yusuke1997/dblp-id-title huggingface dataset:
Using Casual Games and Ontologies to Train Unskilled Workers - An Experience with the FoodWeb2.0 Platform
The Effects of Augmented Reality: A Comparative Study in an Undergraduate Physics Laboratory Course
Using Bloom's Cognitive Domain in Web Evaluation Environments
Personalization in Hypermedia Language Assessment
Adaptive Game Mechanics for Learning Purposes - Making Serious Games Playable and Fun
Decoding the Gap: A Retrospective Analysis of Women's Experiences in Software Engineering
OULAD MOOC Dropout and Result Prediction using Ensemble, Deep Learning and Regression Techniques
Using Traditional LMS for Mathematics Instruction - Lessons Learned from Instructor-made Videos
Cross-cultural Learning Challenges and Teaching Strategies for First-year Asian Students in Australian Universities
Digital Ink as a Collaborative Learning Support
How Have Policy Makers Responded to the Current State of ICT in Schools in Saudi Arabia? A Qualitative Investigation
Personalized Assessment of Higher-order Thinking Skills
Integrating Computers, Science, and Mathematics - A Course for Future Mathematics Teachers
Fact-in-a-Box: Hiding Educational Facts in Short Stories for Implicit Learning
Automated Feedback Generation for Argument-Based Intelligent Tutoring Systems
Mathkinetics: Solving Arithmetics While Running out of Breath
Improving Students' Performance through the Use of Simulations and Modeling: The Case of Population Growth
Towards a Systematic Requirements Engineering for IT System-based Business Simulation Games
TAEP4.0: Teacher Assistance Educational Process to Promote 21st Century Skills in the Context of Education 4.0
CAMELL - Towards a Ubiquitous Multilingual e-Learning System
Organizing Geospatial Technology Learning for Interdisciplinary Urban Studies Education
Instructor Contour Extraction and Overlay for Near-real Presence in e-Learning Systems
Understanding the Complexities of Chinese Word Acquisition within an Online Learning Platform
Social Mechanisms to Motivate Learning with Remote Experiments - Design Choices to Foster Online Peer-based Learning
Towards an Adaptive Study Management Platform: Freedom Through Personalization
SMILE - Smartphones in Lectures - Initiating a Smartphone-based Audience Response System as a Student Project
Fairness in Learning Analytics: Student At-risk Prediction in Virtual Learning Environments
Reflections on Teaching Software Engineering Capstone Course
Leveraging Video Annotations in Video-based e-Learning
Mulsemedia in Education: A Case Study on Learner Experience, Motivation and Knowledge Gain
Constructivist Learning and Mantle of the Expert Pedagogy - A Case Study of an Authentic Learning Activity, the "Brain Game", to Develop 21St Century Skills in Context
Investigating Different Educational Blog Characteristics to Support Collaborative Learning based on Connectivism Learning Theory
TAG: Three Dimensions as Basic References for the Construction of Ubiquity Learning Environments in a University Context
New Didactic Models for MOOCs
Design of an International Scrum-Based Collaborative Experience for Computer Engineering Students
Intelligent Tutoring System for Computer Science Education and the Use of Artificial Intelligence: A Literature Review
The Use of Project Management Tools to Support the Coordination of Collaborative Learning
Co-creational Education: A Project-based Flipped Classroom Workshop Series for Online Education using Drone Building to Teach Engineering Subjects
A Quantitative Survey of Digital Competencies of Music Teachers in the European Union
Guaranteeing High Availability of the "Secure Exam Environment" (SEE)
Integrating Analog Games and Minecraft for Urban Greening Education: A Serious Game Approach for Elementary Students
Supporting Institutional Awareness and Academic Advising using Clustered Study Profiles
Software Systems Versus Intellectual Property Rights - A Moral and Ethical Challenge for Higher Education in Developing Nations
