yusuke1997/dblp-id-title huggingface dataset:
Instructor Support in Collaborative Multiplayer Serious Games for Learning - Game Mastering in the Serious Game 'Woodment'
The Time Factor in MOOCS - Time-on-Task, Interaction Temporal Patterns, and Time Perspectives in a MOOC
How Jazz Rocks Teaching Iterative Software Development - Utilizing IBM Rational Team Concert at the University of Ostrava
PANDA - A Platform for Open Learning Analytics
Piloting the eBig3 - A Triple-screen e-Learning Approach
Interactive Math Explorations Using the Game-Based Application MatematiX
Learners' Cultures in the Context of Education
Teachers Facing Psychosocial Risks: Adaptation of a French Context Questionnaire to Egypt
A Computer-based Approach to Teach Tonal Harmony to Young Students
Activities and Trends Analytics in a Widget based PLE using Semantic Technologies
Towards the Use of Augmented Reality for Physics Education
Keeping the Ball Rolling: Teaching Strategies using Wikipedia - An Argument in Favor of its Use in Computer Science Courses
Computational Thinking: A Tool to Motivate Understanding in Elementary School Teachers
Using a Learning Management System in the Course of English for University Students
Tangible or Digital? A Comparison Between Two Tools for Designing Asymmetric Role-Playing Games for Learning
RouteQuizer - A Geocaching System for Educational Purposes
Webfolio: Secure Digital Portfolio for Early Childhood Education
Improving Course Success Prediction using ABET Course Outcomes and Grades
Peer Tutoring Orchestration - Streamlined Technology-driven Orchestration for Peer Tutoring
T-Shaped Competencies in Academic and IT Service Synergies
Precise Understandig of Reading Activities - Sight, Aural and Page Turning
Proof Granularity as an Empirical Problem?
CSEDU 2015 - Proceedings of the 7th International Conference on Computer Supported Education, Volume 1, Lisbon, Portugal, 23-25 May, 2015
A "Partially Virtual" Microcontroller Laboratory
AquaGuardians - A Tutorial-based Education Game for Population Engagement in Water Management
An Approach to Teach Mechanical Engineering in Order to Avoid Curriculum Fragmentation Among Technical and Management Classes
A Teaching Schema for Multi-core Programming
Efficient Computing of the Bellman Equation in a POMDP-based Intelligent Tutoring System
Gamebrics: Integrating Analytical Rubrics into Serious Games to Teach Analytical Skills
A Collaborative Game for Learning Algorithms
Development and Practical Application of a Relationship Diagram-creation Tool Centering on Automatic Creation Functionality
MoodleStories: Improving Learner Motivation Through Interactive Visual Stories
The LARES Mission: An Opportunity to Teach General Relativity - Frame Dragging and Lense-Thirring Effect
A Game-based Learning App for Primary School Children with German as a Second Language
Experimentation Comparison in Virtual and Practical Operation - Take Hydraulics Learning for Example
Practical Software Engineering Capstone Course - Framework for Large, Open-Ended Projects to Graduate Student Teams
Proceedings of the 15th International Conference on Computer Supported Education, CSEDU 2023, Prague, Czech Republic, April 21-23, 2023, Volume 2
Digging into Game Design for Older Adults - Collaborative User-Centered Game Design with Postsecondary Students
Towards a Self-Regulated Learning in a Lifelong Learning Perspective
Face the Music: Summarizing Unscripted Music Practice from Audio
A Web-based Support System for Providing Effective Monitoring, Feedback and Evaluation in Project Management Education
Adaptivity in Moodle beyond the Limits of Adaptivity in Moodle
Perceived Quality of Service and Content-based Bandwidth Management in e/m-Learning Smart Environments for the Cultural Heritage
