yusuke1997/dblp-id-title huggingface dataset:
Working on Interdisciplinary Projects to Strengthen Creative Computational Thinking and to Support Talent Development
Empirical Analysis of Influences on Dissertation Quality of Postgraduates from Perspective of Psychodynamics
Interaction with a Digital Learning Environment of a University
Design, Implementation, and Evaluation of Blockchain-based Trusted Achievement Record System for Students in Higher Education
Using IT Education to Reveal New Horizons - A Large Scale Case Study on Digital and Social Inclusion
Motivational Factors that Influence the use of MOOCs: Learners Perspectives - A Systematic Literature Review
A Scalable Intelligent Tutoring System Framework for Computer Science Education
The Use of ICT for Teaching in a Poor Resource Setting
Moodle Predicta: A Data Mining Tool for Student Follow Up
Automatic Test Item Creation in Self-Regulated Learning - Evaluating Quality of Questions in a Latin American Experience
Review of the Adaptability of a Set of Learning Games Meant for Teaching Computational Thinking or Programming in France
ImGame: An Immersive Educational Environment to Teach Contemporary Art
NatureCollections: Can a Mobile Application Trigger Children's Interest in Nature?
Proceedings of the 11th International Conference on Computer Supported Education, CSEDU 2019, Heraklion, Crete, Greece, May 2-4, 2019, Volume 2
Exploring Geolocation Data: An Inquiry-based Methodology Used in Lower Secondary Education
Responsive Course Design - An Adaptive Approach to Designing Responsive m-Learning
To the Next Level! an Exploratory Study on the Influence of User Experience on the Acceptance of a Gamified Learning Platform
Student Course Evaluation - Class Size, Class Level, Discipline and Gender Bias
Redesigning Personal Learning Environments: Consolidation of Empirical Findings and Conceptual Research Against the Background of a National Educational Infrastructure
Peephole Technology for Mobile Collaborative Learning: An In- Classroom Exploratory Study
A Usability Evaluation of Graphical Modelling Languages for Authoring Adaptive 3D Virtual Learning Environments
Artificial Intelligence in Higher Education: A Decade of Research Insights Through Bibliometric Analysis
The ICT Literacy Skills of Secondary Education Teachers in Greece
Use and Perception of Generative AI in Higher Education: Insights from the ERASMUS+ Project 'Teaching and Learning with Artificial Intelligence' (TaLAI)
POI-based Recommender System for the Support of Academics in a Smart Campus
Creating an Academic Prometheus in Brazil: Weaving Check50, Autolab and MOSS into a Unified Autograder
Using Kintsch's Text Comprehension Model to Identify CS Students' Conceptions and Misconceptions
Shared Manipulation of 3D Objects for Collaborative Mobile Maintenance
A Machine Learning based Eye Tracking Framework to Detect Zoom Fatigue
Learning about Social Accounting in the Knowledge Society - A wiki-Webquest
A Minimal Snap Extension to Improve the Treatment of Integer Data: A Constructionist Approach
Introduction to Informatics for Future Documentalists in the European Higher Education Area
From 'Minimal' to 'Maximal' Digital Experiences for Learning: Focusing on the Learner-centered Design and Use of Technology
Learning Styles for K-12 Mathematics e-Learning
Factors Affecting the Gaming Experience of Older Adults in Community and Senior Centres
An Analysis of Students' Perception towards User Involvement in a Software Engineering Undergraduate Curriculum
Innovation by Collaboration among Firms. A New Methodology - Building Theory from Case Study Research and Simulation Models
Luciole: The Design Story of a Serious Game for Learning English Created for (and with) Children
Can You Tell by My Grades That I Am a Blogger? A Longitudinal Study of the Use of Blogging as a Pedagogical Tool and Effects on Expected Grades
A Model for Customized In-class Learning Scenarios - An Approach to Enhance Audience Response Systems with Customized Logic and Interactivity
Detecting Play and Learning Styles for Adaptive Educational Games
A Model to Design Learning Escape Games: SEGAM
Examination Cheat Risk Reduction through FIPEs
Model of a Neuron Network in Human Brains for Learning Assistance in E-Learning Environments
How Blended Learning Closes the Language Gap between Native Students and Spanish Language Learners
Learning Support Game System for Sustainable Development Goals Education: Effects of Improved User Interface on Satoyama Forest Management Learning
Acceptance of Distance Learning during the COVID-19 Movement Restrictions: Does the Year of Studies Matter?
