yusuke1997/dblp-id-title huggingface dataset:
Automatic Concepts Classification based on Bloom's Taxonomy using Text Analysis and the Naïve Bayes Classifier Method
Interactive Video-training for Medical Professionals
Outreach in K-12 Programming: A Systematic Literature Review on Audience and Purpose
Web-based Tools for Enhancing Teacher Preparation Programs - Helping to Build a High Quality Teaching Workforce
Fun in CS2
Assessing Writing Fluency of non-English-speaking Student for Automated Essay Scoring - How to Automatically Evaluate the Fluency in English Essay
Analysis of Social Networks of Students' Learning with a Focus on Their Performance
Teaching Programming to Large Student Groups through Test Driven Development - Comparing Established Methods with Teaching based on Test Driven Development
Project Ludo at School - The Experience of using an Online Educational Game for Elementary Students
A Watermarking System for Teaching Students to Respect Intellectual Property Rights
Using Cybersecurity Exercises as Essential Learning Tools in Universities
From Coefficients to 3D Planes: A VR Mathematics Module for Teaching Systems of Linear Equations with 3D Interaction
Serious Games for Music Education - A Mobile Application to Learn Clef Placement on the Stave
Learning of Algorithms on Mobile Devices through Bluetooth, SMS AND MMS Technology
Can a Wii Bowling Tournament Improve Older Adults' Attitudes towards Digital Games?
Global Bike Go: SAP-Based Mini Business Simulation Games
A Study on the Permeation and Scope of ICT Intervention at the Indian Rural Primary School Level
Online Master in International Logistics: Methodology, Design and Implementation
Innovative Technologies and Education - Two Successful Case-studies
New Challenges in Engineering Education
Pedagogical Strategies Based on Socio-Affective Scenarios in Distance Education: A Look from the Perspective of Tutors
Enhancing Participation Through Inquiry Learning and Citizen Science: Science for Everyone
Matrix and Tensor Factorization for Predicting Student Performance
Towards Accessible and Sustainable Learning of Real Time Electroacoustic Composition and Performance at Undergraduate Academic Level
Are 21st Century Skills Evaluated in Robotics Competitions? The Case of First LEGO League Competition
Exploring the Significance of 360-Degree Video Technology on Fieldwork Learning in Higher Education: Students' Perspectives
Generating Accessibility: Using AI to Improve Higher Education for the Visually Impaired
Determinants Affecting Online Learning Behaviour and Learning Effectiveness
Tracing the Emmerging Use of Communication Technologies in Higher Education - A Literature Review
Textbook Gamification: Methods and Technologies
Evaluation of a Gamified 3D Virtual Reality System to Enhance the Understanding of Movement in Physics
Development of Experiential Learning System based on the Connection between Object Models and Their Digital Contents - Collaboration between Tangible Interface and Computer Interaction
Does Anybody Need Help? Pupils and Teachers in Harmony - Creating an Adaptive Visualisation-module for Teachers to Support their Scheduling and Teaching Processes
Applying GitHub Services to Support Teaching-learning Strategies in Computer Science Courses
Position Paper: Integrating Inquiry-Based Learning Pedagogy in Information Technology
Group up to Learn Together: A System for Equitable Allocation of Students to Groups
Performance Evaluation of Universities and Colleges based on Method of Principal Component Analysis and Data Envelopment Analysis
Learning Chinese Handwriting with a Haptic Interface in Different Velocity Mode
"Give Me the Code": Log Analysis of First-Year CS Students' Interactions with GPT
Collaborative e-Learning by Means of Asynchronous Discussion Forums and Group Tutorials Combination
Comparison of Electronic Examinations using Adaptive Multiple-choice Questions and Constructed-response Questions
A Generic Modeling of Indicator with UTL - The Collaborative Action Function Example
Teacher's Perspective on e-Assessment: A Case Study from Germany
Transforming Experience of Computer Science Software Development Through Developing a Usable Multiplayer Online Game in One Semester
The Digital Pathfinder - A Plug-and-Play Approach to Local History Instruction in the Field
A Case Study on the Importance of Peer Support for e-Learners
Exploring the Impact of Covid-19 Pandemic on the Online Learning Experience of Higher Education Students in Morocco
The Concept of Derivatives Through Eye-Tracker Analysis
ReflectionScope: Scaffold Students to Articulate Reflection during Design-based Learning Processes
Smartphone based e-Learning
Using Non-graded Formative Online Exercises to Increase the Students' Motivation and Performance in Classroom - A Longitudinal Study from an Undergraduate Information Systems Program in Singapore