The Impact of COVID-19 on Authoring Open Data Workshop Settings in High School
Collaborative Strategy for Software Engineering Courses at a South American University
Towards Deep Learning in the University through Collaborative Instructional Design based on Learning Outcomes and Threshold Concepts
Building a Formative Assessment System That is Easy to Adopt Yet Supports Long-term Improvement: A Review of the Literature and Design Recommendations
The Impact of Racial Congruence Between Instructor and Learner on Memorization Outcomes in a Virtual Reality Environment
Opportunities and Challenges of AI to Support Student Assessment in Computing Education: A Systematic Literature Review
Technology Adoption for Statistics Teaching: An Approach to Enhance Learning Lessons Learned from Building an Investigative Environment
GIS Day Activities and the ConTIG Project - Using Geographical Information Technologies in Middle and High School
Comprehension Support of SQL Statement using Double-tree Structure
Say No to Free Riding: Student Perspective on Mechanisms to Reduce Social Loafing in Group Projects
Generating SQL-Query-Items Using Knowledge Graphs
Instructional Videos and Others on Youtube - Similarities and Differences in Comments
Weakly Supervised Short Text Classification for Characterising Video Segments
Integrating Various Cloud Computing Services in a Collaborative Geo-referenced Learning Scenario
Barbie Bungee Jumping, Technology and Contextualised Learning of Mathematics
Plug and Play with a QoV Model - A Research Based Learning Approach
A Game-centric Approach to Teaching Artificial Intelligence
Teaching Design Thinking through Gamified Learning
Duck Testing Enhancements for Automated Validation of Student Programmes - How to Automatically Test the Quality of Implementation of Students' Programmes
Teachers' Experiences of the Integration of 21st Century Learning in the Mathematics Classroom - The Bridge21 Model in Action
Continuity of Academic Work through e-Learning during the COVID-19 Lockdown: The Case of Ghana
Student Research Projects in System Design
Enabling Stakeholders to Change: Development of a Change Management Guideline for Flipped Classroom Implementations
Concepts of e-Learning Accessibility Improvement - Codes of New Media Art and User Behavior Study
Investigating Undergraduate Brazilians Students' Performance in STEM Courses
Sharing Life Stories: Design and Evaluation of a Digital Storytelling Workshop for Older Adults
Teaching LLMs Music Theory with In-Context Learning and Chain-of-Thought Prompting: Pedagogical Strategies for Machines
Boosting Engagement and Academic Performance Through Gamification: Leveraging Student Profiles and Game Personas for Enhanced Learning
Towards a 3D Virtual Game for Learning Object-Oriented Programming Fundamentals and C++ Language - Theoretical Considerations and Empirical Results
Developing Design Principles for Computational Thinking Learning Environments: Pathways into Practice with Physical Computing
Performance Indexes for Assessing a Learning Process to Support Computational Thinking with Peer Review
Using Contextualized Narrative Game to Improve Students and Teachers Communication
A Culture of Sharing - A Look at Identity Development through the Creation and Presentation of Digital Media Projects
Three Little Pigs Discovering Materials - A Software for the Sensitization of Primary School Students to Environmental Themes
Industry-oriented Education in eHealth
Prediction Models for Automatic Assessment to Students' Freely-written Comments
An Online Integrated Development Environment for Automated Programming Assessment Systems
Requirements for Author Verification in Electronic Computer Science Exams
Can Playing Massive Multiplayer Online Role Playing Games (MMORPGs) Help Older Adults?