Student Teacher Interaction While Learning Computer Science: Early Results from an Experiment on Undergraduates
Immersion and Control in Learning Art Knowledge: An Example in Museum Visit
Blended Learning Training for Mentors of STEM Team Competitions
A Long-Term Study of the Pandemic Impact on Education: A Software Engineering Case
Boosting Early Detection of Spring Semester Freshmen Attrition: A Preliminary Exploration
Supporting Deaf Adult Learners Training in Computer Literacy Classes
EMBEDD-ER: EMBEDDing Educational Resources Using Linked Open Data
Blended Learning in Project Management - Experiences on Business Games and Case Studies
Feedback in Online Mathematics Tutoring
A Case Study that Shows the Importance of Color in Web Collaborative Educational Environment
Investigating the Learning Impact of Autothinking Educational Game on Adults: A Case Study of France
Authoring Tools: The Road to Democratizing Augmented Reality for Education
Open Education Practices as Answer to New Demands of Training in Entrepreneurship Competences
Toward Consistency in Writing Proficiency Assessment: Mitigating Classification Variability in Developmental Education
Online Mathematics Education - E-Math for First Year Engineering Students
User Experience Evolution of M-Learning Applications
The Leap Motion Controller in Clinical Music Therapy - A Computer-based Approach to Intellectual and Motor Disabilities
Learning Scenarios for Serious Educational Games with Creative Visualization in Natural Eco-Context
An Edutainment Approach to Academic Teaching based on Storytelling
Using Ontologies to Design Competency-based e-Learning Applications
AI-Powered Personalised Learning Platforms for EFL Learning: Preliminary Results
Leveraging NLP and Machine Learning for English (L1) Writing Assessment in Developmental Education
Development of an Information and Reference Application for Vocational Guidance of Students
Generalized Automatic Item Generation for Graphical Conceptual Modeling Tasks
Existing Machine Learning Techniques for Knowledge Tracing: A Review Using the PRISMA Guidelines
Interactive and Narrative Data Visualisation for Presentation-Based Knowledge Transfer
Creative Learning in Problem Solving and Development of Computational Thinking
Autisdata: Software to Help the Development of People with ASD based on TEACCH and PECS Methodologies
Software Environments as Learning Tools for Modeling Engineering Systems - A Case Study on Decentralized Multi-loop Control System
Architecture for Gradually AI-Teamed Adaptation Rules in Learning Management Systems
Prior Knowledge as a Predictor for Persistence
The Efficacy of Clickers in Second Language Classroom - Promoting Interaction in Korean as a Foreign Language
Toward Sustainable Learning Economy through a Block-chain based Management System
Stamp-On: A Mobile Game for Museum Visitors
Ubiquitous Technology-enhanced Learning of Complex Financial Concepts - Pedagogy Improvement in Face-to-face and Online Teaching Environments
Building Pedagogical Conversational Agents, Affectively Correct
A Pedagogical Scenario Language for Virtual Learning Environment based on UML Meta-model - Application to Blood Analysis Instrument
A Knowledge Map Tool for Supporting Learning in Information Science
A Culturally Contextualized Web based Game Environment to Support Meaningful Learning
Narrative-Driven Learning: Teaching Finite State Machines Through Storytelling
Towards e-Learning Quality - A Proposal of e-Learning Quality Model
I-Care - A Health Promotion System for Active Ageing
Keep It Up: In-session Dropout Prediction to Support Blended Classroom Scenarios
Online Generator and Corrector of Parametric Questions in Hard Copy Useful for the Elaboration of Thousands of Individualized Exams
Evaluating the Effectiveness of a Pilot Seminar on Cooperative Learning in an Engineering Course
Immersion into the World of Gaming: An Approach of Introducing Gamification in an Educational Context
Personalized, Affect and Performance-driven Computer-based Learning
An Affective-computing Approach to Provide Enhanced Learning Analytics
Continuous Assessment in Civil Engineering Education - Yes, but with Some Conditions
MOOCs: What Motivates the Producers and Participants?
