yusuke1997/dblp-id-title huggingface dataset:
Building creative confidence during COVID-19: adapting design thinking for online learning
Development and Evaluation of a Computer Supported Collaborative Learning Tool for Teaching Activities Using Educational Board Games
Designing Recommendations for Productive Learning Habit-Building from Learning Logs
From Monitoring to Sharing of Attention in Dyadic Interaction: The Affordances of Gaze Data to Better Understand Social Aspects of Remote Collaborative Problem Solving
Flash Animation-Based Learning Media to Improve Learning Outcome of the Electronics Subjects
Innovating Pre-service Science Teachers' Professional Development with Virtual Reality
Teacher Professional Development based on the DigCompEdu Framework
Reconstruction of Concept Map to Promote Learners' Comprehension on New Knowledge
Using Problem-based Gaming Environment supported Conceptual Physics of Electric Current: A Result on Students' Perceptions
Examining the Psychological Impact of Video Cases for Teacher Education
InNervate AR: Mobile Augmented Reality for Studying Motor Nerve Deficits in Anatomy Education
Participation and Psychological Ownership on Teachers' Beliefs of a Cloud-based VLE
Experimental study for a computational model in ITS to predict the learners' state
A SySTEMic approach to Data Literacy
Instructors' Perceptions and Use of Feedback Dashboard
Addressing Public Speaking Anxiety with an AI Speech Coach
The Case Study of a Flipped Classroom Using an Adaptive Learning System
Exploring the Difficulties in Digital Logic Circuit Reading Comprehension via Saccade Analysis
Augmented RealityMaze Game with Google Cardboard for Child Edutainment
Evacuation Drill Using Augmented Reality and a Handheld Head-Mounted Display
Topic-Based Representation of Learning Activities for New Learning Pattern Analytics
Teacher Perception of the Use of Information Technology in Teaching: A School Case in Hong Kong
Examining Relationship between Biology Attitudes and Perceptions toward Mobile Augmented Reality of Photosynthesis and Impact on Gender Difference
The Development of a Simulation to Support Authentic Observation in Precipitation Reaction
Student Opinions on Web-Enhanced Courses
Identifying At-risk Students from Course-specific Predictive Analytics
Human Factors Engineering and Design of Learning Pedagogies in a KM framework
Corporate Employees' Acceptance of Mobile Learning in Workplaces in Taiwan
Collaborative learning using LEBEL (Learning Ecology Based E-Learning)
Investigating the Factors of Practice Time and Literacy on Children's Chinese Typing Skills
Learning Analytics Dashboard Prototype for Implicit Feedback from Metacognitive Prompt Responses
Multi-label search platform for open educational resources based on purposes learning
Designing Tangible Multimedia for Preschoolers based on Constructivist and Cognitivist Learning Theories
Integrating Information Resources and Online Learning in the UK
A Hybrid Diagnostics-based Learning System for Promoting College Students' Digital Security: A Challenge to Digital STEM in College
The Development of a Grouping System in a Collaborative Learning Environment
Experimental Design of Automated Extraction for 3-Level Tutoring Support Information in Programming Exercises
Balance Control of Question-Posing Focusing on Learning Target Words on the Self-Study Material Contribution and Sharing System
Can Computer-Based Learning Environments Mitigate Large Class Size?
An Exploration of the Significance, Challenges, and Solutions of the E-learning Platform for Middle School Teachers' Professional Development
Why we should design educational games with learners: The affordances of informant design
Face to Face Group Discussion Exercise Support System
A Mobile Learning Approach to Promoting Students' Learning Performances in The Era of The Pandemic
An Index System of Education Information Resources Selection Based on Analytical Hierarchy Process
Generation of Personalized Abstract and Real-World Programming Exercises
Personalization and Context-awareness Supporting Ubiquitous Learning Log System
Comparison between Self-awareness of Academic Procrastination and Actual Learning Activity
The Development of High School Students ICT- related Competencies by Redesigning the Science and Technology Innovation Courses: A Case of a Mainland Chinese High School
Automatically Grading the Use of Language in Learner Summaries
Pedagogical Agents in Multimedia Learning Environments: Do They Facilitate or Hinder Learning?