Software Design and Modeling Practices in an Online Software Engineering Course: The Learners' Perspective
Sparse Binary Representation Learning for Knowledge Tracing
Student Autonomy in Online Learning
Scaling Software Experiments to the Thousands
Using Serious Art Games to Promote the Circulation of Ideas Embodied in Contemporary Aesthetics
Breaking the Flow - Examining the Link between Flow and Learning in Computer-Mediated Learning Environments
Real-Time 3D Posture Tracking for Surgeons in Pediatric Minimally Invasive Surgery
Use of Learning Management System (LMS): A Study in a Brazilian and Portuguese Universities
Advancing Educational Analytics Using Machine Learning in Romanian Middle School Data
Master's Degree Program for Applied Informatics in Education Majoring in Instructional Design and Distance Learning
A Progressive Data Warehouse of Institutional Research with Web API and Mashup Visualization
Towards Interactive Lectures in Distance Education
Expressing Adaptations to Take into Account in Generator-based Exercisers: An Exploratory Study about Multiplication Facts
TransLaboration: An Online Collaborative Learning Environment with Socially Shared Regulation Prompts in Translation Classroom
How Artificial Intelligence Is Impacting on the STEM Education of Students with Disabilities: A Five Years Review
Observational Research Social Network - Interaction and Security
Generating Relationship between Design Pattern and Source Code
Evaluating the Learning Process: The "ThimelEdu" Educational Game Case Study
Developing Critical Thinking Skills in Undergraduate Students: A Mapping Study in Computing Education
Identifying Objectives for a Learning Space Management System with Value-focused Thinking
Co-presence in the Real and the Virtual Space: Interactions Through Orientation
MOOCs for Universities and Learners - An Analysis of Motivating Factors
Tablets (iPad) for M-Learning in the Context of Social Constructivism to Institute an Effective Learning Environment
Hidden Markov Models to Capture Sequential Patterns of Valence-Arousal in High- and Low-Performing Collaborative Problem-Solving Groups
Using Self-service Business Intelligence for Learning Decision Making with Business Simulation Games
Computer-assisted Grammar Practice for Oral Communication
A Framework for an Open Education Supply Chain Network
Use of Multi-touch Gestures for Capturing Solution Steps in Arithmetic Word Problems
MusicBlocks: An Innovative Tool for Learning the Foundations of Music
A Tiled Display System for Immersive Education
Intermediaries in eHealth Education
Efficiency of LSA and K-means in Predicting Students' Academic Performance Based on Their Comments Data
A Web-based System to Support Inquiry Learning - Towards Determining How Much Assistance Students Need
An Educational Digital Environment of Contemporary Aesthetics Focused on Slow Gaming
Saving Writing Classes from Extinction: ChatGPT as Part of the Teaching Pedagogy
Spreading Expertise Scores in Overlay Learner Models
Addressing Educational Disparities: Assessing the Gap for Indigenous Community
Towards Linked Data in Physics
Learning Experiences in Programming: The Motivating Effect of a Physical Interface
A Proposal for Assessing Digital Maturity in French Primary Education: Design of Tools and Methods
Information Technologies Supporting Learning
Development, Implementation and Acceptance of an AI-based Tutoring System: A Research-Led Methodology
An Educational Tool based on Semantic Tableaux for Verification and Debugging of Algorithms - Experiences and Results
3D Human Anatomy Learning - Demonstration of 3D Tools used in Teaching: 3D Videos, Podcasts, PDF
Opening TEL Systems for Teachers - A Domain-specific Modeling & Model-driven Engineering Approach
Concept Classification for Study Programs Quality Evaluation
Storyboard Interpretation Technology Used for Value-based STEM Education in Digital Game-based Learning Contexts
An Online Controlled Experiment Design to Support the Transformation of Digital Learning towards Adaptive Learning Platforms
r(e)flect - The Reflective Teaching Material about Energy, Behaviour and Product Development
SRECMATs - An Intelligent Tutoring System to Deliver Online Materials for Student Revision
Field Report on Five Years of eLearning - Observations and Inspirations
Semantic Frames - A Way for Automating the Management of Medicinal Documents
Implementing Learning Models in Virtual Worlds - From Theory to (Virtual) Reality
A Moodle Component for Data Visualization with Applied Learning Analytics for Students
Proposal of a Framework for the Assessment of ICT Literacy and Examining the Structure of High School Students' ICT Literacy: A Case of Turkey
Earth Rotation: An Example to Teach Rigid Body Motion and Environmental Monitoring - A Fallout of the Exploitation of LARES Satellite Data
Fine-grained Detection of Academic Emotions with Spatial Temporal Graph Attention Networks using Facial Landmarks
GILDA - Grid INFN Virtual Laboratory for Dissemination Activities
C-Helper: C Latent-error Static/Heuristic Checker for Novice Programmers
Optimization Analysis for an Uncovered Wagon Transportation with an Interactive Animated Simulation-Based Platform for Multidisciplinary Learning
ASHYI-EDU: Applying Dynamic Adaptive Planning in a Virtual Learning Environment
An Early Evaluation Method for Social Presence in Serious Game
Augmentation of Interactive Science Communication using Sign Language
The Potential of Social Robots in Higher Education
Automatic Evaluation of Students' Discussion Skill Based on their Heart Rate
Improved Learning of Academic Writing - Reducing Complexity by Modeling Academic Texts
Does ChatGPT-Permitted Assessments Help Students Generate Better Answers and Learn More?
