform for Teaching Electronics Subject in Post-Secondary Technical Courses
Conceptual Design of a New Methodology Based on Intelligent Systems Applied to the Determination of the User Experience in Ambulances
Educational Innovation Supported by ICT to Identify Entrepreneurial Skills in Students in Higher Education
Engineering and technological learning in educational and professional contexts
Impact of the MOOCx's conventional educational design
The collaborative work with wikis for the knowledge of web 2.0 tools in university students
Methodological triangulation as a research strategy in educational innovation processes: case study of the b-learning methodology in the university context
Machine learning insights on the learning process
Personalized gamification: A literature review of outcomes, experiments, and approaches
International perspectives about ICT implementation in the classroom: Lessons for Teacher Education
Usability evaluation focused on user experience of repositories related to energy sustainability: A Literature Mapping
Research frontiers. An AGORA session to tackle current research challenges
Institutional direction on the Use of Mobile Devices in Hyperconnected Educational Contexts
Enhancing Students' Academic Performance through Teamwork and Classroom Response Systems: Case Study with Chinese Students
Improving Computational Thinking Using Follow and Give Instructions
Digital literacy and digital competences in the educational evaluation: USA and IEA contexts
Coping with and addressing the risks of children TV and online devices usage: A review and proposal of guidelines for parents
Motivation and expectation in a training course on Flipped Classroom
Going digital!: nosolorol or a different way of creating books in the 21st century
Financial literacy in portugal: state of the art and gap analysis
Impact of Covid-19 on UPC's Moodle platform and ICE's role
Delving into gender gap perceptions of computing students: A replication study
Intelligent Tutoring Systems approach to Introductory Programming Courses
The concept of health and the evaluation of internet as a health information search tool of the youth of the Basque country and Navarra
Visibility of scientific monographs in the academic field: the institutional assessment of research
Interpretation of computational thinking evaluation results for enrollment prediction
Use of biotechnology devices to analyse fatigue process in swimming training
Qualitative and Mixed Methods Researches in Social Sciences
Teacher education research and the use of information and communication technologies
Digital viewer for learning regional anaesthesia
Integrating generic competences in an engineering degree curriculum: the students' point of view
Multivariate study of the information literacy evaluation scale IL-HUMASS: multidimensional scaling
Digital adult literacy in virtual learning environments: The case of xMOOCs in energy sustainability
Has Covid-19 emergency instruction killed the PLE?
Outdoor Intelligent Shader: An EPS@ISEP 2018 Project
The profitability of libraries using social media
Scales for measuring Internet Addiction in Covid-19 times: Is the time variable still a key factor in measuring this addiction?
Educational coaching applied to group tutoring sessions: An experience with first-year engineering students
A test bed for smart energy education in the field of computer engineering
TEEM 2021 Preface
Do Students Really Understand the Difference Between Simulation and Remote Labs?
Conversational game to improve digital health literacy
A framework for helping developers in the integration of external tools into virtual learning environments
Generation Z versus adults in the Ecuadorian digital integration from 2015 to 2019
Uncertainty in the spatial metadata of historical photographs: A geomatic and photogrammetric driven argumentation
Atmospheric physics group open data (GFA open data): meteorological data and tools for learning analytics
Assessment-oriented Java development vs. clickers' use in formal assessment of basic principles of dental radiology: the opinion of dentistry students
Framing theory in studies of environmental information in press
Identifying writing profiles in game-based language learning using data mining
Designing an informal learning support framework
Initial learning scenarios based on the computational thinking evaluation for the course Programming fundamentals at INACAP
The digital readout at the crossroads: the gaps of documentary heritage
TEEM 21. Track: Educational Innovation
Improving Financial culture through a Banking platform
Foreign language learning using a gamificated APP to support peer-assessment
Current trends in robotics in education and computational thinking
Advanced neuroimage processing for the study of the neurovascular system
Digital competences and teaching of classical languages: students' perception in Italian and Spanish schools
The relation between cinema, subtitled series and Spanish learning for Chinese students of Spanish language
Adaption of RoboSTEAM Project to the Pandemic Situation
Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM 2019, León Spain, October, 2019
SNOLA: Spanish network of learning analytics
Virtual Simulation for Scoliosis Surgery
Cheat Sheets and Padlet: a metacognitive learning tool
Based-on gamification activity for training in occupational risk prevention in the context of the works at height
Approach to the evaluation of electronic scientific monographs