The Incremental Design of Scripts based on Multi-Agent System
Quantifying and Evaluating Student Participation and Engagement in an Academic Facebook Group
An Evaluation Strategy for the Moodle Learning Environment based on Blooms Taxonomy
Some Tools for Aiding Teaching the Basics of Digital Electronics and Signal Processing
Assessment of Computational Thinking (CT) in Scratch Fractal Projects: Towards CT-HCI Scaffolds for Analogical-fractal Thinking
Exploring Teacher Reactions Towards a 21 St Century Teaching and Learning Approach to Continuing Professional Development Programme in Computer Science
Extended Learning - Ultilizing Social Spaces and Mixed Reality in Academic Environments
Bringing Real-life Practice in Software Project Management Training Through a Simulation-based Serious Game
A Code Distance Approach to Measure Originality in Computer Programming
Fostering Computational Thinking in Secondary School through Music - An Educational Experience based on Google Blockly
Contemporary e-Learning as Panacea for Large-scale Software Training
The Impact of Structured Prompt-Driven Generative AI on Learning Data Analysis in Engineering Students
A Semi-Automatic Computer-Aided Assessment Approach for Marking and Providing Feedback Comments
The Model Railroad as an Example Avoiding Tacit Knowledge in Microelectronics Studies
The Development of MapQFTool - A Software Tool for National Qualifications Frameworks
Evaluation of a Computer Support-based Cross Disciplne Research Consortium
An Enhanced Practical Program on Data Mining Education
The HumanoidLab - Involving Students in a Research Centre Through an Educational Initiative
Using Inclusive Design for People with Cognitive Limitations to Develop Online Training in the Workplace
Analyzing Student Programming Paths using Clustering and Process Mining
Participation in Asynchronous Online Forums for Prediction of Learning Performance
Automatic Feedback System for Collaborative Learning using Chats and Forums
Learning on Electrical Circuits While Playing ‘E&E Electrical Endeavours' - Design Research on a Serious Game Optimizing for Conceptual Understanding
AI-Generated Programming Solutions: Impacts on Academic Integrity and Good Practices
Educational Data Mining Rule based Recommender Systems
A Collaborative Digital Audio Workstation for Young Learners
Gamification and Coding to Engage Primary School Students in Learning Mathematics: A Case Study
Ontology-based Analysis of Game Designs for Software Refactoring
Teaching Computational Thinking Through a Cross-Curricular Approach Supported by Programming Patterns
Design of a Synchronous Collaborative Learning Environment
Link Between Gaming Communities in YouTube and Computer Science
Automated Checking of Flexible Mathematical Reasoning in the Case of Systems of (In)Equations and the Absolute Value Operator
Automated Assessment with Multiple-choice Questions using Weighted Answers
Enhancing the Teaching of Informatics through Engaging Experience
Would I Use It? A Study with Experts Exploring Game Design Storytelling as a Facilitating Process for Creating Educational Gamification
The Impact of High Dropout Rates in a Large Public Brazilian University - A Quantitative Approach Using Educational Data Mining
The Effectiveness of Tutor Strategies in Enhancing Students' Learning and Attitudes in Scientific and Humanistic Subjects: An Analysis of Tutor Strategies Within the Compiti@Casa Project
A Web-based Recommendation System for Engineering Education e-Learning Systems
Experiences with Online Response Technologies in Education of Engineers
A Study on Teachers' Design Choices Regarding Online Collaborative Learning
C Portal - Online Educational Framework for C and C++ Languages
Understanding Pervasive Games for Purposes of Learning
Navigating Educational Frontiers in the AI Era: A Teacher's Autoethnography on AI-Infused Education
Comparison of Internet Usage Habits in Two Generations of Higher Education Students - A Case Study