A Collaborative Vocabulary Notebook as a Complementary Tool to Language Courses at the University Level
Prompting in Pseudonymised Learning Analytics - Implementing Learner Centric Prompts in Legacy Systems with High Privacy Requirements
Extending Cognitive Skill Classification of Common Verbs in the Domain of Computer Science for Algorithms Knowledge Units
Digital Learning Game Scenario - A Pedagogical Pattern Applied to Serious Game Design
A Framework for Intelligent Virtual Reality Tutoring System Using Semantic Web Technology
Simultaneously Developing a Serious Game and Its Classroom Use for Fostering Conceptual Understanding of Electrical Circuits: The Effect of the Game 'E&E Electrical Endeavours' on Secondary Students Conceptual Understanding of Electrical Circuits
Two New Concepts in Video Podcasts - Minimalist Slides and Modular Teaching Mini-videos
Learning Analytics and Perceived Experience of Gamifying Homework Assignments
The Future of Higher Education Is Social and Personalized! Experience Report and Perspectives
The Effect of Music on the Level of Mental Concentration and its Temporal Change
ExperD: Web-based Support for Laboratory Class Workflow Design and Execution
A New Learning Platform using E-textbooks for Socially Networked Online Learners
e-Ecosystem Driven e-Learning VS Technology Driven e-Learning
Upgrade of the LARES-lab Remote Controllable Thermo-vacuum Facility - Lab Improvements for Remote Testing and e-Learning
Comparing Multiple-Choice and Constructed Response Questions Applied to Engineering Courses
QGM - A System to Improve Maths e-Learning
Virtualization of Data to Improve Pedagogical Approaches the Case of Higher Education in Morocco in the Face of the COVID-19 Pandemic
Learning Computer Programming with Game Design
Graph Mining for Automatic Classification of Logical Proofs
Inspired Learning - The Next Generation Digital Learning Environment (NGDLE)
e-Learning and Semantic Web
An Efficient Tool for Online Assessment at the Polish-Japanese Institute of Information Technology
Introducing Digital Education as a Mandatory Subject: The Struggle of the Implementation of a New Curriculum in Austria
Analysing Features of Lecture Slides and past Exam Paper Materials - Towards Automatic Associating E-materials for Self-revision
Design Principles for Collaboration Platforms for Open Education
Using Facebook to Transfer Knowledge into Practice and Aid Student, Lecturer and Content Interaction - A Case of Bachelor of Information Technology Undergraduate Students at Makerere University
How to Design a Mobile Learning Environment - Recommendations Based on Student Perceptions
Vocabulary Volume: A New Metric for Assessing Vocabulary Knowledge
Using ChatGPT 3.5 to Reformulate Word Problems for State Exam in Mathematics
Ready, Set, Jump - An Interactive eBook Designed to Awaken the Aspirations of Primary School Students
Towards Tool Support for Team Awareness in Collaborative Argumentation
Eudaily: Supporting University Students in Daily Eudaimonic Reflection Using the Reflective Play Framework
Effects of Personalized Learning on Kindergarten and First Grade Students Early Literacy Skills
Mastering (Virtual) Networks - A Case Study of Virtualizing Internet Lab
Automatic Generation of Cloze Questions
Predicting Students' Performance in a Virtual Experience for Project Management Learning
Towards a Music-based Framework for Content and Language Integrated Learning in Preschool
Gamification Behind the Scenes - Designing a Software Engineering Course
Minimizing Computing Costs of Policy Trees in a POMDP-based Intelligent Tutoring System
Assessing Project based Learning with 3D Printing
Are Cloud Enabled Virtual Labs Economical? - A Case Study Analyzing Cloud based Virtual Labs for Educational Purposes
Quality of Group Formation in CSCL Environments
Learning with Strangers - The Value of Sets in Online Learning
Computers in the CS1 Classroom
Shaping an Adaptive Path on Analytic Geometry with Automatic Formative Assessment and Interactive Feedback
Quality Assessment of Learners' Programs by Grouping Source Code Metrics
Communication Support System for Deaf and Hard of Hearing People by Captions Considering Sound Source and Sound Direction
Investigating How Introductory Programming Students Apply Regulation Strategies
The Impact of Open Leadership in Being Learning Organisations for Professional Learning
Adaptive Model for the Selection of Resources and Activities in a Virtual Learning Environment
An Interactive Data Visualisation Approach for Next Generation Presentation Tools - Towards Rich Presentation-based Data Exploration and Storytelling
The Feasibility of Ubiquitous Computing in School - Longitudinal Study in 1: 1 Classes Suggests - Time Matters
Runaway - A Web-based, Visual Programming System and Extensible Framework for 3D Animation
How Proficient Is Generative AI in an Introductory Object-Oriented Programming Course?
