yusuke1997/dblp-id-title huggingface dataset:
Computer aided learning of multiple criteria decision making: An integrated system and its effectiveness
Measurement and evidence of computer-based task switching and multitasking by 'Net Generation' students
Effectiveness of online regulation scaffolds on peer feedback provision and uptake: A mixed methods study
A usability comparison of PDA-based quizzes and paper-and-pencil quizzes
Aligning open educational resources to new taxonomies: How AI technologies can help and in which scenarios
The effects of education compatibility and technological expectancy on e-learning acceptance
Factors affecting e-collaboration technology use among management students
Design fictions for learning: A method for supporting students in reflecting on technology in Human-Computer Interaction courses
When the school door closes, do teachers open a window? Using diary method to investigate teachers' online teaching practices and momentary experiences in crisis
Corrigendum to Assessing the Effects of Gamification in the Classroom: A Longitudinal Study on Intrinsic Motivation, Social Comparison, Satisfaction, Effort, and Academic Performance Computers & Education 80 (2015) Pages 152-161
DESPRO: A method based on roles to provide collaboration analysis support adapted to the participants in CSCL situations
An investigation of mobile learning readiness in higher education based on the theory of planned behavior
Item difficulty estimation: An auspicious collaboration between data and judgment
The effects of whiteboard animations on retention and subjective experiences when learning advanced physics topics
The role of academic emotions in the relationship between perceived academic control and self-regulated learning in online learning
Investigating cooperation and collaboration in near synchronous computer mediated conferences
The digital culture of students of pedagogy specialising in the humanities in Santiago de Chile
Robots in situated learning classrooms with immediate feedback mechanisms to improve students' learning performance
Blood from a stone: Where teachers report finding time for computer-based instruction
On the use of a multimedia platform for music education with handicapped children: A case study
Demystifying the personal and social forces behind school digital transformation: An analysis of the job demands and resources theory through school leaders
Understanding online knowledge sharing: An interpersonal relationship perspective
Coding in the cot? Factors influencing 0-17s' experiences with technology and coding in the United Kingdom
An analysis of the use of virtual delivery of undergraduate lectures
Collaborative generative learning activities in immersive virtual reality increase learning
How children learn from robots: Educational implications of communicative style and gender in child-robot interaction
Observing 360-degree classroom videos - Effects of video type on presence, emotions, workload, classroom observations, and ratings of teaching quality
What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction
Children's engagement with digital technology in educational spaces: A scoping review
Management of scoring sessions in alternative assessment: the computer-assisted scoring approach
Engaging college science students and changing academic achievement with technology: A quasi-experimental preliminary investigation
Automated detection of emotional and cognitive engagement in MOOC discussions to predict learning achievement
Online teaching and technological affordances: An experimental investigation into the impact of modality and clarity on perceived and actual learning
The implementation and use of computers in education in Brazil: Niterói city/Rio de Janeiro
The influences of an interactive group-based videogame: Cognitive styles vs. prior ability
Promoting learning in online, ill-structured problem solving: The effects of scaffolding type and metacognition level
The promise, reality and dilemmas of secondary school teacher-student interactions in Facebook: The teacher perspective
Effects of digital dictionary format on incidental acquisition of spelling knowledge and cognitive load during second language learning: Click-on vs. key-in dictionaries
Requirements elicitation for virtual actors in collaborative learning environments
Virtual learning environment engagement and learning outcomes at a 'bricks-and-mortar' university
Facial animacy in anthropomorphised designs: Insights from leveraging self-report and facial expression analysis for multimedia learning
Using digital technologies to redress inequities for English language learners in the English speaking mathematics classroom
The influence of ChatGPT on student engagement: A systematic review and future research agenda
Ex-Edchat: Historic retrospective of X/Twitter #Edchat
Impact of media richness and flow on e-learning technology acceptance
Design of web-based collaborative learning environments. Translating the pedagogical learning principles to human computer interface
Development and evaluation of a Web 2.0 annotation system as a learning tool in an e-learning environment
Impact of pedagogic agent-mediated metacognitive support towards increasing task and group awareness in CSCL
The effects of inspecting and constructing part-task-specific visualizations on team and individual learning
The POD model: Using communities of practice theory to conceptualise student teachers' professional learning online
Instruments to explore blended learning: Modifying a method to analyse online communication for the analysis of face-to-face communication
Designing educational software with students through collaborative design games: The We!Design&Play framework
The effectiveness of personalized technology-enhanced learning in higher education: A meta-analysis with association rule mining
Examining the use of instructional video clips for teaching macroeconomics
Multimedia support of early literacy learning
