yusuke1997/dblp-id-title huggingface dataset:
Exploring group interactions in synchronous mobile computer-supported learning activities
The synergistic effects in an AI-supported online scientific argumentation learning environment
Educational hypermedia resources facilitator
New technologies, new differences. Gender and ethnic differences in pupils' use of ICT in primary and secondary education
Student-instructor communication: The role of email
Performing a course material enhancement process with asynchronous interactive online system
Learning to communicate computationally with Flip: A bi-modal programming language for game creation
Construction of cognitive maps to improve e-book reading and navigation
Design for classroom orchestration
Redesigning mathematics preservice teachers' preparation for teaching with technology: A qualitative cross-case analysis using TPACK lenses
From the learner's perspective: A systematic review of MOOC learner experiences (2008-2021)
Factors influencing higher education students to adopt podcast: An empirical study
Constructions of dynamic geometry: A study of the interpretative flexibility of educational software in classroom practice
An application of adaptive games-based learning based on learning style to teach SQL
Affective computing in education: A systematic review and future research
Initial teacher training for twenty-first century skills in the Fourth Industrial Revolution (IR 4.0): A scoping review
What predicts students' future ICT literacy? Evidence from a large-scale study conducted in different stages of secondary school
Incorporating haptic feedback in simulation for learning physics
Students blogging about politics: A study of students' political engagement and a teacher's pedagogy during a semester-long political blog assignment
How students evaluate information and sources when searching the World Wide Web for information
Investigating students' perceived satisfaction, behavioral intention, and effectiveness of e-learning: A case study of the Blackboard system
QSIA - a Web-based environment for learning, assessing and knowledge sharing in communities
Adolescents' informal computer usage and their expectations of ICT in teaching - Case study: Serbia
On-line synchronous scientific argumentation learning: Nurturing students' argumentation ability and conceptual change in science context
Learning effectiveness of applying automated music composition software in the high grades of elementary school
Virtual reality for collaborative e-learning
What pre-service teacher technology integration conceals and reveals: "Colorblind" technology in schools
What makes online professional development effective? The effect of quality characteristics on teachers' satisfaction and changes in their professional practices
Pedagogical agent design for K-12 education: A systematic review
Agent-customized training for human learning performance enhancement
Motivation is a game: Massively multiplayer online games as agents of motivation in higher education
Show and 'tool': How lecture recording transforms staff and student perspectives on lectures in higher education
Effectiveness of the functions of classroom orchestration systems: A systematic review and meta-analysis
Classroom complexity affects student teachers' behavior in a VR classroom
Measuring English vocabulary size via computerized adaptive testing
Gratitude intervention optimizes effective learning outcomes in Filipino high school students: A mixed-methods study
Scaffolding project-based learning with the project management body of knowledge (PMBOK ® )
Reliability and validity of Web-based portfolio peer assessment: A case study for a senior high school's students taking computer course
Using virtual reality for enhancing neuroanatomy learning by optimizing cognitive load and intrinsic motivation
Leveraging process data to assess adults' problem-solving skills: Using sequence mining to identify behavioral patterns across digital tasks
The role of ICT self-efficacy for students' ICT use and their achievement in a computer and information literacy test
Podcasting: A new technological tool to facilitate good practice in higher education
In-service and pre-service early childhood teachers' views and intentions about ICT use in early childhood settings: A comparative study
Character size and reading to remember from small displays
Do mathematicians integrate computer algebra systems in university teaching? Comparing a literature review to an international survey study
Promoting conceptual change of learning sorting algorithm through the diagnosis of mental models: The effects of gender and learning styles
On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking
Designing needs statements in a systematic iterative way
Creating a community of inquiry in online environments: An exploratory study on the effect of a protocol on interactions within asynchronous discussions
Motivational beliefs, student effort, and feedback behaviour in computer-based formative assessment
Facilitating knowledge construction in informal learning: A study of TikTok scientific, educational videos
'To err is human, but to persist is diabolical': Loss of organizational memory and e-learning projects
Using Co-Lab to build System Dynamics models: Students' actions and on-line tutorial advice
Predicting student academic performance in an engineering dynamics course: A comparison of four types of predictive mathematical models
Conceptualization, development and implementation of a web-based system for automatic evaluation of mathematical expressions
Comparing hybrid learning with traditional approaches on learning the Microsoft Office Power Point 2003 program in tertiary education
Comparison of oral examination and electronic examination using paired multiple-choice questions
Principles versus artifacts in computer science curriculum design
Performing automatic exams
Version control in project-based learning
University students' approaches to online learning technologies: The roles of perceived support, affect/emotion and self-efficacy in technology-enhanced learning
Assessing e-learning 2.0 system success
Virtual reality simulations and animations in a web-based interactive manufacturing engineering module
