yusuke1997/dblp-id-title huggingface dataset:
An in-depth analysis of adult students in blended environments: Do they regulate their learning in an 'old school' way?
Use of the ARCS model in education: A literature review
Chatbots for learning: A review of educational chatbots for the Facebook Messenger
The effects of technology use in postsecondary education: A meta-analysis of classroom applications
Mobile-based assessment: Investigating the factors that influence behavioral intention to use
Interactive video technology: Enhancing professional learning in initial teacher education
Learning teamwork skills in university programming courses
A virtual workshop as a tool for collaboration: towards a model of telematic learning environments
Detecting ChatGPT-generated essays in a large-scale writing assessment: Is there a bias against non-native English speakers?
Second Life adoption in education: A motivational model based on Uses and Gratifications theory
Effects of an online problem based learning course on content knowledge acquisition and critical thinking skills
Insights into ICT capability on a teacher-mentored PGCE course
Students' performance and satisfaction with Web vs. paper-based practice quizzes and lecture notes
Development of a theory-based internet program promoting maintenance of diet and physical activity change to 8-year-old African American girls
The role of errors in learning computer software
E-learning and accessibility: An exploration of the potential role of generic pedagogical tools
Understanding the relationships among ICT use, self-efficacy, and achievement in PISA 2022: A multigroup analysis featuring gender and immigrant status
Digital maps for learning: A review and prospects
Hierarchical analysis of in-service teachers' barriers to technology-integrated instruction: A review of 2000-2024 publications
What type of learning style leads to online participation in the mixed-mode e-learning environment? A study of software usage instruction
The measures weighted stratum and weighted compactness on the weighted digraph-based models of the hypermedia and navigation
A framework for the design and integration of collaborative classroom games
Introducing pocket PCs in schools: Attitudes and beliefs in the first year
Closing the gap: Efficacy of a tablet intervention to support the development of early mathematical skills in UK primary school children
Finnish high school students' readiness to adopt online learning: Questioning the assumptions
Visual programming languages integrated across the curriculum in elementary school: A two year case study using "Scratch" in five schools
Modelling of distance education forum: Formal languages as interpretation methodology of messages in asynchronous text-based discussion
Assessing elementary students' computational thinking in everyday reasoning and robotics programming
Root-metaphors for understanding: A framework for teachers and teacher educators of information and communication technologies
Mobile learning significantly enhances student learning gains: A meta-analysis and research synthesis
Teachers implementing pedagogy through REDEEM
Mediating factors that influence the technology integration practices of teacher educators
E-Reader apps and reading engagement: A descriptive case study
Using sequence mining to study students' calculator use, problem solving, and mathematics achievement in the National Assessment of Educational Progress (NAEP)
A role-playing virtual world for web-based application courses
A meta-analytic review of the role of instructional support in game-based learning
Online exams for blended assessment. Study of different application methodologies
Scripting the role of assessor and assessee in peer assessment in a wiki environment: Impact on peer feedback quality and product improvement
The effect of a telepointer on student performance and preference
What predicts the use of interaction-oriented pedagogies? The role of self-efficacy, motivation, and employment stability
Supporting learning using external representations
A team building model for software engineering courses term projects
Automatic detection of inconsistencies between numerical scores and textual feedback in peer-assessment processes with machine learning
An empirical study of techno-stressors, literacy facilitation, burnout, and turnover intention as experienced by K-12 teachers
Interactive augmented reality system for enhancing library instruction in elementary schools
Wiki-based rapid prototyping for teaching-material design in e-Learning grids
Unfamiliar technology: Reaction of international students to blended learning
Mapping pedagogy and tools for effective learning design
Towards teaching strategies addressing online learning in blended learning courses for adult-learners
The impact of integrating ICT with teaching: Evidence from a randomized controlled trial in rural schools in China
Measuring pedagogical agent persona and the influence of agent persona on learning
Telesupport in breastfeeding
Information literacy skills: Teacher understandings and practice
An online collaborative document creation exercise in an ODL research project module
The effects of geography lessons with geospatial technologies on the development of high school students' relational thinking
A gender issue? - How touch-based interactions with dynamic spatial objects support performance and motivation of secondary school students
Personalized multi-student improvement based on Bayesian cybernetics
The design and application of a web-based self- and peer-assessment system
Females in computing: Understanding stereotypes through collaborative picturing
Women's participation in MOOCs in the IT area
Multimodal digital classroom assessments
Using virtual learning environments in bricolage mode for orchestrating learning situations across physical and virtual spaces
Factors influencing digital technology use in early childhood education
Development and evaluation of multimedia whiteboard system for improving mathematical problem solving