Assessing the effectiveness of digital game-based learning: Best practices
Self-assessment accuracy in the age of artificial Intelligence: Differential effects of LLM-generated feedback
"Storytelling and educational robotics: A scoping review (2004-2024)"
Construction safety training via e-Learning: Learning effectiveness and user satisfaction
Factors influencing students' perceived impact of learning and satisfaction in Computer Supported Collaborative Learning
An experience of teaching for learning by observation: Remote-controlled experiments on electrical circuits
Examining the dynamics of knowledge convergence in online learning context: A network perspective
An interactive multimedia learning environment for VLSI built with COSMOS
An inverted personalization effect when learning with multimedia: The case of aversive content
The comparisons of the influences of prior knowledge on two game-based learning systems
Pre-service and in-service teachers' experiences of learning to program in an object-oriented language
Honeymoon with IWBs: A qualitative insight in primary students' views on instruction with interactive whiteboard
Applications of data science to game learning analytics data: A systematic literature review
Exploring the influence of teachers' beliefs and 3D printing integrated STEM instruction on students' STEM motivation
Effectiveness of virtual reality game in foreign language vocabulary acquisition
A systematic review of technology-enabled teacher professional development during COVID -19 pandemic
Using blended synchronous classroom approach to promote learning performance in rural area
When makers meet the metaverse: Effects of creating NFT metaverse exhibition in maker education
Learning in introductory e-commerce: A project-based teamwork approach
Effectiveness of gamified intelligent tutoring in physical education through the lens of self-determination theory
Models for early prediction of at-risk students in a course using standards-based grading
Single loop or double loop learning: English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies
Beyond Nintendo: design and assessment of educational video games for first and second grade students
From data to knowledge: The interaction between data management systems in educational institutions and the delivery of quality education
Under co-construction: An online community of practice for bilingual pre-service teachers
Usability and learning: Evaluating the potential of educational software
A latent profile analysis of teachers' knowledge about and perceived usefulness of computational thinking and how teacher profiles relate to student achievement
E-Science in the classroom - Towards viability
Exploring the prospects of multimodal large language models for Automated Emotion Recognition in education: Insights from Gemini
A generative AI educational game framework with multi-scaffolding supports workplace competency development
Transforming a teacher education method course through technology: effects on preservice teachers' technology competency
Modelling students' flow experiences in an online learning environment
Evaluation of a blog based parent involvement approach by parents
Agent based affective tutoring systems: A pilot study
Provision of distance learning services over Interactive Digital TV with MHP
A systematic review of research on online teaching and learning from 2009 to 2018
Mole: computer-supported collaborative learning
The learner centric ecology of resources: A framework for using technology to scaffold learning
Gender, computer experience and computer-based problem solving
Designing for interaction: Six steps to designing computer-supported group-based learning
From users to creators: Design and evaluation of a VR professional development program for educators
Does Gen Z's emotional intelligence promote iCheating (cheating with iPhone) yet curb iCheating through reduced nomophobia?
Problematic Internet use, loneliness and dating anxiety among young adult university students
Scheduling topics for improved student comprehension of recursion
Enjoyment or involvement? Affective-motivational mediation during learning from a complex computerized simulation
Digital badges affect need satisfaction but not frustration in males in higher education
Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences
Learning and instruction in the hybrid virtual classroom: An investigation of students' engagement and the effect of quizzes
Dyads composed of members with high prior knowledge are most conducive to digital game-based collaborative learning
Investigating the use of innovative mobile pedagogies for school-aged students: A systematic literature review
A self-determination theory approach to teacher digital competence development
Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum
Knowledge sharing and creation in a teachers' professional virtual community
Factors related to digital reading achievement: A multi-level analysis using international large scale data
Do EU funded projects enable collaboration between scientists? The case of R&D in web-based collaborative learning environments
Implementing Facebook-based instructional approach in pre-service teacher education: An empirical investigation
App clusters: Exploring patterns of multiple app use in primary learning contexts
Assessing aspects of children's written grammar: automating the process
CO2peration - Structuring a 3D interactive digital game to improve climate literacy in the 12-13-year-old age group
Learning through synchronous electronic discussion
A serial mediation model of the relationship between suppression emotion-regulation tendency and outcomes of MOOC learning by Chinese university students: The role of cognitive appraisals, boredom, and behavioral avoidance
Programming and problem solving with C + +: Nell Dale, Chip Weems and Mark Headington. D.C. Heath, Lexington Mass., 1996, 1262 pp. ISBN 0 669 29774 7
SCCR digital learning system for scientific conceptual change and scientific reasoning
