yusuke1997/dblp-id-title huggingface dataset:
Experiential Learning Through Controlling and Monitoring a Real-Time 3D House Using LabVIEW in a Virtual Laboratory
Using Immersive Virtual Reality to Explore the Learning Performance and Cognitive Load of Students in STEAM Electronic Circuits Learning
Familiarization Strategies to Facilitate Mobile-Assisted Language Learning in Unfamiliar Learning Environments: A Study of Strategies Development and Their Validation
Empowering Learner-Centered Instruction: Integrating ChatGPT Python API and Tinker Learning for Enhanced Creativity and Problem-Solving Skills
Digital Application Literacy
Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan
Research on the Implementation Status and Learning Satisfaction of Off-campus Internship Courses in the Department of Mechanical Engineering of the University of Technology
The Validation of Constructivist Web-Based Learning Environment Model to Enhance Creativity Thinking for Undergraduate Student with Integration of Pedagogy and Neuroscience
Where Are the Students? A Study of Norwegian Technology Students' Perceptions of Emerging Trends in Higher Education
Designing Social Robots for Learning: HRI Participatory Design Workshop
The Design and Development of the Mobile Based Learning Environment to Enhance Computational Problem Solving in Programming for High School Students
Integrating a Chatbot and the Concepts of Grit and Growth Mindset into a Mobile Game-Based Learning System
Exploring the Interplay Between Students' Co-regulated Behaviors and Their Collective Decision-Making Abilities on a SSI Context
An Extensive Reading System Built on the Basis of Comprehensible Input Principles - A Key to Rescuing the Lower-Level EFL University Students' Vocabulary Ability
Effect of Facebook Use on Social Comparison Perceptions
Exploring the Factors Affecting Student's Online Assessing Peers' Ability - Continuance Intention as the Mediator
Increasing Students' Interest and Learning Achievement Using Cooperative Learning (Students Team Achievement Division) Through Edmodo
Play My Math: Second Development Cycle of an EdTech Tool Supporting the Teaching and Learning of Fractions Through Music in Algebraic Notation
Impact of the IRS Idiom Teaching on Elementary Students' Learning Achievement and Motivation
Exploring the Impact of Digital Building Blocks on Spatial Self-efficacy in Adults of Different Genders
Innovative Technologies and Learning in a Massive Open Online Course
Effects of an Augmented Reality University Drug Prevention Board Game on University Students' Gaming Anxiety and Flow Experience
Enhancing Medical Students' Higher-Order Thinking Skills: A Brain-Based Learning Approach Integrated with Educational Technology
Effective Utilization of the Constructivist Web-Based Learning Environment Model to Enhance Human Learning Efficiency Based on Brain-Based Learning
A Pilot Study on Maker Spirit-PBL Innovation and Entrepreneurship Course Design and Effect Evaluation
Using Design Patterns to Teach Conceptual Entity Relationship (ER) Data Modelling
Improve University Humanities Students' Problem-Solving Ability Through Computational Thinking Training
Designing STEM Learning Activity Based on Virtual Reality
Research on Collaborative Filtering Recommendation of Learning Resource Based on Knowledge Association
Experiences Using Three App Prototyping Tools with Different Levels of Fidelity from a Product Design Student's Perspective
Investigation of Multiple Recognitions Used for EFL Writing in Authentic Contexts
Sharing the World and Sharing the Word. Using Technology for Pre-service Teachers' International Collaboration
Development of a Strategy for Digital Innovation - An Analysis of a Collaborative Project on Education and Practice
Using Constructivist Instructional Design for Flipped Classroom to Enhancing Cognitive Learning Performance
Innovative Technologies and Learning - Third International Conference, ICITL 2020, Porto, Portugal, November 23-25, 2020, Proceedings
Using Educational Websites and Platforms in Russia: Cognitive Needs of Children and Problems of Teachers
Enhancing Learners' Creative Thinking in the Massive Open Online Course (Moocs) Learning Environment Model for Higher Education
Development of Constructivist Web-Based Learning Environment Model to Enhance Critical Thinking: Integration Between Pedagogy and Neuroscience Topic on Substance for Primary Students
Model of Technology Enhanced Affective Learning
The Development of Simulation Web-Based Learning Environment to Enhance Ill-Structured Problem Solving for Engineering Students
Exploring the Integration of Phenomenon-Based Learning Approach in Programming and Critical Thinking Intent
A Board Game Designing of Serious Mini Game in Complementary Colors
Educational Technology in Resource-Constrained Environments: A Nigerian Case Study
A Generative AI-Supported Flipped Classroom Model for Personalized Skill Training in Engineering Woodworking Education
Insights into Precision Education Through Multimodal Learning Analytics in STEM Education
Amending Dynamic Capability Theory for Information Systems Research on the Reskilling of Coal Miners in an AI-Driven Era
Screencasting as an Assessment Tool in Online Research and Comprehension
Developing an Immersive Virtual Reality-Assisted Learning System to Support Scanning Electron Microscopy Learning Activities
Enhancing Students' Higher Order Thinking Skills with Problem-Based Learning in a Regression Analysis Course
Teachers' Satisfaction Toward the Learning Ecosystem to Enhance Coding & AI Skill with Code Combat Platform and Educational AI Innovation for Youth
Innovative Technologies and Learning - First International Conference, ICITL 2018, Portoroz, Slovenia, August 27-30, 2018, Proceedings
Using the Diffusion of Innovation Theory to Explain Foundation Phase Teachers' Perceptions of Online Zoom Classes During a Pandemic - A Case of a South African Private School
ETAR: An English Teaching Assistant Robot and Its Effects on College Freshmen's In-Class Learning Motivation
How Engineering Design Ability Improve via Project-Based Truss Tower STEM Course?
