yusuke1997/dblp-id-title huggingface dataset:
The role of indoor positioning analytics in assessment of simulation-based learning
Factors affecting teachers' adoption of educational computer games: A case study
Open practices and identity: Evidence from researchers and educators' social media participation
E-learning initiatives in China - Edited by Helen Spencer-Oatey
Earth surface modeling for education: How effective is it? Four semesters of classroom tests with WILSIM-GC
From concepts of motivation to its application in instructional design: Reconsidering motivation from an instructional design perspective
Does the New Digital Generation of Learners Exist? A Qualitative Study
Using eye-tracking technology as an indirect instruction tool to improve text and picture processing and learning
Design principles for authentic learning of English as a foreign language
Blended technologies in second language classrooms - By Paul Gruba & Don Hinkelman
Who needs hypertext, compact discs, or Digital Video Interactive?
Improving teaching and learning in higher education - By Vaneeta D'Andrea & David Gosling
The relative learning benefits of synchronous and asynchronous text-based discussion
The relationship between educational television and mathematics capability in Tanzania
Remote electronic examinations: student experiences
Learning by making: A framework to revisit practices in a constructionist learning environment
Code the mime: A 3D programmable charades game for computational thinking in MaLT2
Managing course design
A psychometric evaluation of the Learning Styles Questionnaire: 40-item version
Introducing e-learning in a South African Higher Education Institution: Challenges arising from an intervention and possible responses
CACTUS: Command and control training using knowledge-based simulations
The implementation of mobile learning in outdoor education: Application of QR codes
Design and validation of the AI literacy questionnaire: The affective, behavioural, cognitive and ethical approach
Automated finger spelling by highly realistic 3D animation
Aligning learning, teaching and assessment using the web: an evaluation of pedagogic approaches
The Adult Learning Open University Determinants (ALOUD) study: Biological and psychological factors associated with learning performance in adult distance education
Theories underlying perceived changes in teaching and learning after installing a computer network in a secondary school
The development of a hypertext-based tutor for Geographical Information Systems
Reasons associated with preservice teachers' intention to use immersive virtual reality in education
HoloLens and mobile augmented reality in medical and health science education: A randomised controlled trial
By design: Professional learning ecologies to develop primary school teachers' makerspaces pedagogical capabilities
The synthesis approach to analysing educational design dataset: Application of three scaffolds to a learning by design task for postgraduate education students
Assessing implicit computational thinking in game-based learning: A logical puzzle game study
Teaching expertise reconsidered: The Technology, Pedagogy, Content and Space (TPeCS) knowledge framework
Handbook of formative assessment - Edited by Heidi L Andrade & Gregory J Cizek
iPad versus traditional tools in art and design: A complementary association
Forward-oriented designing for learning as a means to achieve educational quality
Social scholarship revisited: Changing scholarly practices in the age of social media
Practising mental rotation using interactive Desktop Mental Rotation Trainer (iDeMRT)
The unrealistic claims for the effects of classroom blogging on English as a second language, students' writing performance
BJET Editorial for the 50th Anniversary Volume in 2019: Looking back, reaching forward
Open educational resources: Innovation, research and practice - Edited by Rory McGreal et al
Global perspectives on e-learning
Useful Theory: Making Critical Education Practical - Edited by Rebecca A Goldstein
Mutual feedback in e-portfolio assessment: an approach to the netfolio system
Cultural Issues in the Design of Technology-Enhanced Learning Systems
ISDN: the distance-learning solution?
Participation and cognitive quality profiles in an online discussion forum
Effect of an AI-based chatbot on students' learning performance in alternate reality game-based museum learning
Educational videos from a film theory perspective: Relating teacher aims to video characteristics
Perils and promises: University instructors' integration of technology in classroom-based practices
Utilizing augmented reality for embodied mental rotation training: A learning analytics study
Using video-based anchored instruction to enhance learning: Taiwan's experience
A multivariate analysis of the effect of gender on computer anxiety among elementary school teachers
Using tablets in free play: The implementation of the digital play framework in Greece
Can computers aid the process of interviewing young people?