PROCON - A Tool for Curricula Accreditation
Instructional Application for Programming and Algorithmic Self-Learning - A Didactic Approach with Mobile Robotics as Pedagogical Context
Cognitive Benefits of Digital Games for Older Adults - Strategies for Increasing Participation
In Search of Learning Indicators: A Study on Sensor Data and IAPS Emotional Pictures
EuroTeQ as an Alliance to Promote European Engineering Education
A Code-comparison of Student Assignments based on Neural Visualisation Models
An Analysis Framework for Designing Declarative Knowledge Training Games Using Roguelite Genre
Clustering Techniques to Identify Low-engagement Student Levels
Towards Task-Oriented ICALL: A Criterion-Referenced Learner Dashboard Organising Digital Practice
Individualizing Learning Pathways with Adaptive Learning Strategies: Design, Implementation and Scale
Exploring the Limits of Lexicon-based Natural Language Processing Techniques for Measuring Engagement and Predicting MOOC's Certification
Towards Automated Management of Compiler Assignments
Learning and Gender Differences in a Narrative-centered Learning Environment
Factors Influencing Co-creation of Open Education Resources using Learning Object Repositories
Head in the Clouds: An Initiative for Digital Learning among Roma Communities in Europe
Competences for the Music-Technology Context on the Distance Learning - A Focus in the Use of Online Digital Technologies
Learning Concurrency Concepts while Playing Games
Gamify: Towards Tailored Gamification Informed by Users' Personality, Emotional State, and Demographics
BrailleApp - Educational Mobile Application to Assist in the Learning of Braille Language
Utilizing Interactive Tabletops for Educational Games
Body and Media - Media Education at School
The Elevate Framework for Assessment and Certification Design for Vocational Training in European ICT SMEs
Using Technology to Accelerate the Construction of Concept Inventories - Latent Semantic Analysis and the Biology Concept Inventory
CSEDU 2014 - Proceedings of the 6th International Conference on Computer Supported Education, Volume 3, Barcelona, Spain, 1-3 April, 2014
Evaluation of an Interactive Personalised Virtual Lab in Secondary Schools
Writing Support System based on a Context Sensitive Variant Dictionary
Trends and Issues in STEM + C Research: A Bibliometric Perspective
Serious Games in Autism Spectrum Disorder - An Example of Personalised Design
Learning Strategy and Students' Perception of Different Learning Options in a Blended Learning Environment - A Case Study of a First Year Engineering Course
Introducing Conics in 9th Grade: An Experimental Teaching
Storytelling as a Pedagogical Tool in Computer Science Education: A Case Study on Software Systems Verification and Validation
Comparing Tool-supported Lecture Readings and Exercise Tutorials in Classic University Settings
A Generic Development Platform for ASD Therapy Tools
GenAI as a Learning Assistant, an Empirical Study in Higher Education
Effects of Early Warning Emails on Student Performance
Educational Games for Early Childhood - Using Tabletop Surface Computers for Teaching the Arabic Alphabet
Evaluating Mobile Learning Adoption in Higher Education based on New Hybrid MCDM Models
Technology Enhanced Active Learning in Software Engineering
Feedback Design in Multimodal Dialogue Systems
Metaverse in Education: What Has Been Done so Far? A Systematic Literature Review to Map Benefits and Limitations and to Set Future Research and Application Directions
How Designers use the Web in Teaching - A Case Study
An Efficient Educational Material Exploration using Extracted Concepts
Analyzing the Academic Approaches to Learning of Portuguese College Students Through the Psychometric Study of a Questionnaire
Digital Presence and Learning Success: An Empirical Study on the Impact of Online Engagement on Conceptual Expertise
Teaching Software Engineering Principles in Non-vocational Schools