Enhancing skill in constructing scientific explanations using a structured argumentation scaffold in scientific inquiry
A negotiation-based adaptive learning system for regulating help-seeking behaviors
Validating items of different modalities to assess the educational technology competency of pre-service teachers
Educational apps from the Android Google Play for Greek preschoolers: A systematic review
Enablers and barriers to the use of ICT in primary schools in Turkey: A comparative study of 2005-2011
Quest for the Golden Rule: An effective social skills promotion and bullying prevention program
Personalising learning through the use of technology
A conversational intelligent tutoring system to automatically predict learning styles
Differences in forum communication of residents and visitors in MOOCS
ICT-related behavioral factors mediate the relationship between adolescents' ICT interest and their ICT self-efficacy: Evidence from 30 countries
Designing collaborative, constructionist and contextual applications for handheld devices
Determining factors of the use of e-learning environments by university teachers
The power of feedback and reflection: Testing an online scenario-based learning intervention for student teachers
Evaluating desktop video conferencing for distance learning
Examining ICT attitudes, use and support in blended learning settings for students' reading performance: Approaches of artificial intelligence and multilevel model
Supporting teachers in guiding collaborating students: Effects of learning analytics in CSCL
Improving the quality of teaching by utilising written student feedback: A streamlined process
Analysing digital educational games with the Games as Action, Games as Text framework
Digital competence in higher education research: A systematic literature review
KIDLINK: A place for children in the internet
Untangling chaos in discussion forums: A temporal analysis of topic-relevant forum posts in MOOCs
Unethical computer using behavior scale: A study of reliability and validity on Turkish university students
Considering how disciplinary differences matter for successful online learning through the Community of Inquiry lens
Towards over-the-shoulder guidance following a traditional learning metaphor
CALEE: A computer-assisted learning system for embedded OS laboratory exercises
Embodied learning using a tangible user interface: The effects of haptic perception and selective pointing on a spatial learning task
Video outperforms illustrated text: Do old explanations for the modality effect apply in a learner-paced fifth-grade classroom context?
White-collar crime in academia: Trends in digital academic dishonesty over time and their effect on penalty severity
Comparing reading comprehension between children reading augmented reality and print storybooks
Investigating relationships among blended synchronous learning environments, students' motivation, and cognitive engagement: A mixed methods study
Surface and deep learning processes in distance education: Synchronous versus asynchronous systems
The impact of learner attributes and learner choice in an agent-based environment
Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands
Does lego training stimulate pupils' ability to solve logical problems?
Review of ontology-based recommender systems in e-learning
The effect of uncertainty on learning in game-like environments
Robotics to promote elementary education pre-service teachers' STEM engagement, learning, and teaching
Enhancing STEM competence by making electronic musical pencil for non-engineering students
Software piracy among computing students: a Bruneian scenario
An investigation of learners' collaborative knowledge construction performances and behavior patterns in an augmented reality simulation system
Expertise, models of learning and computer-based tutoring
Design exemplars for synchronous e-learning: A design theory approach
Storification in History education: A mobile game in and about medieval Amsterdam
Watching versus touching: The effectiveness of a touchscreen app to teach children to tell time
A systematic review on teaching and learning robotics content knowledge in K-12
A problem solving oriented intelligent tutoring system to improve students' acquisition of basic computer skills
A careers service on the Internet
Generic service integration in adaptive learning experiences using IMS learning design
Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study
A comparative analysis of forums and wikis as tools for online collaborative learning
Robotics applications grounded in learning theories on tertiary education: A systematic review
Designing social videogames for educational uses
Learning symbols from permanent and transient visual presentations: Don't overplay the hand
Streaming video to enhance students' reflection in dance education
The potentials and trends of holography in education: A scoping review
Facebook and the others. Potentials and obstacles of Social Media for teaching in higher education
Investigating learners' behaviors and discourse content in MOOC course reviews
SPSS for Windows: An Introduction to Use and Interpretation in Research: G.A. Morgan, O.V. Griego, and G.W. Gloeckner, Lawrence Erlbaum Associates, Mahwah, NJ, 2001, 214 pp, ISBN 0-8058-3584-9, GBP13.95, paperback
Cognitive outcomes from the Game-Design and Learning (GDL) after-school program
From participation to dropout: Quantitative participation patterns in online university courses
The effects of integrating mobile devices with teaching and learning on students' learning performance: A meta-analysis and research synthesis
Assessing creative problem-solving with automated text grading
Effects of loneliness and differential usage of Facebook on college adjustment of first-year students
Learner outcomes and satisfaction: A comparison of live video-streamed instruction, satellite broadcast instruction, and face-to-face instruction
Ethical judgments and behaviors: Applying a multidimensional ethics scale to measuring ICT ethics of college students
When technology meets emotions: Exploring preschool teachers' emotion profiles in technology use
What makes teachers use technology in the classroom? Exploring the factors affecting facilitation of technology with a Korean sample