Multidisciplinary Learning Material and Effect in a Technological University - A Case Study of Technology and Life Application in General Education
Cultivating Critical Thinking: A Competitive, Web-Enhanced Gaming Experience
Developing a Game-Based Speech Recognition System to Facilitate Oral Training Performance for Hearing Loss Children
Conceptualizing Factors that Influence South African Students' Intention to Choose Mobile Devices as Tools for Learning
The Impact of Generated AI-Supported Learning on Elementary Students' Writing Skills
Needs Analyses and Initial Design of the Handheld Chinese Reading System for Classic Literature
Design and Development of Interactive Learning Environment Model to Enhance the Creative Problem Solving Thinking for Computer Education Students
Teaching Propositional and Syllogistic Logic Using E-learning Tools
The Study of Learner Context for the Development of Constructivist Learning Environment Model Combined with Mixed Reality Flipped Classroom to Enhance Creative Thinking in Product Design for the High School Students
Students' Attitude Toward Learning and Practicing English in a VR Environment
Enhancing Social Adaptation in Young Learners Through a 2-Year Multimedia Program on Social-Emotional Learning
Roaming Jingliao - The AR Based Learning Assistance for Design Cultural Creation Education
AI Tools for English Proficiency Test Preparation: A Research Review
Designing and Implementing a Robot in a Digital Theater for Audience Involved Drama-Based Learning
Play My Math: Design and Implementation of a Fraction Generator Tool Within a Mathematical Musician Digital Learning Platform
Attitude Toward Online Peer-Assessment Activity: Experiential Learning Theory Viewpoint
Application for Digital Affective Learning to Improve the Emotion Regulation of Children with Emotional Handicap
Model-Based STEM Technical and Vocational Education Explores Student's Entrepreneurial Scientific Thinking Abilities: Taking Beverage Preparation as an Example
A Semi-systematic Literature Review of Holoportation in Education: The Potential of Immersive Technology
FLINK: An Educator's Tool for Linking Inaccurate Student Records
Sequence Analysis as a Tool for Visualizing Students' Patterns of Taking Tests in Interactive E-Book Environment
Effects of E-recruitment Interface Attributes on the Attractiveness of Taiwanese Job Seekers
Building an Online Learning Question Map Through Mining Discussion Content
A Designing Framework for Flipped Classroom Learning Environment Model Combined with Augmented Reality to Enhance Creative Thinking in Product Design for High School Students
Combining EEG Feedback on Student Performance and Self-efficacy
Evaluation of the Effectiveness of Integrating Virtual Reality with Goal-Based Scenario Learning Theory in Tree Risk Assessment
Designing Framework of Constructivist Web-Based Learning Environments Model to Enhance Scientific Thinking for Secondary Students
Resource Designing Framework of Constructivist Web-Based Learning Environment to Enhance the Problem-Solving for Robot Programming in Secondary Grade 3
Integrating Social Media into Problem-Based Learning to Improve Students' Learning Performance
Enhancing Student Engagement: One Game at a Time
Framework for Knowledge Asset Management in Community Projects in Higher Education Institutions
The Impact of Hands-on Activities Integrating Design Thinking on the Creative Self-efficacy and Learning Performance of Junior High School Students: A Case of Producing Solar Battery Charger
The Implication of Project-Based Learning with CDIO, and Team Teaching on Business-Management Course
Assistive Technologies for Students with Dyslexia: A Systematic Literature Review
Teaching AI Textual Interpretation: A Catalyst for Enhanced Literary Skills
ChatGPT-Assisted Escape Room: Preservice Teacher Preparation for Generative Artificial Intelligence Enhanced Instructional Design
Mobile Applications for English Learning Performance Upgrade
Enhancing English Writing Skills through Rubric-Referenced Peer Feedback and Computational Thinking: A Pilot Study
Scenario-Based Learning Exemplification with a Dynamic Video Retrieving Tool for the Second Language Teaching
Analysis of Fake News and the Level of Cognitive Perception of Undergraduate Students in the University in Thailand
Big Data Analysis in Drug Offense Crime to Advice Education Training Course in Police Academy
A Teacher's Reflection of a PBL-Based Curriculum
Effects of AI Scaffolding on ZPD in MOOC Instructional RPGs