Generating Education in-Game Data: The Case of an Ancient Theatre Serious Game
From CSCL to VGSCL - A New Approximation to Collaborative Learning
Customizable Learning Scenarios for Students' Mobile Devices in Large University Lectures: A Next Generation Audience Response System
Banking Strategies and Software Solutions for Generated Test Items
A Computer Platform to Increase Motivation in Programming Students - PEP
Comparing Electronic Examination Methods for Assessing Engineering Students - The Case of Multiple-Choice Questions and Constructed Response Questions
OurKidsCode: Facilitating Families to Be Creative with Computing
MOOCs in Higher Education Magazines: A Content Analysis of Internal Stakeholder Perspectives
Towards Personalized Training of Electric Power Generation Operators
Usability Evaluation of an Educational Robot for STEM Areas
Intelligent Mentoring: Linking Learning Analytics and Interactive Nudges to Support Life-wide Learning
Better Feedback for Educational Online Judges
A Study of the Acceptance of Facial Authentication in Distance Education in Different Spanish Speaking Countries
Teaching and Learning Process of the Information and Communication Technology and Computer Science Subjects in Lower Secondary Schools in Albania in Front of International Facts and Trends
Bi-directional Education System based on Position Pattern Technology
The Effect of Prior Knowledge on Persistence, Participation and Success in a Mathematical MOOC
Guidelines for the Application of Data Mining to the Problem of School Dropout
Enhancing Student Learning in Tertiary Education Through Simulation
ICT Education for Higher Competitiveness of the University Students
Deixis in Synchronous CSCL Systems - A Collection of Socio-technical Patterns
Automatic Updating of Computer Games Data Warehouse for Cognition Identification
Identification of Behavior Patterns Within Graduated Students and Undergraduate Modules at the Technical University of Cartagena, Spain
Encouraging Errors Through Gradual Feedback to Improve Vocabulary Learning
Game-Based Ergonomic Adaptation of User Interfaces for Online Learning Environments
Empowering Future Engineers: Unveiling Personalized Flipped Classrooms in Basic Programming Education
A Competitive-game Project-based Learning Scheme for Mobile Communications Subjects
Thai Visually Impaired's Requirements to Access Mathematics Via an Automatic Math Reader
Teacher's Scaffolding Behavior in CSCL - A Case Study
Physical Task Learning Support System Visualizing a Virtual Teacher by Mixed Reality
TECMap: Technology-Enhanced Concept Mapping for Curriculum Organization and Intelligent Support
What We Learned from the Abrupt Switch to Online Teaching Due to the COVID-19 Pandemic in a Post-secondary Computer Science Program
Towards Enhanced Presentation-based Teaching of Programming - An Interactive Source Code Visualisation Approach
Adaptive Presentation based on Learning Style and Working Memory Capacity in Adaptive Learning System
Tile-Based Games for Object-Oriented Programming Learning: A Modular Base Code Approach
What Makes an LMS Effective - A Synthesis of Current Literature
A Web-based Semi-Automatic Assessment Tool for Formulating Basic SQL Statements: Point-and-Click Interaction Method
Emotion Recognition from Physiological Sensor Data to Support Self-regulated Learning
Digital Age Learning - The Changing Face of Online Education
Automatic Analysis of Asynchronous Discussions
A Review of Location-based Games: Do They All Support Exercise, Social Interaction and Cartographical Training?
Proceedings of the 10th International Conference on Computer Supported Education, CSEDU 2018, Funchal, Madeira, Portugal, March 15-17, 2018, Volume 2
Algorithms and Logic as Programming Primers
Automatic Evaluation of Presenters' Discussion Performance based on Their Heart Rate
Using Educational Robotics with Primary Level Students (6-12 Years Old) in Different Scholar Scenarios: Learned Lessons
How Can We Recognize Formative Assessment in Virtual Environments?