Games and learning come together to maximise effectiveness: The challenge of bridging the gap
Changing higher education - Paul Ashwin
Virtual reality simulation-based learning of teaching with alternative perspectives taking
What Expert Teachers Do - By John Loughran
Feedback in technology-based instruction: Learner preferences
Engaging students in school participatory practice through Facebook: The story of a failure
Does the discussion help? The impact of a formally assessed online discussion on final student results
Advancing theory in the age of artificial intelligence
Concentrating on affective feedforward in online tutoring
Research trends in instructional design and technology journals
Irish SMEs and e-learning implementation: The strategic innovative approach
Rules, roles and tools: Activity theory and the comparative study of e-learning
Maximising the educational affordances of a technology supported learning environment for introductory undergraduate phonetics
eCAF: A new tool for the conversational analysis of electronic communication
Mobile learning and student cognition: A systematic review of PK-12 research using Bloom's Taxonomy
Visuospatial processing improvements in students with Down Syndrome through the autonomous use of technologies
Modifying the metaphor in order to improve understanding of control languages - the little-person becomes a cast of actors
Blended learning approach in teacher education: combining face-to-face instruction, multimedia viewing and online discussion
A creative problem solving-based flipped learning strategy for promoting students' performing creativity, skills and tendencies of creative thinking and collaboration
E-portfolios: an assessment tool for online courses
Technology-enhanced learning in college mathematics remediation
Real players? Drama, technology and education - By John Carroll
Newly qualified teachers' learning related to their use of information and communication technology: a Swedish perspective
How do students and lecturers experience the interactive use of handheld technology in large enrolment courses?
Teachers' beliefs and technology acceptance concerning smart mobile devices for SMART education in South Korea
The ethical sensations of im-mediacy: Embodiment and multiple literacies in animal rights activists' learning with media technologies
"Virtually mandatory": A survey of how discipline and institutional commitment shape university lecturers' perceptions of technology
Getting to grips with "interactivity": helping teachers assess the educational value of CD-ROMs
The learning benefits of using eye trackers to enhance the geospatial abilities of elementary school students
Pursuing digital literacy in compulsory education - Edited by Stergioulas Lampros & Drenoyianni Helen
Students' interest in Scratch coding in lower secondary mathematics
Improving teaching and learning of computer programming through the use of the Second Life virtual world
Informal digital learning of English and English as an international language: The path less traveled
The role of the principal's leadership style in the implementation of ICT policy
Collaborative filmmaking and affective traces of belonging
Facilitating action learning - By Mike Pedler and Christine Abbott
The realities of change in higher education - Edited by Lynne Hunt
Games for engaged learning of middle school children with special learning needs
The educational use of videoconferencing in the arts faculty: shedding a new light on puppetry
Assessing the crossdisciplinarity of technology-enhanced learning with science overlay maps and diversity measures
A key step to understanding paradigm shifts in e-learning: towards context-aware ubiquitous learning
Blending online learning with traditional approaches: changing practices
Community detection with opinion leaders' identification for promoting collaborative problem-based learning performance
A phenomenographic investigation on the use of iPads among undergraduate art and design students
Addressing the role of technology in internationalization at a distance: Voices of students' in international distance learning from Ghana - sub-Saharan Africa
Human-centred design to empower "teachers as designers"
Finding the voice of students engaging in online alternative provision via digital data collection methods
The rhetoric of reform and teachers' use of ICT
Exploring student perceptions, learning outcome and gender differences in a flipped mathematics course
International co-production of distance-teaching courses
Technology, e-learning and distance education - By Tony Bates
Digital animation: New conditions for children's development in play-based setting
Visual Elements and Container Metaphors for Multi-Media
Enhancing the BBC Domesday videodisc as a learning environment for New Zealand secondary schools
Why multimedia might matter: The impact of animations and images on item performance and test-taker behaviour
Social scholarship: Reconsidering scholarly practices in the age of social media
The relative merits of transparency: Investigating situations that support the use of robotics in developing student learning adaptability across virtual and physical computing platforms
Learning process, strategies and web-based concordancers: a case study
Immersive virtual reality to train preservice teachers in managing students' challenging behaviours: A pilot study
Leveraging personality information to improve community recommendation in e-learning platforms
Digital competence: Is it an innate talent of the new generation or an ability that must be developed?