Sensor Monitoring in an Industrial Network - Experimental Tests for Computer Supported Education
Generation of Adapted Learning Game Scenarios: A Model-Driven Engineering Approach
Teachers Can Be Involved in the Design of Location-based Learning Games - The Use of the Puzzle Board Metaphor
Through the Lens of Different Stakeholders: Development and Application of a Change Management Guideline for Flipped Classroom Implementations
Detecting Math-and-ICT Competence
Narrative-Based Interactive Learning for Scam Prevention: Rich Within Reach
Techville's Chronicles: A Music Pedagogy Project to Foster Children's AI Literacy Through Co-Creativity and Multimedia Storytelling
Mapping and Identifying Features of e-Learning Technology through Indexes and Metrics
Computer Supported Education - 10th International Conference, CSEDU 2018, Funchal, Madeira, Portugal, March 15-17, 2018, Revised Selected Papers
Formative Feedback in Mathematics Teacher Education: An Activity and Affordance Theory Perspective
How to Equip Students with Methodologies and Tools for Capturing Rapidly Changing Environments through Computer Supported Education
Experimental Platform for Obtaining Electrical Resistance of a Shape Memory Alloy Actuator
Learning Tracking Data Analysis - How Privacy Issues Affect Student Perception on e-Learning?
Online Polyglot Programming Education with LFT (Lingua Franca Transformer)
Teacher Supported Peer Evaluation Through OpenAnswer: A Study of Some Factors
Enhancing Adaptivity and Intelligent Tutoring in Distributed Pair Programming Systems to Support Novice Programmers
Evaluation of e-Learning Tools based on a Multi-criteria Decision Making
Information Technology in Higher Education Teaching - Much Ado About Nothing?
SATOYAMA: Time-limited Decision Game for Students to Learn Hundreds Years Forestry Management
Gamification of MOOCs and Security Awareness in Corporate Training
Separating the Disciplinary, Application and Reasoning Dimensions of Learning: The Power of Technology-Based Assessment
CSEDU 2009 - Proceedings of the First International Conference on Computer Supported Education, Lisboa, Portugal, March 23-26, 2009 - Volume 1
TVT: A Software Verification Package for the Interactive Learning of Formal Programming Techniques - An Educational Experience
Design and Practice of ESD in High School in Japan through Online Video Co-creation Workshop
Maintaining Context in a Changing (Virtual) World - Educators' Perspectives for Opensim and Second Life
How to Promote Informal Learning in the Workplace? - The Need for Incremental Design Methods
An Online Software to Support Lifelong Learning Strengthening Reading and Logical Mathematical Skills
Peer-learning and Talents Exchange in Programming: Experiences and Challenges
The State of MOOCs from 2008 to 2014: A Critical Analysis and Future Visions
A Model Driven Approach for Design Flexible e-Assessment
Conversational Interfaces in Serious Games: Identifying Potentials and Future Research Directions based on a Systematic Literature Review
Effectiveness of an Instructional Intervention in Developing Critical Thinking Skills - Role of Argument Mapping in Facilitating Learning of Critical Thinking Skills
Paradigm Shift in Human-Machine Interaction: A New Learning Framework for Required Competencies in the Age of Artificial Intelligence?