Cultivating Students' Writing Habit in a Game-based Learning Environment
Applicability and Reproducibility of Peer Evaluation Behavior Analysis Across Systems and Activity Contexts
A case study of teaching probability using augmented reality in secondary school
Practical Use of Kit-Build Concept Map System for Formative Assessment of Learners ' Comprehension in a Lecture
Cubic Gantt Chart as Visualization Tool for Learning Activity Data
A Personalized Game-based Learning System with Evenly Matched Competition Strategies
Exploration of the influence of instructional material annotation on "teaching and learning" by teachers and students
Exploring Skills Enhancement in Student Teacher Through Implementation of Design Thinking in Unplugged Game Creation
Good Students Look Back Previous Pages
Practical Use of Triangle Block Model for Bridging between Problem and Solution in Arithmetic Word Problems
A Students' Mutual Evaluation Method for their Reports using PageRank Algorithm
Design and Evaluation of a Game-based Language Learning Web Application for English Language Learners in Thailand
Reconstruction of a Link-List Type Learning System into an Explorative Virtual Learning Portal Based on an Avatar-Agent Model
A Course Guidance System based on Learner Characteristic Analysis: Case study of Chiangmai Rajabhat University
Detection of At-Risk Studentsin Programming Courses
Small-Size Web-Based Instructional System in Campus Network
Using Social Media-based Cooperative Learning to Enhance Pre-Service Teachers' Computer Multimedia Instruction Performance
Development of Mapping Function between Variable Value and Object Properties for Program Behavior Visualization Tool TEDViT
Media and Information Literacy of the Students Who Learn with a Digital Learning Environment Based on Constructivist Theory
Study of Game-based Learning upon Flow Experience: An Example of Mobile App System for Visit Historical Monuments
Predicting Student's Appraisal of Feedback in an ITS Using Previous Affective States and Continuous Affect Labels from EEG Data
Design Method for Learning Games Based on Key Structure and Behavior
"Lecture Video and Scene-related Knowledge Sharing Common Platform Design and its Prototyping -A Practical Example of Learner-centric Open Video Content Service-"
Web-Based Library Instruction for Promoting Information Skills
A Formal Representation for Interactivity in Asynchronous Communication
A Review of Empirical Studies on Educational Games: 2013-2017
Learning Support System for Software Component Design based on Testability
Collaborative Consultation: An Innovative Model for Faculty Development in Technology
The Development and Evaluation of the Teacher Science Fair Knowledge Sharing Community System
Design of a Performance-Oriented Learning Ontology
Igniting Student Interest towards Educational Technology through Interest Driven Creator Theory: A Case Study at Universiti Putra Malaysia
Comparison of Kit-Build and Scratch-Build Concept Mapping Methods on EFL Reading Comprehension
A Study of the Development of an Information Literacy Framework for Hong Kong Students
The Development of a Game-Based Formative Assessment Mathematical Algebra Tutorial App
Development of a Learning Environment for Novices' Erhu Playings
The Effect of Visualizing Lesson Structures in a Teacher Education Program
Talk & Play: a VR Application to Improve Volume and Silences Use in Verbal Communication
Tackling Unserious Raters in Peer Evaluation: Behavior Analysis and Early Detection with Learner Model
Do Boredom, Escapism, Apathy, and Information Overload lead to Zoom Fatigue?
Knowledge Tracing Within Single Programming Exercise Using Process Data
Cultivating the Performance of Presentation through Monitoring Presenter's Action
A Meta Analysis: The Effectiveness of E-Schoolbag Use on Students' Academic Achievement in China
Enhancing Learner Satisfaction in Simulation-Based Learning: The Impact of Learner Characteristics and Expectancy
Increasing Student Technology Skills through a Technology-Intensive Syllabus
Teaching conceptions and teaching context affect the enacted practice of online teachers
Technological and Pedagogical aspects of a communication tool: An immersive learning experience
Using Network-Text Analysis to Characterise Learner Engagement in Active Video Watching
Adult Learners' Perspectives about Microlearning: Implications on the Design of Bite-Sized Content
Development of Alternative Conception Diagnostic System based on Item Response Theory in MOOCs
Technology-Enabled Pedagogy to Bridge Bar Diagrams to Letter-Symbolic Algebra
Design of Online Basketball Course Based on WWW
Multimedia Mathematics Tutor: Matching Instruction to Student's Learning Styles
The Impact of E-schoolbag on Students' Information Literacy Proficiency- A Case Study of M District in Shanghai, China
The Artificial Mentor: An assessment based approach to adaptively enhance learning processes in virtual learning environments