Quality in Distance Learning Courses: A Longitudinal Survey of Teacher Training in Federal Programs
A HackIt Framework for Security Education in Computer Science - Raising Awareness in Secondary School and at University with a Challenge-based Learning Environment
Community-legitimated e-Testing - A Basis for a Novel, Self-Organized and Sustainable (e)Learning Culture?
Mathematics Teaching - Is the Future Syncretic?
Rate Your Mate for Food for Thought: Elsewhere Use a Grader
Observation and Support in a Collaborative Pedagogical Device - A Multi-agent System to Control and Monitor Pedagogical Activities
Applying Simulation in Teaching Selected Courses in Business Informatics with the FlexSim Platform
Evaluation of Talents' Scientific Research Capability based on Rough Set Fuzzy Clustering Algorithm
Security Aspects for e-Learning Portals
Continuous Assessment in the Evolution of a CS1 Course: The Pass Rate/Workload Ratio
Writing Aid Dutch - Supporting Students' Writing Skills by Means of a String and Pattern Matching based Web Application
Exploring Basque Document Categorization for Educational Purposes using LSI
Automated Generation of High School Geometric Questions Involving Implicit Construction
A Technology Enhanced Assessment System for Skill and Knowledge Learning
Computers Foster Education and Education Fosters Computer Science - The Politecnico's Approach
Information Technologies and Educational Empowerment - A Humanistic Perspective
Human Agency and Learning - A Computer-based Exploration of Sustainable Water Management
Open Education: Towards Epistemic Sustainability
An IEEE 1599 Framework to Play Music Intuitively - The Metapiano Case Study
Towards a New Generation of Learning Management Systems
Kodockly: Using a Tangible Robotic Kit for Teaching Programming
Engage with InGauge - Measuring Participation and Engagement within an Academic Facebook Group
A Creation Tool for Serious Puzzle Games
Will I Continue Online Teaching? Language Teachers' Experience during the COVID-19 Pandemic
Development of a Remote Laboratory for Control-engineering Education based on an Industrial Fluid Transport Platform
AulaWeb, Web-based Learning as a Commodity - The Experience of the University of Genova
in-Game Raw Data Collection and Visualization in the Context of the "ThimelEdu" Educational Game
Learning through NFC-enabled Urban Adventure - User Experience Findings
Remote Lab Experiments - Preliminary Results from an Introductory Electronic Engineering Module
Virtual Labs as a Tool for Training Preservice Science Teachers
Formation of Study Groups: Exploring Students' Needs and Practical Challenges
A Review on the Role of Leadership in Online Learning Environment among Students
Kibo: A MIDI Controller with a Tangible User Interface for Music Education
Conversational Analysis to Recommend Collaborative Learning in Distance Education
Generative AI in Climate Change Communication and Education
Anaís: A Conceptual Framework for Blended Active Learning in Healthcare
COSEY: Computer Supported Enhancement of Young Children's Cooperation - Toward a Multiple-player Cooperative Full-body Interaction Game
Common Software Engineering Course - Experiences from Different Countries
An Enterprise Information Model for Knowledge Transfer with Application Systems: The Current State of Enterprise GPS
I Learn. You Learn. We Learn? An Experiment in Collaborative Concept Mapping
Blended Learning - State of the Nation
Assisting School Units Management with Data Mining Techniques and GIS Visualization
An Authoring Tool to Elicit Knowledge to be Taught without Programming
Convolutional Neural Network Applied to Code Assignment Grading
About the Quality of a Course Recommender System as Perceived by Students
Integrating Automated and Humanistic Approaches: A Methodological Case Study of Teachers' Digital Professional Growth
Panel of Attribute Selection Methods to Rank Features Drastically Improves Accuracy in Filtering Web-pages Suitable for Education
Forensic Psychiatry and Big Data: Towards a Cyberphysical System in Service of Clinic, Research and Cybersecurity
An Assessment of Statistical Classification for Gamification and Socially Oriented Methodologies in Undergraduate Education
Lukewarm Starts for Computerized Adaptive Testing Based on Clustering and IRT
E-Learning Applied for Training on Safety and Hygiene in Electronics Engineers Degree
Auto-Grader Feedback Utilization and Its Impacts: An Observational Study Across Five Community Colleges
The Developer's Journey: A Storytelling Framework for Cooperative Learning in Software Engineering
A Community-Based Support Scheme to Promote Learning Mobility: Practices in Higher Education in Southeast Asia and Japan
Towards a Work Task Simulation Supporting Training of Work Design Skills during Qualification-based Learning
Learner's Acceptance based on Shackell's usability Model for Supplementary Mobile Learning of an English Course