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Exploring asynchronous and synchronous tool use in online courses
Online assessment of strategic reading literacy skills
Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge
Teacher perspectives on ICT: A learning ecology approach
A developmental model for distance learning using the Internet
Learning with multiple online texts as part of scientific inquiry in the classroom
Designing a semantic bliki system to support different types of knowledge and adaptive learning
Enabling teachers to explore grade patterns to identify individual needs and promote fairer student assessment
Designing efficient text presentation of multimedia CAI - the evaluation of dynamic text patterns and the negative repetition effect on memory
Reflections on the scholarly contributions of Professor David H. Jonassen
The use of a mobile learning management system and academic achievement of online students
From deconstructive misalignment to constructive alignment: Exploring student uses of mobile technologies in university classrooms
The effect of teachers' self- innovativeness on accountability, distance learning self-efficacy, and teaching practices
Learning analytics on structured and unstructured heterogeneous data sources: Perspectives from procrastination, help-seeking, and machine-learning defined cognitive engagement
Developing Web literacy in collaborative inquiry activities
The roles of embedded monitoring requests and questions in improving mental models of computer-based scientific text
Digital storytelling in Bhutan: A qualitative examination of new media tools used to bridge the digital divide in a rural community school
How does Internet information seeking help academic performance? - The moderating and mediating roles of academic self-efficacy
A PKI approach for deploying modern secure distributed e-learning and m-learning environments
Development and techniques in learner model in adaptive e-learning system: A systematic review
Direct manipulation is better than passive viewing for learning anatomy in a three-dimensional virtual reality environment
Untangling the Great Online Transition: A network model of teachers' experiences with online practices
ComWeb: An electronic classroom for teaching computer literacy
Differentiated processing strategies for science reading among sixth-grade students: Exploration of eye movements using cluster analysis
Learners don't know best: Shedding light on the phenomenon of the K-12 MOOC in the context of information literacy
An exploration of online behaviour engagement and achievement in flipped classroom supported by learning management system
Improving programming skills in engineering education through problem-based game projects with Scratch
The influence of technology acceptance, academic self-efficacy, and gender on academic achievement through online tutoring
Let's get physical: The learning benefits of interacting in digitally augmented physical spaces
The study on integrating WebQuest with mobile learning for environmental education
Representing, learning and understanding
Social anxiety and social skills via problematic smartphone use for predicting somatic symptoms and academic performance at primary school
A task-technology fit view of learning management system impact
Learning presence as a moderator in the community of inquiry model
Cyber-slacking in the classroom: Potential for digital distraction in the new age
A systematic review of the literature regarding socially assistive robots in pre-tertiary education
Assisting students with argumentation plans when solving problems in CSCL
Eighth graders' web searching strategies and outcomes: The role of task types, web experiences and epistemological beliefs
Evaluating college students' evaluations of a professor's teaching effectiveness across time and instruction mode (online vs. face-to-face) using a multilevel growth modeling approach
Developing a plugged-in class observation protocol in high-school blended STEM classes: Student engagement, teacher behaviors and student-teacher interaction patterns
Using mobile learning to increase environmental awareness
Explaining Chinese university students' continuance learning intention in the MOOC setting: A modified expectation confirmation model perspective
Assessing the effectiveness of a voluntary online discussion forum on improving students' course performance
Little experience with ICT: Are they really the Net Generation student-teachers?
Web Collage: An implementation of support for assessment design in CSCL macro-scripts
Corrigendum to "Are digital natives a world-wide phenomenon? An investigation into South African first year students' use and experience with technology" [Computers & Education 55 (2008) 406-414]
The impact of learning to code on elementary students' writing skills
Research in online learning environments: Priorities and methodologies
Digital versus paper-based foreign-language vocabulary learning and testing: A study-test medium congruency effect
Use of instructional technology to improve teacher candidate knowledge of vocabulary instruction
Repeated mistakes in app-based language learning: Persistence and relation to learning gains
"Hits" (not "Discussion Posts") predict student success in online courses: A double cross-validation study
Facilitating EFL students' English grammar learning performance and behaviors: A contextual gaming approach
Utilizing webcam-based proctoring to deter misconduct in online exams
Pedagogical plans as communication oriented objects
OpenGnSys: A novel system toward centralized deployment and management of computer laboratories
Who's got the power? Unpacking three typologies of teacher practice in one-to-one computing classrooms in Finland
Application of linear mixed-effect models for the analysis of exam scores: Online video associated with higher scores for undergraduate students with lower grades
Mediating Science Learning Through Information and Communications Technology: Holliman, Richard and Scanlon, Eileen (Eds.) (2004) London: RoutledgeFalmer, 211pp, ISBN 0-415-32832-2