MATE-BOOSTER: Design of Tasks for Automatic Formative Assessment to Boost Mathematical Competence
CSEDU 2013 - Proceedings of the 5th International Conference on Computer Supported Education, Aachen, Germany, 6-8 May, 2013
Integrating a Simple Sensor-based Testbed in Signal Processing Courses - A Recipe to Design an Electronic Instrument
XM: A Customised Software Tool to Facilitate Learning and Professional Skills Development in Operating Systems
Enhancing Learning with Gamification: Empowering Students in Web Development Education
Immersive Serious Game-style Virtual Environment for Training in Electrical Live Line Maintenance Activities
Communication Support for the Deaf and Hard of Hearing using Head Mounted Display: Toward Its Use in Museums
STEM in Elementary Teacher Training in Austria
Modelling the Effect of Academic Performance on National Achievement Test (NAT)
Life-size Board Game "Human SUGOROKU" To Teach Children about Vegetation Succession - Application of Human Sensing Technology to Embodied Education
From Big Idea to Prototype: A Challenge-Based Learning Framework for Hackathons in Higher Education
The Ultimate Repository System in the Educational World - Larger Number of Repository Systems Can only Waste Users' Time and Cause Distractions
TMBQ-LT: A Student-Facing Learning Tool to Support Time Management Skills
BiLSTM-Attention-Delta: A Novel Framework for Predicting Dropout in MOOCs Within Big Data Environments
Formal Methods: for All or for Chosen?
At School of Open Data: A Literature Review
A Mobile Serious Game to Foster Music Sight Reading with Different Clefs
Serious Games Scenario Modeling for Non-experts
Should Audio Feedback be used Because it is Easily Available or for Reasons of Pedagogy?
On Possibility of Automatic Generation of Data Files and their Use in Tasks of Descriptive Statistics
Enhancing Web Development Education in Higher Education: A Comparison of Traditional and Flipped Classroom Models
Teacher in the Loop: Customizing Educational Games Using Natural Language
Relationship Between Eye-Tracking Metrics and Cognitive Load in Mixed Reality
Montessori Method Adaptation for Teaching of Subjects of Graduate and Post-graduate Programmes
A Systematic Literature Review of Adaptive Collaborative Systems Based on Dashboards
Computer Science Attitude as a Descriptor to Understand Inclusion in Non-Conventional Learning Experiences
Bringing Science and Engineering to the Classroom using Mobile Computing and Modern Cyberinfrastructure
PyResolveMetrics: A Standards-Compliant and Efficient Approach to Entity Resolution Metrics
Identifying Gaps in Use of and Research on Adaptive Learning Systems
Layout for Learning - Designing an Interface for Students Learning to Program
eGrader - The Programming Solutions' Grader in Introductory Java Courses
Towards Personalized Content in Massive Open Online Courses
Computer-aided Self-assessment and Independent Learning in Higher Education
An Intervention with Technology for Parental Involvement in Kindergarten: Use of Design-based Research Methodology
Using Student-created Instructional Videos in CS Upper-level Courses: A Successful Strategy in a Functional Programming Course
Dynamical Creation of Policy Trees for a POMDP-based Intelligent Tutoring System
Prompting an LLM Chatbot to Role Play Conversational Situations for Language Practice
An Investigation of the Impact of a Social Constructivist Teaching Approach, based on Trigger Questions, Through Measures of Mental Workload and Efficiency
A Gestural Interface for Orchestral Conducting Education
Information Extraction for Supporting a Learner's Efforts to Recognize What the Learner did not Understand