A Systematic Review on the Use of Educational Technologies for Medical Education
An Embedded Asterisk Platform Instructional Design to Teach Voice over IP in Information Technology Undergraduate Courses - Using Raspberry PI and Asterisk to Build an Embedded Portable Didactic Tool
Minecraft in Support of Teaching Sustainable Spatial Planning in Secondary Education - Lessons Learned from the Marker Wadden-Project
Supporting Learning Groups in Online Learning Environment
The Virtual Computer Networks Lab: On the Design and Implementation of a Location Independent Networks Laboratory in Higher Education
Analyzing Interactions in Automatic Formative Assessment Activities for Mathematics in Digital Learning Environments
A Similarity Detection Platform for Programming Learning
Evaluation of LLM-Generated Distractors of Multiple-Choice Questions for the Japanese National Nursing Examination
Arab Learners' Cultural Values and Their Interference with e-Learning
A Tool for Time Management in the New European Higher Education System
CSEDU 2010 - Proceedings of the Second International Conference on Computer Supported Education, Valencia, Spain, April 7-10, 2010 - Volume 1
Design and Development of Online Educational Games based on Questions
Scripted Step-based Visualizations: A Pilot Study
Investigating STEM Courses Performance in Brazilians Higher Education
Formative e-Assessment in Engineering Education
Game Elements for Learning Programming: A Mapping Study
Enhancing the Design of a Supply Chain Network Framework for Open Education
AI for Adaptive Tutoring and Transfer Student Success
Designing a Career Exploration Corner for Children with Less Access to Role Models
Adding Tags to Courses to Improve Evaluation - A Multiplatform LCMS Approach that Allows Multidimensional Analysis
Teaching Programming with Formal Models in Greenfoot
A Social Network Approach for Student's School Performance Measurement
Combining Agile and DevOps to Improve Students' Tech and Non-tech Skills
Learning from an Adaptive Learning System: Student Profiling among Middle School Students
Addressing Label Leakage in Knowledge Tracing Models
Team Learning in Engineering Education
Comparative Analysis on Features Supporting Students' Self-regulation in Three Different Online Learning Platforms
Assessment of Computational Thinking in K-12 Context: Educational Practices, Limits and Possibilities - A Systematic Mapping Study
Troubadour: Inverse Dictation Games for Ear Training
Teaching BDD in Active Learning Environments: A Multi-study Analysis
Towards an Adaptive Intelligent Assessment Framework for Collaborative Learning
Recognition of Reading Activities and Reading Profile of User on Japanese Text Presentation System
Social Robots as Teaching Assistance System in Higher Education: Conceptual Framework for the Development of Use Cases
Deep Attentive Study Session Dropout Prediction in Mobile Learning Environment
Word2Course: Creating Interactive Courses from as Little as a Keyword
Help Design for the Metacognitive Guidance of the Learner: A Proposition of Computer-based System
Can Playing Massive Multiplayer Online Role Playing Games (MMORPGs) Improve Older Adults' Socio-Psychological Wellbeing?
UK Students' Concerns About Security and Privacy of Online Higher Education Digital Technologies in the Coronavirus Pandemic
OnLocEd - Finding Learning Resources and Communities
Improvement of IT Students' Communication Skills using Project Based Learning
Experiment with Personal Response Devices - Advantages and Drawbacks Identified in Engineering Studies
An Interval Type-2 Fuzzy Logic System for Assessment of Students' Answer Scripts under High Levels of Uncertainty
Can Digital Games Help Seniors Improve their Quality of Life?