Facilitating reflective learning in higher education - By Brockbank, Anne & McGill, Ian
CREC: the role of serious games in improving flexibility in thinking in neuropsychological rehabilitation
From data to personal user models for life-long, life-wide learners
Blended e-learning skeleton of conversation: Improving formative assessment in undergraduate dissertation supervision
Facilitating interpersonal evaluation of knowledge in a context of distributed team collaboration
Working One-to-One with Students - By Gina Wisker
An exploration into first-year university students' approaches to inquiry and online learning technologies in blended environments
Design in educational technology - Edited by Brad Hokanson and Andrew Gibbons
Escape boxes: Bringing escape room experience into the classroom
Grading student achievement in higher education - By Yorke, Mantz
Audience response systems in higher education - Edited by David A Banks
Perfect presentations! - Peter Levin & Graham Topping
Virtual collaborative gaming as social skills training for high-functioning autistic children
Improving students' learning by providing a graphic organizer after a multimedia document
Automatic assessment of cognitive and emotional states in virtual reality-based flexibility training for four adolescents with autism
Exploring educators' professional learning ecologies in a blended learning environment
Classification of word levels with usage frequency, expert opinions and machine learning
Families' digital media use: Intentions, rules and activities
The e-learning handbook - Edited by Saul Carliner & Patti Shank Handbook of research on educational communications and technology - Edited by J Michael Spector
The role of informal digital learning of English and L2 motivational self system in foreign language enjoyment
Effects of mathematics computer games on special education students' multiplicative reasoning ability
Communities of practice: an alternative learning model for knowledge creation
An examination of constructivist educational technologies: Key affordances and conditions
A constructionism framework for designing game-like learning systems: Its effect on different learners
Animal companions: Fostering children's effort-making by nurturing virtual pets
A cost-effective classroom response system
The scale for the self-efficacy and perceptions in the safe use of the Internet for teachers: The validity and reliability studies
Capturing change: Globalizing the curriculum through technology - Anne Sauder, Wall et al
Using self-directed learning communities to bridge the digital divide
Alverno College: a learner's perspective
Learning objects and engagement of students in Australian and New Zealand schools
ClassPrep: A peer review system for class preparation
Effects of ICT group work on interactions and social acceptance of a primary pupil with Asperger's Syndrome
Blockchain technology for sustainable education
Editorial: On being an editor
"Lifelong learning Ecologies: Linking formal and informal contexts of learning in the digital era"
Approaches to studying and perceptions of academic quality in electronically delivered courses
Cases on global e-learning practices: Successes and pitfalls - By Ramesh Sharma & Sanjaya Mishra
Augmented learning - By Eric Klopfer
Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students' performance and attitudes
Computers in Third World schools: the example of China
Evaluating the quality of e-learning at the degree level in the student experience of blended learning
Editorial: Quatts, virtual currency for gaming and bartering education on the Web
Some lessons from a student-centred approach to teaching and learning
Evaluating new technology: the case of the Interactive Video in Schools (IVIS) programme
Online and paper-based survey data: Are they equivalent?
Designing serious games for special user groups - design for somebody approach
Rethinking learner support in distance education
Validation of an information technology anxiety scale in undergraduates
Video art as digital play for young children
Policy for open and distance learning
Responding to free response examination questions: computer versus pen and paper
Interactive sonification of images in serious games as an education aid for visually impaired children
Intensive scaffolding in an intelligent tutoring system for the learning of algebraic word problem solving
The virtual field trip: Investigating how to optimize immersive virtual learning in climate change education
Visions and realities of Internet use in schools: Canadian perspectives
A reflective thinking-promoting approach to enhancing graduate students' flipped learning engagement, participation behaviors, reflective thinking and project learning outcomes
Use of open educational resources in higher education
Investigating the impact of laptops on students' learning using Bloom's learning taxonomy
Exploring the relevance of single-gender group formation: What we learn from a massive open online course (MOOC)
Developing leadership - Coles, Martin J & Southworth, Geoff
When cloud computing meets with Semantic Web: A new design for e-portfolio systems in the social media era
Using mobile instant messaging to leverage learner participation and transform pedagogy at a South African University of Technology
Socio-demographic factors relating to perception and use of mobile technologies in tertiary teaching
A model for integrating instructional technology into higher education
Distance education
The open classroom
A pedagogy for outreach activities in ICT: Promoting peer to peer learning, creativity and experimentation
Tablet assessment in primary education: Are there performance differences between TIMSS' paper-and-pencil test and tablet test among Dutch grade-four students?
Serious games - engaging training solutions: A research and development project for supporting training needs
The effect of recommendation systems on Internet-based learning for different learners: A data mining analysis
Computer-assisted reading intervention in a secondary school: an evaluation study
The role of temporal patterns in students' behavior for predicting course performance: A comparison of two blended learning courses
ICT-supported learning for inclusion of people with special needs: Review of seven educational technology journals, 1970-2011
The Images for Teaching Education Project: developing multimedia resources within an integrative educational framework
Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers
Geoffrey Hubbard
An exploratory study on practising listening comprehension skills in high-immersion virtual reality
DRAGON in my exams
Enhancing the quality of peer review by reducing student "free riding": Peer assessment with positive interdependence
Implementation strategies for educational intranet resources
Academics and the real world
A guide to teaching practice - By Louis Cohen et al
Tangible and digital materials for spatial play: Exploring the effects on parental talk and children's spatial reasoning
Learning spaces, learning environments and the dis'placement' of learning
Infusing technology into the classroom - By Catherine C Schifter
Mobile-based collaborative learning in the fitness center: A case study on the development of English listening comprehension with a context-aware application
Comparison of older and younger adults' attitudes towards and abilities with computers: Implications for training and learning
An exploratory study of instructors' perceptions on inclusion of culturally responsive pedagogy in online education
Temporal issues in e-learning research: A literature review
A dataset for education-related majors' performance measures with pre/post-video game practice
The quest to cultivate an ecocritical awareness in educational technology scholarship: A question of disciplinary focus in the age of environmental crisis
Constructivism and Social Learning - By Alan Pritchard & John Woollard
Hypermedia and discovery-based learning: a historical perspective
Investigating the factors that influence higher education instructors' decisions to adopt a flipped classroom instructional model
Teachers teaching teachers - By Geneal G Cantrell & Gregory L Cantrell
Methods and applications for advancing distance education technologies - Edited by Mahbabur Rahman Syed
Learning technology and disability - Overcoming barriers to inclusion: Evidence from a multicountry study
Reproduction and transformation of students' technology practice: The tale of two distinctive secondary student cases
Can Spelling Checkers Help the Novice Writer?