Effects of instruction supported by web 2.0 tools on prospective teachers' biotechnology literacy
Digital card games in education: A ten year systematic review
The impact of an online project-based learning environment with group awareness support on students with different self-regulation levels: An extended-period experiment
PASS: An automated system for program assessment
Improving the frame design of computer simulations for learning: Determining the primacy of the isolated elements or the transient information effects
What matters in AI-supported learning: A study of human-AI interactions in language learning using cluster analysis and epistemic network analysis
Practicing abductive reasoning: The correlations between cognitive factors and learning effects
Enhancement of student learning performance using personalized diagnosis and remedial learning system
Psychological safety and social support in groupware adoption: A multi-level assessment in education
The effect of automated feedback on revision behavior and learning gains in formative assessment of scientific argument writing
Developing science activities through a networked peer assessment system
The effects of multiple-pedagogical agents on learners' academic success, motivation, and cognitive load
Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety
Promoting occupational health in secondary schools through virtual patients
Exploring the relationship between Internet ethics in university students and the big five model of personality
The influence of an educational course on language expression and treatment of gaming addiction for massive multiplayer online role-playing game (MMORPG) players
Applications of the Elo rating system in adaptive educational systems
Richness, redundancy or relational salience? A comparison of the effect of textual and aural feedback modes on knowledge elaboration in higher education students' work
E-learning as innovation: Exploring innovativeness of the VET teachers' community in Estonia
Differential effects of student and parental mobile phone use on academic procrastination trajectories: Machine learning evidence
Collaborative practice of science construction in a computer-based multimedia environment
Facilitating student engagement through the flipped learning approach in K-12: A systematic review
Corrigendum to "Knowledge sharing and creation in a teachers' professional virtual community" [Computers & Education 50 (2008) 742-756]
Touch Arithmetic: A process-based Computer-Aided Assessment approach for capture of problem solving steps in the context of elementary mathematics
The impact of blended e-learning on undergraduate academic essay writing in English (L2)
Teaching e-commerce Web page evaluation and design: a pilot study using tourism destination sites
Linkages between course status, perceived course value, and students' preference for traditional versus non-traditional learning environments
Teamwork: can it equip university science students with more than rigid subject knowledge?
A mixed research-based model for pre-service science teachers' digital literacy: Responses to "which beliefs" and "how and why they interact" questions
Introduction to a special section on multimedia in engineering education
Visual behavior, flow and achievement in game-based learning
Some guidance on conducting and reporting qualitative studies
Comparing e-Learning tools' success: The case of instructor-student interactive vs. self-paced tools
Examining learners' engagement patterns and knowledge outcome in an experiential learning intervention for youth's social media literacy
ABRACADABRA aids Indigenous and non-Indigenous early literacy in Australia: Evidence from a multisite randomized controlled trial
Learning strategies and multimedia techniques for scaffolding size and scale cognition
ContentNet: a framework for the interoperability of educational content using standard IMS
Influence of participation, facilitator styles, and metacognitive reflection on knowledge building in online university courses
PeRSIVA: An empirical evaluation method of a student model of an intelligent e-learning environment for computer programming
The impact of animation interactivity on novices' learning of introductory statistics
Where is the evidence? A meta-analysis on the role of argumentation for the acquisition of domain-specific knowledge in computer-supported collaborative learning
Computer-supported team-based learning: The impact of motivation, enjoyment and team contributions on learning outcomes
The Digital University - Building a Learning Community: Reza Hazemi and Stephen Hailes (Eds.); Springer-Verlag, Heidelberg, 2002, 252 pages, ISBN 1-85233-478-9
Exploring the relationships between Web usability and students' perceived learning in Web-based multimedia (WBMM) tutorials
Beyond chat on the internet
Identifying the accuracy of and exaggeration in self-reports of ICT knowledge among different groups of students: The use of the overclaiming technique
The impact of a flipped classroom approach on student learning experience
Borders of change: A holistic exploration of teaching in one-to-one computing programs
Politeness strategies in collaborative e-mail exchanges
Modeling the determinants of Internet use
Assessing the effectiveness of technology integration: message boards for strengthening literacy
Flexible and secure computer-based assessment using a single zip disk
Children as computer users: the case of collaborative learning
Putting yourself in someone else's shoes: The impact of a location-based, collaborative role-playing game on behaviour
Learning leadership skills in a simulated business environment
An experiment with WWW interactive learning in university education
A synchronous distance discussion procedure with reinforcement mechanism: Designed for elementary school students to achieve the attending and responding stages of the affective domain teaching goals within a class period
Context counts: The different implications of weekday and weekend video gaming for academic performance in mathematics, reading, and science
The acceptance and use of a virtual learning environment in China
Variability of teachers' technology integration in the classroom: A matter of utility!