Digital Technology for Inclusive and Equitable Quality Education
Effect of Contents of E-mail and BBS in an E-couseling Environment
Integration of cloud-based mobile learning to improve students' creative thinking in a visual arts course
Apply Zuvio system to explore student's learning effective in the biostatistics class
Investigating the Impact of Cooperative Group Learning on Blended Teaching and Learning Outcomes: A Case Study of Sixth-Grade Students in an Elementary School
A Taxonomy for Teacher-Actionable Insights in Learning Analytics
Improving Thinking Awareness in Animation Scriptwriting Through Learning Supporting Tool
Online Learning Community for Teacher Professional Development in Indonesia
Using Mobile Digital Storytelling to Support Learning about Cultural Heritage
Laptop Initiative in Malaysia: Exploring Mathematics and Science Teachers' Laptop Use
Generator of Related Problem Sets for Intelligent Practice Supporting System
Preservice Teachers' Video-Based Reflection Supported by the Teacher Dashboard: An Epistemic Network Analysis
Perceptions of Teacher and Students towards Integrating Computational Thinking into Language Education: A Pilot Study
Using Simulated Students to Evaluate an Adaptive Testing System
Learning to learn collaboratively on Facebook - A pilot study
Graduate School of Informatics, Kyoto University
VRetorik: A Virtual Reality Video Game to Improve Public Speaking Skills
Pattern-Based Knowledge Building in Learning Organizations
Development of STEAM program Math centered for Middle School Students
Expectation & Experience of ICT in University: A Comparative Study
Patterns of Student Learning Behaviour within Technology-supported Socialised Learning Contexts
Organized Exchange Repositories for Learning Resources
An Introduction to a New Taxonomy of Apps for Vocabulary Learning
Drawing Dynamic Geometry Figures with Natural Language
When the School Door Closes, Do Teachers Open a Window? Using Mixed Methods to Investigate Teachers' Online Teaching Practices and Momentary Experiences in Crisis
Development of the Chinese Pre-service Teachers' Technological Pedagogical Content Knowledge Scale
The Cognitive Effects of Different Feedback Modalities in Virtual Reality Learning
The Development and Evaluation of the Science Reading and Essay Writing System
On the Design of Embodiment-based Gamification Activities for Learning Fundamental Projectile Motion
A Case Study of Interactive Environment for Learning by Problem-posing Targeting Junior High School Students with Reading Disability
Replicating Reality - A Better Way to Understanding
Using the "Record-Replay" Function for Elaboration of Knowledge in Educational Games
Creation of a Topic Maps-Based Wiki with an Article Similarity Measurement
Comparing Self-learning Behavior Of Low And High Scorers With EDIV
The IDC Theory: Creation and the Creation Loop
Posthumanizing Creativity and Material Histories
The Role of Epistemic Agency and Progressive Inquiry in the Transfer of Mathematical Thinking
Quality Assurance and Online Teaching and Learning: First Steps
A Systematic Review of Trends and Educational Research Issues of Digital-Supported Writing: A Promising English Learning Environment for Thai Higher Education
Designing and Developing Interactive Video Experiences to Support M-Learning
Global Trends in Computational Thinking in Curricula: A Comparative Review
Developing a Taxonomy of Edtech Products for Teachers: An Integrated Analysis from Research Literature and Product Landscape
Technology Enhanced Self-Monitoring for Warm-up before Class
Technology-enhanced Chemistry Learning and Students' Perceptions: A Comparison of Microcomputer-based Laboratory and Web-based Inquiry Science Environment
Investigating EFL Learners' Reading Processes of Cognitive Activities in an English Reading Remedial Program
Learning Support System for Understanding Pointers Based on Pair of Program Visualizations and Classroom Practices
Electronic Portfolio: The Pedagogy behind the Technology in Science Projects
Intelligent Teaching Assistant Systems
Providing Assistance for Proofs in the Teaching of Theory of Computation
Timorese University Students' Perception on E-learning: A Case Study
The AI-Supported Instructional Design in PBL Integrating Chinese Language Learning and Multimedia Creation
An Investigation of the Impact of Gamification on Novice Programmers' Achievement and Learning Experience
Helping Teachers Implement Experience Based Learning
A Cooperative Learning Platform for Context-aware Ubiquitous Learning: A Pilot Study of Mandarin Chinese Learning Activities
SMS Language and Vocabulary Learning for EFL Senior High School Students: A Preliminary Study
Internet-Based Japanese Language Learning System for Handwriting Kanji Characters Beautifully
From Micro to Meso: Scaling of a Teacher Noticing Study
Exploring the Impact of Integrating Auto-Photography and Imagery Strategies into Computer-Supported Collaborative Learning: A Case Study in a General Education Course on Climate Change