How to use animation in computer assisted learning
A study of the effects of video tape recording in microteaching training
Modelling human emotions for tactical decision-making games
e-Learning: The student experience
Intangible rewards versus tangible rewards in gamified online learning: Which promotes student intrinsic motivation, behavioural engagement, cognitive engagement and learning performance?
Evaluating the effectiveness of interactive computer tutorials for an undergraduate mathematical literacy course
Designing personalised instruction: A research and design framework
The effective use of virtual environments in the education and rehabilitation of students with intellectual disabilities
HyperHeart: does animated illustration contribute to mastery learning?
e-Leadership of school principals: Increasing school effectiveness by a school data management system
Survey of software literacy, behavior and personal traits of freshmen accounting majors
Investigating pedagogical agents' scaffolding of self-regulated learning in relation to learners' subgoals
Using knowledge management to deliver distance learning
Academic staff perspectives on technology for assessment (TfA) in higher education: A systematic literature review
Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching
From reflective observation to active learning: A mobile experiential learning approach for environmental science education
Are instructional design elements being used in module writing?
Distance learning in a multimedia networks project: main results
How technology shapes assessment design: Findings from a study of university teachers
Making Values and Beliefs Explicit as a Tool for the Effective Development of Educational Multimedia Software - a Prototype
Google Scholar and more - Edited by William Miller & Rita Pellen
Assessment validity and learning analytics as prerequisites for ensuring student-centred learning design
Assessment technologies, methods, and applications in higher education - Edited by Christopher Schreiner
Estimation of teacher practices based on text transcripts of teacher speech using a support vector machine algorithm
Meaningful learning using technology - By Elizabeth A Ashburn & Robert E Floden
An in service model for enhancing faculty computer self-efficacy
Exploring the roles of school leaders and teachers in a school-wide adoption of flipped classroom: School dynamics and institutional cultures
A holistic approach to supporting distance learning using the Internet: transformation, nottranslation
Investigating the structural relationships among organisational support, learning flow, learners' satisfaction and learning transfer in corporate e-learning
A comparison between paper-based and online learning in higher education
The opportunities and challenges of serious games for people with an intellectual disability
Editorial: the University of Cape Town's Multimedia Education Group
Scholarship in the digital age: Open educational resources, publication and public engagement
Teaching secondary science with ICT
Computer spellcheckers and dyslexics - a performance survey
Supporting collaborative classroom networks through technology: An actor network theory approach to understanding social behaviours and design
Instructional design and technology grounded in enactivism: A paradigm shift?
CPRforblind: A video game to introduce cardiopulmonary resuscitation protocol to blind people
Students as designers and creators of educational computer games: Who else?
Editorial: Data papers
eap essentials - By Olwyn Alexander et al
Understanding learner acceptance of learning objects: The roles of learning object characteristics and individual differences
Debugging by design: A constructionist approach to high school students' crafting and coding of electronic textiles as failure artefacts
Assessing the effectiveness of a 3-D instructional game on improving mathematics achievement and motivation of middle school students
Advanced methods in distance education - Edited by Kim Dooley
ICT education: To integrate or not to integrate?
A study of Chinese technical and vocational college teachers' adoption and gratification in new technologies
An experimental study on reading in high-immersion virtual reality
Hurdles to successful implementation of "Learning Trees"
m-Learning: An experiment in using SMS to support learning new English language words
Lifelong learning in action
Still a fallible tool? Revisiting effects of automated writing evaluation from activity theory perspective
Innovative approaches to education for sustainable development - Edited by Walter Filho & Mario Salomone
Integrating interactive learner-immersed video-based virtual reality into learning and teaching of physical geography
An approach to research on distance learning
Educating learning technology designers - Edited by Chris DiGiano et al
Development of a computer-based visualised quantitative learning system for playing violin vibrato
Hypertext for Information Management