Navigating the Landscape of Digital Competence Frameworks: A Systematic Analysis of AI Coverage and Adaptability
A Transformer Based Semantic Analysis of (non-English) Danish Jobads
MAX/C on Sakai - A Web-based C-Programming Course
Stereoscopic Interactive Objects: Acquisition, Generation and Evaluation
On-demand Help Systems based on Webble Technology
First Insights into Hybrid AI-Fuzzy Tutoring System for Boredom Identification
Teaching Topics in Human-Computer Interaction: A Practical Experience with a Focus on Experimental Research
Exploring the Use of a Business Simulation Game in Professional Certification
Mediator-learner Dyad - Cooperative Relationships
Co-Creational Collaborative Game-Based Learning Simulations, Focusing on IT and STEM Education in an Online Flipped Classroom Environment
Leader-follower Formation Control of Non-holonomic Robots in a Remote Laboratory
Social Robots in Collaborative Learning: Consequences of the Design on Students' Perception
TOM - A Multi-touch System for Learning Math
ConstrucTED: Constructing Tailored Educational Datasets from Online Courses
Assessment for Computer Programming Courses: A Short Guide for the Undecided Teacher
Basic Research on Multisensory Methods for Teaching Onomatopoeia to the Hearing-impaired - Broadening the Experience of Sound
How to Visualise Abstract Topics in Computer and Communication Science
Computer Supported Education - 13th International Conference, CSEDU 2021, Virtual Event, April 23-25, 2021, Revised Selected Papers
Design of Learning Analytics Tool: The Experts' Eyes View
Investigation and Management of Diverse Classrooms of Higher Education Due to Discrepancies in Background Knowledge
Computer-based Simulator Training in the Hospital - A Structured Program for Surgical Residents
Analyzing the Impact of e-Caducée, a Serious Game in Pharmacy on Students' Professional Skills over Multiple Years
A Proposal so That Teachers Can Work with Techniques of Active Methodologies since the Approach of the Teaching Plan
Reflections on the Use of a Personal Response System (PRS) for Summative Assessment in an Undergraduate Taught Module
Personalized Learning Paths based on Wikipedia Article Statistics
MapO2R: Mapping Object Oriented Applications to Relational Databases - A Case of Study
Generating LADs that Make Sense
ICT Skill Needs of Nigerian Secondary School Leavers Towards Sustainable Economy and Peaceful Co-existence
Problem of Trust in e-Learning Environment
Approach to Testing Many State Machine Models in Education
Computational Logic in the First Semester of Computer Science: An Experience Report
Virtual Reality in Self-regulated Learning: Example in Art Domain
Critical Success Factors for the of Acceptance and Use of an LMS - The Case of e-CLASS
Teaching of Programming - An Educational Performance Booster for Students at Economically Disadvantaged Schools
Computer-aided Training of Engineers: Challenges and Solutions
Time to Face the Truth: Do Digital Applications Really Help Students Learn?
Positive Effects of Reflective ePortfolio on Overseas Exchange Learning Experience
Building Suitable Observation Points to Enhance the Learner's Perception of Information in Virtual Environment for Gesture Learning
A Systematic Literature Review of Adaptive Learning Systems Based on the Assessment of Collaboration Quality
Using a Participatory Design Approach to Create and Sustain an Innovative Technology-rich STEM Classroom - One School's Story
Teaching Process based on Workgroup Design Classes
Towards k-set Frameworks in Education
Hidden Patterns in Learner Feedback - Generalizing from Noisy Self-assessment during Self-directed Learning
High- vs. Low-quality Video Lectures - Don't Worry, Just Put them Online!