Design of Reciprocal Teaching-Collaborative Learning Approach in Enhancing Students' Reading Comprehension Skill
Innovative Technologies and Learning - Second International Conference, ICITL 2019, Tromsø, Norway, December 2-5, 2019, Proceedings
A Study of Problem Solving Using Blocks Vehicle in a STEAM Course for Lower Elementary Levels
Academics' Perspectives on the Strengths and Limitations of Blackboard Ally
Foreseen More than a Century─Grand Vision Regarding Science and Technology from the Dream of Red Chamber
Board Game and Family Involvement Motivate Target Language Learning
The Relationship Between Research Productivity and Teaching Effectiveness
An Integrated Conceptual Framework to Assess Small and Rural Municipalities' Readiness for Smart City Implementation: A Systematic Literature Review
Synthesis of Theoretical Framework of Constructivist Creative Thinking Massive Open Online Courses (MOOCs) for Higher Education
The Development of Constructivist Web-based Learning Environments Model to Enhance Critical Reading and Reading Literacy
Developing an AR Tutoring System to Support Maker Education
Reducing Language Speaking Anxiety Among Adult EFL Learners with Interactive Holographic Learning Support System
Augmented Reality to Promote Understanding and Cognizing in Learning of Engineering Drawing
Student Performance Evaluation Based on Online Discussion
Cultivating Sustainable Self-regulated Learning Strategies in Digital Learning Courses
Survey Results of Learner Context in the Development of Constructivist Learning Environment Model to Enhance Creative Thinking with Massive Open Online Course (MOOCS) for Higher Education
Systematic Literature Review of the Use of Virtual Reality in the Inclusion of Children with Autism Spectrum Disorders (ASD)
Development of Online Learning to Enhancing Computational Thinking for High School Students
AI-Driven Constructivist Framework in Child Welfare and Social Work Education
Enhancing Engagement and Motivation in English Writing Through AI: The Impact of ChatGPT-Supported Collaborative Learning
Concept Development of Personified Digital Prosthesis Teaching Model-Fused Application of Acupoint-Located Method by Anatomical Landmark and 3D Composition Method
The Design and Development of Constructivist Web-Based Learning Environment Framework to Enhance Digital Literacy for Higher Education
A Comparative Study on Ethics Guidelines for Artificial Intelligence Across Nations
Moving a Project-Based Information Systems Development (ISD) Capstone Module Online: Lessons Learnt
Integrating Generative Artificial Intelligence with Self-explanations Scaffolding to Enhance Students' Problem-Solving Skills and Learning Performance
Enhancing ChatGPT in POE Inquiry Learning for STEM Education to Improve Critical Thinking Skills
Integration of LUPDA Theory and STEAM with Computational Thinking Concepts to Develop Assessment Principles for an AI Based STEAM Activity
Building a Simulated Test Activity to Facilitate Online Assessment of IoT Security: A Case Study of IP Camera
Effects of Computational Thinking and Collaborative Project-Based Learning on Student Attitudes Toward Learning: A Design and Implementation Study
Reviewing the Changes in Core Competencies for Undergraduates in Technological Universities
Development of Web-Based Learning Environment to Promote Problem Solving on Problem Solving in Computational Science for Secondary School
Perusall's Machine Learning Towards Self-regulated Learning
A Study on the Effectiveness of Integrating Innovative Learning Strategies into Computational Thinking in Programming Learning for Non-CS Major Students
Diffusion of Innovative Digital Work Practices
Web Scraping and Its Use for Teaching in Course Information Systems in Tourism
Effect of Game Elements on Game-Based Learning for Computer Programming Using Task-Technology Fit
Improving Programming Education Quality with Automatic Grading System
Building a Chinese Facial Expression Database for Automatically Detecting Academic Emotions to Support Instruction in Blended and Digital Learning Environments
The Impact of Virtual Art Exhibitions on Achievement Motivation and Technology Acceptance: A Case Study of Upper-Grade Elementary Students in Rural Areas
Improving the Skills Training by Mixed Reality Simulation Learning - A Pilot Case Study of Nasogastric Tube Care
Encouraging Active Learning for System Engineering Students Using Role-Exchanging Activities
A System to Support the Learning of English Collocations via Video Materials: A Preliminary Study
The Online Learning Resources Definition and Students' Use in Higher Education Across Disciplines