An Approach Based on Learning by Teaching to Support the Vertical Alignment of the Educational Robotics Curriculum
The Impact of Rubric-Based Peer Assessment on Feedback Quality in Blended MOOCs
On the Use of Classroom Response Systems as an Integral Part of the Classroom
An Educational Game for Teaching Search Algorithms
Promoting Active Participation in Large Programming Classes
Teaching PLC Program Organisation: How to Transfer PLC Best Practice Experience from Industry Experts to University Students
An Architecture to Enhance a Reference Management System with Recommendations from Open Linked Data
Educational Application Design Process Experiences - Case Perioperative Nursing
A Decision Game for Informal Learning
An Analysis of Courses Evaluation Through Clustering
CSEDU 2012 - Proceedings of the 4th International Conference on Computer Supported Education, Volume 1, Porto, Portugal, 16-18 April, 2012
Mathport - Web Application to Support Enhancement in Elementary Mathematics Pedagogy
An Intelligent Learning Support System
Computer Supported CABLE: Collaborative Argumentation-Based Learning
Improving the Usability of Manga-on-a-Tablet for Collaborative Learning
A Framework for Curriculum Management - The Use of Outcome-based Approach in Practice
Fairness of In-session Dropout Prediction
Multimedia Platform Development for Parental Involvement in Learning of Children Attending Kindergarten - Iterative Cicles of Development
User-Centered Design: An Effective Approach for Creating Online Educational Games for Seniors
Recommendation of Learning Resources based on Social Relations
ReadAct - Alternate Reality, Serious Games for Reading-Acting to Engage Population and Schools on Social Challenges
Supporting the Development of Complete Engineers
Source Code based Approaches to Automate Marking in Programming Assignments
Arithmetic, Logic, Syntax and MathCheck
The Preservation of Heritage in a School Campus with Augmented Reality (AR) and Game-Based Learning
An Infrastructure for Mechanised Grading
An Evaluation of the Reliability, Validity and Sensitivity of Three Human Mental Workload Measures Under Different Instructional Conditions in Third-Level Education
Exploratory Game Play to Support Language Learning: Dinner Talk
Versatile Tool for Competence Management - An e-Portfolio Management System for Higher Education in Applied Sciences
Improving Learner Experience, Motivation and Knowledge Gain When Using Mulsemedia-Based Technology Enhanced Learning
Integration of Virtual Reality with Intelligent Tutoring for High Fidelity Air Traffic Control Training
Systematization of Competence Assessment in Higher Education: Methods and Instruments
A System for Generating Pedagogical Scenarios for Serious Games
Towards Building Pedagogical Agents based on Experiments - A Preliminary Result
Codeschool in a Box: A Low-Barrier Approach to Packaging Programming Curricula
Intuitive Reasoning in Formalized Mathematics with Elfe
Large Language Models (GPT) Struggle to Answer Multiple-Choice Questions About Code
Do Rules Still Rule? Comprehensive Evaluation of a Rule-Based Question Generation System
SPELLINGUAL: A Gamified Approach to Enhance Multilingual Spelling Skills
AlgoPoint as an Original Didactic Tool for Introductory Programming Using Flowcharts
Raising Awareness of Students' Self-Directed Learning Readiness (SDLR)
Multi-Lang Question Answering Framework for Decision Support in Educational Institutes
Insightful Mental Health Tool for Students
Phased Classroom Instruction: A Case Study on Teaching Programming Languages
Supporting the Identfication of Teachers' Intention through Indicators
Constructing Strategies for Programming
Challenges with Teaching and Learning Theoretical Query Languages