A Small Town's Street as an Educational Project - A Case Study: Asynchronus Interdisciplinary Education between a Greek University and Two Secondary Schools
Using iTextbook as an Alternate Frontend to Learning Management Systems
A Serious Game for Second Language Acquisition
Evaluating a GPT-4 and Retrieval-Augmented Generation-Based Conversational Agent to Enhance Learning Experience in a MOOC
Social Network Analytics in Formal and Informal Learning Environments with EduBridge Social
Cost models for BaseBand Unit (BBU) hotelling: From local to cloud
A model for evaluating the economics of cloud federation
Structured Cloud federation for Carrier and ISP infrastructure
A Global Orchestration Matching Framework for Energy-Efficient Multi-Access Edge Computing
Generalized Deduplication: Lossless Compression by Clustering Similar Data
Federated Machine Learning for Resource Allocation in Multi-domain Fog Ecosystems
Pivot-based fast automatic address configuration for data center network
Fingerprinting Web Pages and Smartphone Apps from Encrypted Network Traffic with WebScanner
Minimizing Live VM Migration Downtime Using OpenFlow Based Resiliency Mechanisms
Virtual Network Function Allocation to Maximize Continuous Available Time of Service Function Chains
Cycle and Divergence of Performance on TCP BBR
SAMBA: Scalable Approximate Forwarding for NDN Implicit FIB Aggregation
Collaborative Traffic Measurement in Virtualized Data Center Networks
Cutting Edge: Privacy Analysis of the ETSI MEC APIs and the Potential Vulnerabilities
Understanding the Performance and Power Saving Tradeoffs of Server Sleep States
Transformer-based Compound Correlation Miner for Smart Home Anomaly Detection
An Efficient Cache Eviction Strategy based on Learning and Belady Algorithm
RSU-driven Cloud Construction and Management Mechanism in VANETs
From Ambiguity to Explicitness: NLP-Assisted 5G Specification Abstraction for Formal Analysis
Cloud monitoring: Definitions, issues and future directions
POWER: A cloud-based mobile augmentation approach for web- and cross-platform applications
Reinforcement Learning for Radio Resource Management in O-RAN
Evaluation of Virtual Customer Premises Equipment Prototype System with Open Source Software
PiCasso: A lightweight edge computing platform
The effect of network delay estimation error on computation offloading decisions
Cloud Workload Characterization and Profiling for Resource Allocation
An OVF toolkit supporting Inter-Cloud application splitting
Vehicular Edge Computing-Driven Optimized Multihop Clustering with Data Aggregation
Virtual machine placement and workload assignment for mobile edge computing
Unveiling Equity: Exploring Feature Dependency using Complex-Valued Neural Networks and Attention Mechanism for Fair Data Analysis
On Providing Low-cost Flow Monitoring for SDN Networks
On design and implementation of a cloud-native B5G mobile core network
Virtual network scheduling design
Device-centric cooperation in mobile networks
Energy-efficient computation offloading model for mobile phone environment
Virtual-Device-Based Policy Enforcement in Multi-Admin Smart Environments
Peer-Assisted Content Delivery Network by Vehicular Micro Clouds
Deployment Guidelines for Cloud-RAN in Future Mobile Networks
Meteorological applications utilizing Grid and Cloud computing
Using Observability to Detect Anti-patterns in Benchmarking Application with OpenTelemetry
A cost-efficient QoS-aware model for cloud IaaS resource allocation in large datacenters
Cloud Networks for ERTMS Railways Systems (Short Paper)
On the Deployment of Blockchain in Edge Computing Wireless Networks
Virtual access point to the Cloud
Empowering users of cloud computing on data confidentiality
AutoMHS-GPT: Automated Model and Hyperparameter Selection with Generative Pre-Trained Model
Accelerating Fingerprint-based Person Identification through Computation Offloading in Edge and Cloud Environments
VNF placement algorithms to address the mono-and multi-tenant issues in edge and core networks
Consistent route update in software-defined networks
Throughput Distribution and Stabilization on TCP BBR Connections
QoS management by competitive agent-based negotiation in distributed cloud services
Decentralized Identity Management for Secure Resource Sharing in O-RAN
Domain sizing in optical traffic grooming based data center networks
Dynamic Threat Intelligence Coalitions for Improved Cyber Defense Capabilities
NLP-based Cross-Layer 5G Vulnerabilities Detection via Fuzzing Generated Run-Time Profiling
SDN enhanced ethernet VPN for data center interconnect
Federated clouds for biomedical research: Integrating OpenStack for ICTBioMed
Towards secure cloud-centric Internet of Biometric Things