Conceptualising a Dynamic Technology Practice in Education Using Argyris and Schön's Theory of Action
The Performance of the Students Using GAI-Supported Learning Evaluation and Reflection Based on Bloom's Taxonomy in Self-Regulated Learning
Influence of Red and Blue Virtual Environments During a Listening Evaluation: A Preliminary Study of Academic Performance and Subjective Self-Perception
Personnel Learning Behavior in the Workplace: A Study of Workplace Habits
The Effectiveness of Health Communication for Implement Multimedia E-Book into Large and Small Groups
Transparent Player Model: Adaptive Visualization of Learner Model in Educational Games
Using STEAM-6E Model in AR/VR Maker Education Teaching Activities to Improve High School Students' Learning Motivation and Learning Activity Satisfaction
METMRS: A Modular Multi-Robot System for English Class
The Investigation on Creative Thinking into Projected-Base Programming Course for College Students
Two-Stage Predictive Modeling for Identifying At-Risk Students
eModeration: The Validation of a User Experience Evaluation Framework
Artificial Intelligence Literacy to Enhance Teacher Critical Thinking
Outcomes of Problem-Solving Using Constructivist Learning Environment to Enhance Learners' Problem Solving
A LUPDA Assessment Model for Activities in STEAM Education
Enhancing the Development of Higher Order Thinking in Beginners Through Creative Guided GPT
Visual Attention Analysis During Program Debugging Using Virtual Reality Eye Tracker
Design Science Research in Information Systems as Educational Technology in Teaching and Learning Environments: A Systematic Literature Review
Augmented Reality Applied to Smartphones and Wearable Devices - Virtual Furniture Simulation System
Educational Transformation - A Failed Prediction? A Decennial Cross-Sectional Study Within Norwegian Teacher Education
From Technology Acceptance to Teaching Practice: Exploring Pre-service Teachers' User Typologies and Training Needs in ChatGPT Adoption
Exploring the Correlation Between Attention and Cognitive Load of Students When Attending Different Classes
Computational Thinking and Creative Programming Activities Enhance the Information Literacy of Freshmen
Theoretical and Designing Framework of Constructivist Web-Based Learning Environment Model to Problem Solving
Discussion on the Teaching and Learning Innovation of Higher-Order Thinking
Combining Deep Learning and Computer Vision Techniques for Automatic Analysis of the Learning Process in STEM Education
The Use of E-learning Tools in a Basic Logic Course During the COVID-19 Lockdown
The Framework of Development of Constructivist Learning Environment Model to Changing Misconceptions in Science for High School Students
Exploring the Impact of Artificial Intelligence Learning Platforms on Interest in and Attitudes Toward Learning
Challenges and Opportunities of Education in the COVID-19 Pandemic: Teacher Perception on Applying AI Chatbot for Online Language Learning
Applying Computational Thinking and Formative Assessment to Enhance the Learning Performance of Students in Virtual Programming Language
Evolution of Lean Startup over the Years - A Bibliometric Analysis
Exploring the Development of a Teaching Model Based on the TPACK Framework
Knowing What, Knowing How, or Knowing Where? How Technology Challenges Concepts of Knowledge
Regarding the Virtual Reality Environment Design and Evaluation Based on STEAM Learning
Construction of Artificial Intelligence Mechanical Laboratory with Engineering Education Based on CDIO Teaching Strategies
Designing an AR E-Book to Support STEAM Education
The Designing Framework of Constructivist Learning Environment Model to Enhance Information Processing and Reduce Cognitive Load for Students' Primary Grade 5
Experiences with a Pragmatic Student Attendance Management Scheme
Impact of Speech-Enabled Language Translation Application on Perceived Learning Emotions in Lectures in English as a Medium of Instruction
Enhancing Learning Through Summarization Using a Fine-Tuned T5 Model
Enhancing Higher-Order Thinking and Hands-On Performance in VR Learning Environments Through CTML-Based Feedback Design
Multimodal Learning Recommendation - Using Adaptive Neuron-Fuzzy Inference System for Microlearning
Digitalization of a Systematic Literature Review Process - Lean Startup and Data Analytics Solution for Scholars
GAI-Assisted Personal Discussion Process Analysis
Cultivating Data Analyst Skills and Mindfulness in Higher Education
Lesson Plan Designing in the Digital Age: A Multimodal Approach with ChatGPT