Reusing Web Learning Portfolios by Case-Based Reasoning Technology to Scaffold Problem Solving
Exploring Self-regulated Learning Behaviors in a Negotiated Online Reading Assessment
A Learning Style Perspective to Investigate Students' Perceptions in Choosing the Most-Beneficial Educational Systems
Malaysian Teachers' Professional Development In ICT
Estimation of Features and Skills of Drawing Experts by Tracing Figures
The Correlation Between the Students' Attitude Towards ICT with the Students' Achievement in Learning English
Evaluation of WIER - A Capstone Project Management Tool
A Conceptual Model Makes Curriculum Evolution in Higher Education Smooth
A Preliminary Investigation of the Definition and Components of Computational Thinking in the Malaysian Education Landscape: From Educational Technology Experts' Perspective
A Discussion on Web-based Learning Contents with the AR technology and its Authoring Tools to Improve Students' Skills in Exercise Courses
Effect of Social Media Learning Environments (SMLE) on Learners' Expertise Mental Model in Computer Programming Subject for High School Students
Development of Air-squat Supporting System using Microsoft Kinect
Design and Implementation of an Educational Escape Rooms Class
An Investigation of Stag and Hare Hunting Behaviors in a Computer-Supported Collaborative Learning Environment
Designing of LMS using in Flipped Classroom to Enhance Knowledge Transfer
Students' Virtual Experiment Behavior Using an Interactive Simulation
A Vocal Approach in Measuring Critical Thinking Skill in Elementary School Students
Multi-layer Map-oriented Learning Environment for Self-directed Community-based Learning
Aesthetic Design For Learning With Games
Proceeding of the 28th International Conference on Computers in Education, ICCE 2020, virtual, November 23-27, 2020
Exploring Chinese Rural Primary School Teachers' Application Competencies of Educational Technologies
Learning Log-Based Group Work Support: GLOBE Framework and System Implementations
EFL learner s' perception of synchronously collaborative translation-annotation system by utilizing the Google Document platform
Group Scribbles-Enhanced Collaborative Learning Improves Reading Skills: An Experiment Study in Primary Classrooms
Multimodal Learning during the COVID-19 Pandemic: Exploring Students' Preferences
A First-order Action Research Study to Uncover Students' Conceptual Gaps in an Online Statistics Course using Extended Matching Questions
A preliminary investigation of the features of the communication software assisted design thinking based learning
Investigation on the Usage Status of a Support System for Writing English Paragraph Outlines in English Classes
Support for the Cycle of Task Extraction, Goal Setting and Assessment in Research Activities
Pronunciation Instruction using CG Animation based on Articulatory Features
Effects of the Concept Mapping and Reflection Strategies on Motivations of EFL Learners
An Online MMORPG Card Game Based on Multi-Dimensional Scaffolding to Develop Reading Comprehension and Contextual Problem-Solving Skills
1: 1 Mobile-Assisted Seamless Learning: One Learning Hub? Or Multiple Devices for More Holistic Learning Experience?
Adapting Guidance and Externalization Support Features to Program and Algorithm Learning Support Environment
Mathematical Education Technology Based on the Theory of Cognitive Constructivism and Concept Map
A Study of the Vocational Teacher's Knowledge Management Platform
Development of teaching material in tablet computer based on computer graphics by quantum chemistry calculation - Reaction of I + H2 → HI + H -
A Computer-Assisted Environment for Learning Function Finding
Using Augmented Reality to Facilitate Music Learning for Preschool Children
Interactive Blackboard Software Visualizing Students' Feedback - Toward "i-room": Classroom Computerization
Developing Effective Educational Chatbots with ChatGPT prompts: Insights from Preliminary Tests in a Case Study on Social Media Literacy
The Study on the Application in the Combination of Pervasive Gaming and Augmented Reality in the Temple Tour for Users with Different Cognitive Styles
Proceeding of the 24th International Conference on Computers in Education, ICCE 2016, Mumbai, India, November 28 - December 2, 2016
Visual Attention Patterns in Processing Compiler Error Messages
Enhancing Spatial Cognition Skills Based on Cognitive Map Formulation Processes
Revealing the Learning Effectiveness of Social Tagging in an On-line Reading Learning Environment
Definition Response Scoring with Probabilistic Ordinal Regression
Promoting Quantitative Analysis in School Chemistry with Technology-Supported Hands-On Laboratory Learning: A Case of Arduino-Based Portable Spectrophotometer
Cognitive Flexibility of Students Learning with Constructivist Learning Environment Model Enhancing Cognitive Flexibility in Higher Education
Development and Validation of an Animation-Based Test in the Area of Earth Sciences