Computer-aided relearning activity patterns for people with acquired brain injury
Use of the Web in undergraduate teaching
Exploring the effect of using different levels of emotional design features in multimedia science learning
An investigation into effectiveness of different reflective learning strategies for learning operational software
The effect of inquiry-based explorations in a dynamic geometry environment on sixth grade students' achievements in polygons
Tool-use in a blended undergraduate course: In Search of user profiles
Writing Hypertext and Learning: Conceptual and Empirical Approaches: R. Bromme and E. Stahl (eds.) Pergamon, Amsterdam, 2002, ISBN 0-08-043987-X
Epistemic frames for epistemic games
Designing technology for emergent literacy: The PictoPal initiative
Analysis of the relation between computational thinking skills and various variables with the structural equation model
Self-organising navigational support in lifelong learning: How predecessors can lead the way
Collaborative learning activities at a distance via interactive videoconferencing in elementary schools: Parents' attitudes
The impact of ICT on work-life experiences among university Teaching Assistants
EFL learners' use of online reading strategies and comprehension of texts: An exploratory study
Trust as a learning facilitator that affects students' learning performance in the Facebook community: An investigation in a business planning writing course
Successful implementation of user-centered game based learning in higher education: An example from civil engineering
Modernisation of a traditional physics course
"I'm keeping those there, are you?" The role of a new user interface paradigm - Separate Control of Shared Space (SCOSS) - in the collaborative decision-making process
Exploration of learner-content interactions and learning approaches: The role of guided inquiry in the self-directed online environments
Learning in the early years: Social interactions around picturebooks, puzzles and digital technologies
Relationship among smartphone usage, addiction, academic performance and the moderating role of gender: A study of higher education students in India
The role of readiness factors in E-learning outcomes: An empirical study
Attitudes and parenting dimensions in parents' regulation of Internet use by primary and secondary school children
Classroom orchestration: Synthesis
Enhancing English writing and higher-order thinking skills through computational thinking
Exploring the educational potential of robotics in schools: A systematic review
"It's a chance to make mistakes": Processes and outcomes of coding in 2nd grade classrooms
The impact of synchronous inter-networked teacher training in Information and Communication Technology integration
Training predictive L2 processing with a digital game: Prototype promotes acquisition of anticipatory use of tone-suffix associations
Learning from text, video, or subtitles: A comparative analysis
Forms of control and interaction as determinants of lecture effectiveness in the electronic classroom
Beyond plagiarism: An active learning method to analyze causes behind code-similarity
A framework for teachers' integration of ICT into their classroom practice
Distance education: A system view : MICHAEL G. MOORE and GREG KEARSLEY, Wadsworth Publishing Company, 1996, 290 pp ISBN 0-534-6496-4
Long-term study of safe Internet use of young children
Classifying and modeling secondary students' active learning in a virtual learning environment through generated questions
Designing digital game-based learning for professional upskilling: A systematic literature review
Adolescents' computer performance: The role of self-concept and motivational aspects
Learner-generated materials in a flipped pronunciation class: A sequential explanatory mixed-methods study
Investigating elementary school students' text-based argumentation with multiple online information resources
Integrated learning systems in the classroom
Attitudes to the application of a Web-based learning system in a microbiology course
The use of video technology for providing feedback to students: Can it enhance the feedback experience for staff and students?
A Part Practical and Part Conceptual Response to Orchestration
Improving collaborative learning: Guiding knowledge exchange through the provision of information about learning partners and learning contents
Technological environment, virtual experience, and MOOC continuance: A stimulus-organism-response perspective
The collective knowledge of social tags: Direct and indirect influences on navigation, learning, and information processing
Development and evaluation of a 3D mobile application for learning manual therapy in the physiotherapy laboratory
Remediating learning from non-immersive to immersive media: Using EEG to investigate the effects of environmental embeddedness on reading in Virtual Reality
Teacher perceptions of the value of game-based learning in secondary education
A study of 5- to 6-year-old children's peer dynamics and dialectical learning in a computer-based technology-rich classroom environment
What affect student cognitive style in the development of hypermedia learning system?
Examining the impact of off-task multi-tasking with technology on real-time classroom learning
Preventing digital distraction in secondary classrooms: A quasi-experimental study
Learning through experience: Using design based research to redesign protocols for blended synchronous learning environments
A new Internet tool for automatic evaluation in Control Systems and Programming
ARSC: Augmented reality student card
Enhancing blended learning discussions with a Scaffolded Knowledge Integration-Based ChatGPT mobile instant messaging system
The beliefs behind the teacher that influences their ICT practices
Online communities: designing usability, supporting sociability: J. Preece, John Wiley, Chichester and New York, 2000, 439 pp, ISBN 0-471-80599-8