Using Software Reasoning to Determine Domain-law Violations and Provide Explanatory Feedback: Expressions Tutor Example
Automatic Text Difficulty Classifier - Assisting the Selection Of Adequate Reading Materials For European Portuguese Teaching
Deterministic Factors Influencing Learners' Learning Behaviors and Outcomes by Applying Information Technology-assisted Music Curriculum
Probatio: A Recommendation System to Assist Educators in Assignment Preparation
Suremath - User Study and Related (Re-)Implementation of a Multitouch Application for Learning Math
Proceedings of the 12th International Conference on Computer Supported Education, CSEDU 2020, Prague, Czech Republic, May 2-4, 2020, Volume 2
Students Want to Experiment While Teachers Care More About Assessment! Exploring How Novices and Experts Engage in Course Design
Automated Assessment of Physical-motion Tasks for Military Integrative Training
Developing Web-based Tutorial Modules to Support Training for Group-based Mentoring
e-Inclusion and Knowledge Flows in e-Course Delivery
Detecting Speech Disfluencies Using Open-Source Tools in Automatic Feedback Systems for Oral Presentation Training
Understanding Factors Influencing Teachers' Use of Technologies in Teaching STEM
A System to Recommend Open Educational Resources during an Online Course
Designing a Programming Course to Foster Creativity using UML Modeling Template
An Approach to Advance STEM Education Practices Based on IoT Technologies and the CoPs Paradigm
A Cost-benefit Analysis of Continuous Assessment
A Collective Dynamic Indicator for Discussion Forums in Learning Management Systems
Learning to Program: Mapping Errors and Misconceptions of Python Novices to Support the Design of Intelligent Programming Tutors
The Teaching-Learning-Lab - Digital Literacy and Computational Thinking for Everyone
Study of the Effectiveness of Web-based Tutorials and the Relationship between Self Regulated Learning and Learning Performance using Web-based Tutorials
Aligning Learning Design and Learning Analytics: Towards a Human-centered Design of Actionable Learning Analytics
Graphical Recognition of Antiderivatives: Analysis of Different Strategies Reflecting Level of Expertise Using Eye-Tracker Tool
Tool-supported Assessment of Wiki-based Assignments
Wiki-LDA: A Mixed-Method Approach for Effective Interest Mining on Twitter Data
Next Generation Learner Modeling by Theory of Mind Model Induction
Pedagogical Framework to Improve the Quality of Learning Objects in Collaborative e-Learning Systems
Automatic Objective Assessments of Japanese Reading Difficulty with the Operation Records on Japanese Text Presentation System - Design and Implementation
Assessment of the Most Relevant Learning Object Metadata - Relieving the Learner-User from Information Overload
Updateable Educational Applications based on Compressed XML Documents
The Role of Accessibility and Equality in Open Leadership and Management
Polemics about Computational Thinking: Digital Competence in Digital Zeitgeist - Continued Search for Answers
Understanding the Challenges of Introducing Self-driven Blended Learning in a Restrictive Ecosystem - Step 1 for Change Management: Understanding Student Motivation
SAPHIR: A Pluricultural Authoring Tool to Produce Resources in Support of Education for Sustainable Development
Modeling user Progress and Visualizing Feedback - The Case of ProPer
Item Difficulty Analysis of English Vocabulary Questions
Word Clouds as a Learning Analytic Tool for the Cooperative e-Learning Platform NeuroK
RecMoodle - An Educational Recommender System
Virtual Instrumentation Applied to Monitoring a Sensor Platform - Virtual Instrumentation based on Computer Supported Education
Identification and Formalization of LMS Instructional Design Languages: Moodle Case Study
Development of Diagnostic Skills in Dentistry Students using Gamified Virtual Patients
An Open Learning Environment based on Generic Course
An Evaluation Framework for m-Learning
Interactive Lessons for Tablet-based Teaching - A Proposal for an Open Data Format
Technology-Enhanced Informal Learning: Bringing Advanced Learning Technologies into Museums and Out-of-School Settings