Bridging STEM Education and Ubiquitous Learning: A Case Study on Developing a LINE Chatbot with Google's Gemini for Virtual Peer Collaboration
Design and Development of Constructivist Web-Based Learning Environment with Augmented Reality to Enhance Critical Reading for First-Year Information Technology Students of Two-Year College in Cambodia
Exploring the Relationships Between EFL Learners' Usage of Technology and Their Approaches to Learning English
Exploring Virtual Collaboration Platforms for Product Design Courses: A Preliminary Evaluation Study
AutoThinking: An Adaptive Computational Thinking Game
A Systematic Literature Review of Qualitative Gamification Studies in Higher Education
The Effects of Virtual Learning Environment on High School Students' English Learning Performance and Attitude
An Intelligent Learning Resource Retrieval System Based on Semantic Understanding and Difficulty Prediction
A Study of Students' Context-Aware to Be Used as a Basis for Designing and Developing a Model of Mobile-Based Learning Environment to Enhance Computational Problem Solving in Programming for the High School Students
User-Centered Design of Mobile Application Model for Academic Library Services
Embodied Learning - Are We Losing It?
Can We Change Two-Semester Academic year to Trimester Semester System? ~ meeting Competitive World with Effective Educational Policy Upgrade ~
Investigating the Impact of Integrating Prompting Strategies in ChatGPT on Students Learning Achievement and Cognitive Load
Tablet-Based Design Fluency Test: Taiwan Normative Data and Reliability and Validity Study
Exploring the Usability of Web-Based Java Compiler as a Learning Tool
Big Data in the Innovation Process - A Bibliometric Analysis
Students Learning Performance and Engagement in a Visual Programming Environment
The Effect of STEAM Course Applied to Science Education on Learners' Self-efficacy
A Study of Virtual Skills Training on Students' Perceptions of Sense of Ownership and Sense of Agency
Human Connectedness to Nature: Comparison of Natural vs. Virtual Experiences
Development of a VR STEAM Welding Project Course
The Development of Constructivist Web-Based Learning Environments to Enhance Learner's Information Processing and Reduce Cognitive Load
Teaching Ubuntu Information Systems Ethics Using Bloom's Taxonomy
Empowering Visual Programming and Motor Board Instruction in STEAM Education: Integrating Computational Thinking and Scaffolding Learning for Improving Learning Performance and Engagement of Students
Engineering Design Thinking in LEGO Robot Projects: An Experimental Study
The Effect of Integrating Task Scaffolding into MakeCode Arcade with WiFiBoy on Students' Learning Motivation, Cooperative Tendency, and Altruistic Behaviors in Programming Learning
Oral Practice Language Learning Companion Implementation on Voice Assistant Platform
Teachers' Strategies in Digital and Flexible Online Studies
The Influence of Emotion in STEM Activity Based on Virtual Reality Learning Environment
Enhancing Language Learning Through AI-Driven Feedback and Collaborative Virtual Reality
AHP4Edu: An AHP-Based Assessment Model for Learning Effectiveness of Education
YouTuber's Video as Cross-Cultural Learning Resource for Chinese-as-Foreign-Language Learners - Perspective of Big 'C' and Small 'c' Culture
Students' Perceptions of Study Efficacy, Effectiveness, and Efficiency: Effects of Voice Assistant Use
Facilitating 3D Geometry Learning with Augmented Reality in Authentic Contexts
Virtual Game on Everyday Statistics
A Model of a Cooperative Learning Technique in a Flipped International Marketing Management Classroom
Exploration of Learning Effectiveness and Cognitive Load on Interactive and Non-interactive E-book Introducing into Nursing Education
CD-ROM in Chinese Character Education: Streamlining Material Complication with Multi-level Features
The Framework for Development of the Constructivist Learning Environment Model to Enhance Ill-Structured Problem Solving in Industrial Automation System Supporting by Metacognition
Bilingual Instruction Model for a STEAM Course: A Preliminary Study
Does the PBL Teaching Strategy Suit Higher Education Students with Disabilities? Exploring Financial Literacy Education: Based on PjBL and PmBL
The Impact of Applying Virtual Reality Technology to Spatial Ability Learning in Elementary School Students
Analytical Skills in Statistical Applications Based on End-of-Term Students' Self-evaluations
Behavior Data Analysis for Physical Exercise Through Sports Bracelets