A Study of Analogy in Computer Science Tutorial Dialogues
The Image of Images as an Aid to Improve Learning - An Eye-tracking Experiment Studying the Effect of Contrasts in Computer-based Learning Material
How Revealing Rankings Affects Student Attitude and Performance in a Peer Review Learning Environment
From an e-Learning to an u-Learning Environment
Analysing the Integration of Models of Technology Diffusion and Acceptance in Nigerian Higher Education
Students' Performance Prediction by using Institutional Internal and External Open Data Sources
How Gender Influences the Effect of Self-Efficacy on Training Success on a Mobile Curriculum
AI Tutor: Adaptive e-Learning System Using Expert Fuzzy Controllers
From Analytics to Cognition: Expanding the Reach of Data in Learning
How Do VR Applications Address the Challenges of Conveying the Tactile Feedback Crucial to Traditional Calligraphy Practice
Concentration Tests - An Application of Gaze Tracker to Concentration Exercises
Detection of Inconsistencies in Student Evaluations
Innovation or Imitation? A Critical Analysis of AI-Authored vs. Human-Authored Scientific Papers
University Teachers' Conceptions of Their Role as Developers of Technology-Rich Learning Environments
Assess Performance Prediction Systems: Beyond Precision Indicators
Metacognitive Support in University Lectures Provided via Mobile Devices - How to Help Students to Regulate Their Learning Process during a 90-minute Class
A Comparative Analysis on using Several Virtual Instrumentation Software in Education
Finding Pathways to Student Success from Data
Orthographic Educational Game for Portuguese Language Countries
Evaluating Academic Reading Support Tools: Developing the aRSX-Questionnaire
Investigating Remote Teaching: How Google Meet and Zoom Affect Teachers and Students' Experience
Refining English Writing Proficiency Assessment and Placement in Developmental Education Using NLP Tools and Machine Learning
Towards a Hybrid World - The Fuzzy Quality of Collaboration/Interaction (FuzzyQoC/I) Hybrid Model in the Semantic Web 3.0
Education with "Living Artworks" in Museums
Generic user Modeling for Adaptive Assessment Systems
Layered Knowledge Networking in Professional Learning Environments
Towards a Mobile Application for an Engineering Geology Course - A Contribution to Improved Student Learning
Student Perspectives on Ethical Academic Writing with ChatGPT: An Empirical Study in Higher Education
Cyber-defense Training in the Real - Design Principles and Architecture of the VNEL Cyber-training Platform
An Experimental Prototype for Automatically Testing Student Programs using Token Patterns
The Educational Software Gold Rush - How the Learning Sciences and Advanced Technology Can Lead the Way
Examining the Effectiveness of Different Assessments and Forecasts for Accurate Judgments of Learning in Engineering Classes
An Online Assessment and Feedback Approach in Project Management Learning
Computer Support for Mathematical Word Problem Solving - Guided by Thai Teachers' Views
New Concept Development Model - Explorative Study of its Usability in Intelligence Augmentation
Rule-based Automatic Adaptation of Collaborative Multiplayer Serious Games - Supporting Instructors in Game-based Learning Scenarios
Learning Path Specification for Workplace Learning based on Business Process Management
Analysis on the Influencing Factors of MOOC Adoption Behaviour of Faculty: Cross-Case Study based on a Chinese University
Getting Ready for the New Normal Way of Working: Using Business Simulation Projects to Foster Work-from-Anywhere Skills
Smart-device Potential for Student Learning
A Curriculum for Future Information Technology
Development of Electronic Lab-book for College Chemistry-Experiment - SN1 & SN2 Reactions -
Beyond Viewing Counts, Likes & Co: An Analysis of Instructional Videos on Youtube
Towards Learning Analytics Metamodels in a Context of Publishing Chains
A Global Reflexion Portfolio-based Competence Development Process - Design for Lifelong Learning in Companies with a High Degree of Diversity
Teaching Large Student Cohorts in Second Life - Scalability Issues and Student Satisfaction in a Virtual World
Satoyama Forest Management Learning Game for SDGs Education: Comparing the Effect of Providing Additional Information in the First Half and Latter Half of the Game
Electronic Notes Via Jupyter Notebooks
Supervising and Managing Projects through a Template based e-Portfolio System
Direct Instruction and Its Extension with a Community of Inquiry: A Comparison of Mental Workload, Performance and Efficiency
Implementing Learning Analytic Systems in Educational Institutions: The Importance of Transparent Information for User Acceptance
v-Learning: Using Voice for Distant Learning in Emerging Regions