Analysis on the feasibility of introducing digital board game into classroom teaching - from teachers' perspective
Wearable Learning Technologies for Math on SmartWatches: a feasibility study
Computer Assisted Learning Applications for Teaching Language Technology - A View on the Pedagogical Aspect
Investigating The Role of Gesture and Embodiment in Natural Sciences Learning Using Immersive Virtual Reality
Supporting science teachers to select quality edtech learning solutions for their context
Analysis of Students' Personalities and Gaming Strategies in a Technology-Enhanced Board Game-The Fragrance Channel
Comparing Teachers' and Students' Perception of Flipped Classroom in Singapore
Modeling the Learning That Takes Place Between Online Assessments
Performance Prediction of Learning Programming - Machine Learning Approach
Subjective Evaluation of Stereoscopic View in Immersive Projection Display
A Simulation based learning for Computer Organization Education
Effects of Using Rubric Forms on Evaluation Behavior in Student Peer Assessment
Design and Improvement of e-Portfolio Construction Guidelines for Adult Learners
Optimization of Non-Verbal Information for English Conversation Agents Using Interactive Evolutionary Computation
Students' understandings of collaborative discourse: A knowledge building approach
Student Engagement of Using Mobile Instant Messaging in Education: A Two-Stage Study
A Turkish EFL teacher's change processes through an OPD program: a case study
Preliminary Assessment of Online Student-Generated Tests for Learning
Digital Educational Resources Configuration Model and Mechanisms for K-12 in China
Exploratory Study on the Use of Mixed Reality for Primary Science Learning
Collaborative Inductive Problem Solving Using an ICT Tool in an Elementary Science Classroom
Socio-culturally Adaptive and Personalized Collaborative learning environments
Providing Timely Feedback to Large Classes
Crossing border: Mobile technologies integrating into STEM activity in and out of classroom
An Exploration of Relationship between Motivation and Perceptions in Physics Learning of Light through Game-like Simulation and Its Impact on the Gender Gap
A Robot-Assisted Scenario Training for Students with ASD
Using Qualitative Data from Targeted Interviews to Inform Rapid AIED Development
A Quality Data Set for Data Challenge: Featuring 160 Students' Learning Behaviors and Learning Strategies in a Programming Course
Interactive Conversational Character as a Virtual Tour Guide to an Online Museum Exhibition
The Collaborative Learning of Science Project to Supporting 4C's Skills for Learning in 21st Century
Supporting Teachers in Group Work Formation and Analytics for In-class Group Activities
Remote Laboratory System for Technology-Enhanced Science Learning: The Design and Pilot Implementation in Undergraduate Courses
Digital Classrooms for Developing Subject Knowledge, Information Literacy and Twenty-first Century Skills
Examining Student Learning of Engineering Estimation from METTLE
Preliminary Use of a Learning Game for Arithmetic Word Problems with Elementary School Students
Moving from the Conventional to the Virtual Classroom
Evaluating Mobile Games for Diabetes Education
ICT in the Australian Curriculum
When is flipped classroom more effective and why it flops
Using Augmented Reality to Assist an Interactive Multi-Language Learning System in an Elementary School
Perception of Parents towards Fun Puzzle Games in Helping Mild Autistic Children Improve Their Computational Thinking Skills
Programming-RIO: Initiating Individuals into Computational Thinking using Real-world IoT Objects
Task-Based Learning for Pronunciation
Support Structures and Activities for Teachers Preparing for Game-Based Learning
Applying Social Media for Encouraging Mutual Support and Social Creativity
Effects of Online Scaffolded Student Question-Generation on Science Learning
Learning with Conversational AI and Personas: A Systematic Literature Review
A Research-Supported Approach to Using Weblogs as a Sustainable Educational Innovation in an Australian Post-Primary School
Understanding Asynchronous Teaching And Learning Dialogues - An integrative approach
Probing Digital Game-Based Science Learning Experience through Eye-Tracking
Incorporation of Robotics in AI Education: Barriers and Enablers as Perceived by K-12 Teachers
Promoting Productive Disciplinary Engagement in Engineering Design Using a CAD tool
Graphical Modeling and Simulation of Learning Designs
Preliminary Research on the Utilization of Electronic Textbooks
A TPB-TAM Approach to Identifying Adoption Factors of Hyflex Among Educators
Creating an Interest in IT: A Gender Study
Mobile Supported Flipped Instruction and Learning
AR-Lab for Learning Science Concepts: Two Case Studies
Comparing the Self-Regulated Learning Strategy and Non-Self-Regulated Learning Strategy in Cognitive Load and Learning Effectiveness in an Exercise System