Web Tools for Chemical Engineering Education Coupling Fundamentals with Process Design - The Distillation Case Study
Gamification of an Exercise Tool of a Virtual Learning Environment
Tinkering in Informatics as Teaching Method
Assessment Model for Improving Educational Curriculum Materials based on the DANP Technique with Grey Relational Analysis
On-line Meetings for Educating the Minds of Future Safety Engineers during the COVID Pandemic: An Experience Report
Script-description Pair Extraction from Text Documents of English as Second Language Podcast
Cybersecurity Early Education: A Review of Current Cybersecurity Education for Young Children
Learner Models: A Systematic Literature Research in Norms and Standards
The Role of Children's Emotions during Design-based Learning Activity - A Case Study at a Dutch High School
An Intelligent Tutoring System for Procedural Training with Natural Language Interaction
Evaluating a "Flipped Classroom" Experiment
GamES MOOC - Conceptual Ideas and First Steps Towards Implementation of a MOOC for Children
Artificial Life Contest - A Tool for Informal Teaching of Artificial Intelligence
How to Apply Problem-Based Learning in a Managed Way? A Case in Computing Education
Textbook Gamification - Transforming Exercises into Playful Quests by using Webble Technology
Supporting Educators to Design Collaborative Learning Scenarios
Towards a Functional and Technical Architecture for e-Exams
Ubiquitous Classroom Enhanced by a Cloud-based Server
Digital Game-based Learning in Primary School: What Issues Does/Does Not Recent Research Focus on?
Do Your Students Really Need that $200 Ebook? Predatory Publishers and Ethical Questions
A (Technologically Enhanced) Sound Education: Implementation, Experimentation and Analysis of Raymond Murray Schafer's Exercises
Analysing the Use of Worked Examples and Tutored and Untutored Problem-Solving in a Dispositional Learning Analytics Context
An Online Collaborative Biology Simulation Used by Ukrainian Students During the 2022 Russian Invasion
Students' Perceptions of Paper-Based vs. Computer-Based Testing in an Introductory Programming Course
The Virtual Classroom - A Pilot Case in Inquiry Based Learning
Ear Training Applications in Music Education: Exploring Utilization, Effectiveness, and Adoption Factors in France
Smart ePortfolio System - Experimental Prototype Testing in Living Lab and Further Artificial Intelligence Implementation Design within ePortfolio System
REENACT: Learning about Historical Battles and Wars through Augmented Reality and Role Playing - An EXPERIMEDIA Experiment
A STEM Virtual Lab to Improve Girls' Attitude Towards Technology
Online Shared Editing for Introductory Programming Courses
Design Guidelines for Technology-Enhanced Learning via Mobile Devices in a Tertiary Education Context in South Africa
A Method for Generating Testlets
Integrated Manufactuing Laboratory and Software Tools Applied to an Industrial Engineering Undergraduate Course
An Approach to Developing Electronic Textbook for Chemical Experiment - Taking Walden's Inversion as an Example
Higher Education Academic Staff: Professional Identity and Sense of Community as the Key to Enhancing Teaching Quality - The Culture of Sharing Educational Resources in the Catalan University System
Designing eLearning Models - The Agora Framework
Analysing Learner Strategies in Programming Using Clickstream Data
GenAI as a Tool for Content Generation in Hypermedia Edutainment Applications: Potential and Limitations
Stacking Classifiers for Early Detection of Students at Risk
"Artificial Communication" - Can Computer Generated Speech Improve Communication of Autistic Children?
Desktop to Laptop to Cloud - Challenges for Teaching and for Administration
Bridges and Problem Solving - Swedish Engineering Students Conceptions of Engineering in 2007
Design of Proactive Scenarios and Rules for Enhanced e-Learning
Technology-based Interdisciplinary Approaches to Accelerated Learning of Mathematics
Measuring the Velocity of Elementary Particles - Fundamental Physics in Schools by Remote Learning
A Perspective on a New Digital Art Game: The Approach of Research and Knowledge Transfer
The Effect of Online Discussions on Student's Cognitive and Metacognitive Development