CSEDU 2016 - Proceedings of the 8th International Conference on Computer Supported Education, Volume 2, Rome, Italy, April 21-23, 2016
Educational Microsoft Excel Add-ins - Solving Multicriteria Decision Making Problems
Learning-Support Method for Professional Shogi Players Using Emotions of Others
Exploratory Study on the Learner eXperience in a Collaborative Learning Context Using Computational Resources
The Influence of Pro-Environmental Behavior Stages on e-Learning Platform Acceptance in Public Works
Social Creativity in the Design of Digital Resources Interweaving Math with Environmental Education - The Case Study of the Climate Change C-Book
Interaction in Situated Learning Does Not Imply Immersion - Virtual Worlds Help to Engage Learners without Immersing Them
An Analysis of Current Language Learning Software
Teacher Views on Educational Robotics and Its Introduction to the Compulsory Curricula
Creating Open Educational Environment based on Open-source Software Projects
Saite AVA - Experience Report on the Construction of a Virtual Learning Environment for Learning Paths Methodology
Motivational Factors and the Intention of Use of a Virtual Learning Environment - A Preliminary Study about an e-Learning Application Developed by the Brazilian Ministry of Education
A 21st Century Teaching and Learning Approach to Computer Science Education: Teacher Reactions
Personalized Recommender System for Improving Urban Exploration and Experience Documentation of International Students
Interactive Generation of Musical Corpora for Piano Education: Opportunities and Open Challenges
Overcoming Cyberbullying in Childhood: Children as Digital Leaders
Virtual Assistants for Learning: A Systematic Literature Review
Advancing Suicide Prevention Through Immersive Technology
Can Digital Footprints Save the Physical Lecture?
Ethical Perception of a Digital Study Assistant: Student Survey of Ethical Values
AdjScales: Differentiating between Similar Adjectives for Language Learners
Teacher Experiences of Learning Computing using a 21st Century Model of Computer Science Continuing Professional Development
Designing Stemie, the Evolution of the Kid Grígora Educational Robot
Collaborative Model for Developing Computing Skills in Basic Education
Optimizing Retrieval-Augmented Generation of Medical Content for Spaced Repetition Learning
Encouraging Museum Visitor Engagement using Spontaneous Talk-in-interaction Audio Guides
An Autocalibrated and Interactive Tiled Display System for Immersive Education
An Input Support System for Customized Scouting Charts of Baseball Games
A Practical Methodology to Learn Computer Architecture, Assembly Language, and Operating System
Towards Culturally Inclusive MOOCs: A Design-based Approach
An Overview of Automatic Piano Performance Assessment within the Music Education Context
OPPIA: A Context-Aware Ubiquitous Learning Platform to Exploit Short-Lived Student Networks for Collaborative Learning
Technological Imagination for Accessible Design: Invoking Blind Users for Sighted Computer Science Students
Overview of Computer-assisted Language Learning for European Portuguese at L 2 f
Introducing the Interpretation Switcher Interface to Music Education
Frozen Stories - Capturing and Utilizing Frozen Stories for Teaching of Project Managers
iTA: A Digital Teaching Assistant
KanjiCompass: An Etymology-Driven Adaptive Kanji Learning Tool
An Integrated Platform for Blended Learning in Engineering Education
Exploring Cooperation and Competition in Computer Science Education: An Investigation Based on Game Theory
AI Principles in Practice with a Learning Engineering Framework
Toward a Meta-design Method for Learning Games
Human Motivation Principles and Human Factors for Virtual Communities
The Temporal Change of Attentional Levels Under Different Music Environments
Getting Eclipse into the Classroom
Towards a Machine Learning Flow-predicting Model in a MOOC Context
Design and Development of an Undergraduate Course on Internet Applications based on an Integral Pedagogical Approach
Information System Support for Quality Management Applying European Standards and Guidelines for Higher Education
Communicating Learning Analytics: Stakeholder Participation and Early Stage Requirement Analysis
Validity Claims in Children-AI Discourse: Experiment with ChatGPT
Reducing the Split-Attention Effect in Assembly based Instruction by Merging Physical Parts with Holograms in Mixed Reality
School Age Children's Cognition Identification by Mining Integrated Computer Games Data
Concepts Network - Text Mining Technology Allied with Pedagogical Practices to Qualify the Collective Writing Process in Distance Learning
Using Moodle for an Automatic Individual Evaluation of Student's Learning
Some Considerations on the Use of Digital Environments in Learning Numerical Sets
Replay Project - Gaming Technology Platform for Social Reintegration of Marginalised Youth