The effects of two digital educational games on cognitive and non-cognitive math and reading outcomes
Promoting reading comprehension with the use of technology
A cognitive component analysis approach for developing game-based spatial learning tools
Online homework time, time management, and procrastination: A person-centered approach
Examining the characteristics of game-based learning: A content analysis and design framework
Beyond the media: knowledge level interaction and guided integration for CBL systems
A Web-based model for developing assessment literacy of secondary in-service teachers
Making Multimedia in the Classroom: a Teachers' Guide: Vivi Lachs, Routledge Falmer, London, 2000, 199 pp plus CD-ROM, ISBN 0415216842, GBP19.99, paperback.Internet for All David Banes and Richard Walter, Fulton, London, 108 pp. ISBN 1-85346693-X, $14.00 paperback
Optimal self-explanation prompt design in dynamic multi-representational learning environments
An innovative parallel test sheet composition approach to meet multiple assessment criteria for national tests
Emotional design and positive emotions in multimedia learning: An eyetracking study on the use of anthropomorphisms
Emerging university student experiences of learning technologies across the Asia Pacific
Reconsidering the voice effect when learning from a virtual human
Measuring the adoption and integration of virtual patient simulations in nursing education: An exploratory factor analysis
Bilingual language supports in online science inquiry environments
The effectiveness of a one-year online mentoring program for girls in STEM
The effect of presentation mode on children's reading preferences, performance, and self-evaluations
Students working for students on programming courses
The impact of a computer-based graphic organizer with embedded self-regulated learning strategies on the argumentative writing of students in inclusive cross-curricula settings
PpcProject: An educational tool for software project management
Evaluation of a physics multimedia resource
Using web-based instruction to improve large undergraduate biology courses: An evaluation of a hybrid course format
Making students' work visible on the social web: A blessing or a curse?
Promoting pre-class guidance and in-class reflection: A SQIRC-based mobile flipped learning approach to promoting students' billiards skills, strategies, motivation and self-efficacy
Intelligent web-based learning system with personalized learning path guidance
Examining the digital divide in K-12 public schools: Four-year trends for supporting ICT literacy in Florida
Learning science in a virtual reality application: The impacts of animated-virtual actors' visual complexity
Research and trends in the field of e-learning from 2001 to 2005: A content analysis of cognitive studies in selected journals
Young students using iPads: App design and content influences on their learning pathways
Development and validation of Second Language Online Reading Strategies Inventory
Non-academic internet use in the classroom is negatively related to classroom learning regardless of intellectual ability
Computer-assisted learning for mathematical problem solving
Supporting students' intrinsic motivation for online learning tasks: The effect of need-supportive task instructions on motivation, self-assessment, and task performance
Secondary school teachers' preferences in the process of individual technology mentoring
The longitudinal trajectories of online engagement over a full program
A case study of the in-class use of a video game for teaching high school history
Changing middle-school students' attitudes and performance regarding engineering with computer-based social models
Some problems of computer-aided testing and "interview-like tests"
Complexities of digital technology use and the teaching and learning of function
More confusion and frustration, better learning: The impact of erroneous examples
Computer mediated communication for social and academic purposes: Profiles of use and University students' gratifications
The effectiveness of multimedia for teaching drug mechanisms of action to undergraduate health students
The effects of a goal-framing and need-supportive app on undergraduates' intentions, effort, and achievement in mobile science learning
When the whole is greater than the sum of its parts: Combining real and virtual experiments in science education
Home-PC usage and achievement in English
Effectiveness of a Mobile Plant Learning System in a science curriculum in Taiwanese elementary education
Exploration of the antecedents of digital piracy through a structural equation model
A multilevel investigation of factors influencing university students' behavioral engagement in flipped classrooms
Integrating cognitive apprenticeship methods in a Web-based educational technology course for P-12 teacher education
Antecedences to continued intentions of adopting e-learning system in blended learning instruction: A contingency framework based on models of information system success and task-technology fit
The complexities of digital media use in adolescents' learning and academic performance: An experience sampling study
The benefits of more electronic screen space on students' retention of material in classroom lectures
The effects of learner-generated videos for YouTube on learning outcomes and satisfaction