Personalized Curiosity Engine (Pique): A Curiosity Inspiring Cognitive System for Student Directed Learning
Knowledge Acquisition Data Visualization in eLearning Delivery
Introducing Accessibility for Blind Users to Sighted Computer Science Students - The Aesthetics of Tools, Pursuits, and Characters
Virtual Biology Exercise for the Active Learning of Mendelian Genetics and Development of Key Competences
Adaptive Assessment based on Learning Styles and Student Knowledge Level
CSEDU 2014 - Proceedings of the 6th International Conference on Computer Supported Education, Volume 2, Barcelona, Spain, 1-3 April, 2014
Pre-service Teacher ICT Tool-kit - The Role of the Setting
Evaluating the Effectiveness of Three Different Course Delivery Methods in Online and Distance Education
A Mobile Web Game Approach for Improving Dysgraphia
Feasibility of NLP Metrics in Automatic Paraphrase Evaluation for EFL Learners
iReflect: Enhancing Reflective Learning with LLMs: A Study on Automated Feedback in Project Based Courses
The Role of Learning Styles in Intelligent Tutoring Systems
Image Capture for Concrete Programming - Building Schemata for Problem Solving
The Use of Computer Games in Training Spatial Reasoning
Collaborative Educational Geoanalytics Applied to Large Statistics Temporal Data
Method for Joining Information and Adapting Content from Gamified Systems and Serious Games in Organizations
Interactive Whiteboard and Geometry Lessons in Primary School
Co-creative Serious Games Design Process using Nonlinear Storyline Editing
Autobiographically Designing Mixed Reality for Lecturers
Writing Support System Dealing with Notational Variant Selection
Web Application for Model, Share and Conversion of Entity-relationship Diagrams for Person Visually Impaired
Developing Computational Thinking in Early Ages: A Review of the code.org Platform
Improvements in bASES21: 21st-Century Skills Assessment Model to K12
Empowering Business Students - Using Web 2.0 Tools in the Classroom
How Youth Construct Learning Trajectories in the Digital Age?
Investigating the Relationship between Learners' Cognitive Participation and Learning Outcome in Asynchronous Online Discussion Forums
Linking Simulation and Practice
Storyboarding Serious Games for Large-scale Training Applications
Developing Evaluation Metrics for Active Reading Support
Analysing Contextualized Attention Metadata for Self-regulated Learning - A Supporting Framework for Self-Monitoring and Self-Reflection
Limitations of Emotion Recognition from Facial Expressions in e-Learning Context
You Can't Detect Me! Using Prompt Engineering to Generate Undetectable Student Answers
Learner Models for MOOC in a Lifelong Learning Context: A Systematic Literature Review
Raising Parental Awareness about Game-based Learning
Introducing iPads into Senior Secondary School Teaching - Teachers' Use of iPads as Tools in Teaching
Students Expectations on Learning Analytics: Learning Platform Features Supporting Self-regulated Learning
Basics of Web Application Design - An Example-based Learning Approach
Investigating the Relationship among Students' Interest, Flow and Their Learning Outcomes in a Blended Learning Asynchronous Forum
Use of Search Tools in Software Development: A Study of Microservice-Based Team Projects
Revamping the Classroom - Teaching Mobile App Software Development Using Creative Inquiry
Project-oriented Education as a Platform for Transfer of Math KSA
Proceedings of the 17th International Conference on Computer Supported Education, CSEDU 2025, Porto, Portugal, April 1-3, 2025, Volume 1
KIKIMIMI - Voice Separation System for Automating Post Evaluation of Learning Support System