Reconsidering the Voice Prinicple with Non-native Language Speakers
Domains and determinants of university students' self-perceived computer competence
The essential applications of educational robot: Requirement analysis from the perspectives of experts, researchers and instructors
Self Test: a flexible self assessment package for distance and other learners
Embracing the challenge: Predicting self-testing in non-formal online courses using machine learning
Lurking and participation in the virtual classroom: The effects of gender, race, and age among graduate students in computer science
Modelling teenage personal contexts to support technology enhanced enquiry into personal energy consumption
A model supported interactive virtual environment for natural resource sharing in environmental education
Visual reasoning instructional software system
Preparing preservice teachers to teach with digital technologies: An update of effective SQD-strategies
Student characteristics and computer-mediated communication
Impact of teachers' grading policy on the identification of at-risk students in learning analytics
Investigating the relationships among teachers' motivational beliefs, motivational regulation, and their learning engagement in online professional learning communities
Using podcasts to replace lecture: Effects on student achievement
Can MOOCs be interesting to students? An experimental investigation from regulatory focus perspective
Programming contest strategy
Electronic outlining as a writing strategy: Effects on students' writing products, mental effort and writing process
Relationships between critical thinking dispositions and evaluation of videos with variation in the level of expertise of the source among middle and high school students
Wandering: A Web-based platform for the creation of location-based interactive learning objects
Making sources visible: Promoting multiple document literacy with digital epistemic scaffolds
Developing an assessment-centered e-Learning system for improving student learning effectiveness
Integrating algorithm visualization technology into an undergraduate algorithms course: ethnographic studies of a social constructivist approach
Models of integration of virtualization in education: Virtualization technology and possibilities of its use in education
Using the saliency-based model to design a digital archaeological game to motivate players' intention to visit the digital archives of Taiwan's natural science museum
How do Chinese undergraduates harness the potential of appraisal and emotions in generative AI-Powered learning? A multigroup analysis based on appraisal theory
An assessment of the influence of perceived enjoyment and attitude on the intention to use technology among pre-service teachers: A structural equation modeling approach
The role of new technologies in the learning process: Moodle as a teaching tool in Physics
The effect of online summary assessment and feedback system on the summary writing on 6th graders: The LSA-based technique
Effects of different online peer-feedback approaches on students' performance skills, motivation and self-efficacy in a dance course
Structured learning in a virtual environment
Diverse approaches to learning with immersive Virtual Reality identified from a systematic review
Aligning objectives with assessment in online courses: Integrating learning analytics and measurement theory
Teacher regulation of cognitive activities during student collaboration: Effects of learning analytics
Implementing mobile learning curricula in a grade level: Empirical study of learning effectiveness at scale
Interactivity and signaling in Immersive Virtual Reality: Effects on EFL learning experiences and outcomes
3D visualization types in multimedia applications for science learning: A case study for 8th grade students in Greece
Using scaffolded feedforward and peer feedback to improve problem-based learning in large classes
Factors influencing the success of computer mediated communication (CMC) environments in university teaching: a review and case study
Conceptions of learning versus conceptions of web-based learning: The differences revealed by college students
Using online assessments to stimulate learning strategies and achievement of learning goals
Fostering argumentative knowledge construction through enactive role play in Second Life
Process and learning outcomes from remotely-operated, simulated, and hands-on student laboratories
Does teaching with PowerPoint increase students' learning? A meta-analysis
Impact of pre-knowledge and engagement in robot-supported collaborative learning through using the ICAPB model
Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors
Integrating communication formats: synchronous versus asynchronous and text-based versus visual
Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow
Serious game-based learning and learning by making games: Types of game-based pedagogies and student gaming hours impact students' science learning outcomes
Computer usage and the validity of self-assessed computer competence among first-year business students
Collaboration and discourse while programming the KidSim microworld simulation
The design of blended learning in response to student diversity in higher education: Instructors' views and use of differentiated instruction in blended learning
Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young
Learning-testing process in classroom: An empirical simulation model
A computational modeling of student cognitive processes in science education
A longitudinal study on information-seeking knowledge in psychology undergraduates: Exploring the role of information literacy instruction and working memory capacity
Too much computer and Internet use is bad for your grades, especially if you are young and poor: Results from the 2001 Brazilian SAEB
Digital plagiarism: An experimental study of the effect of instructional goals and copy-and-paste affordance
Generating a two-phase lesson for guiding beginners to learn basic dance movements
Clarifying the empirical connection of new entrants' e-learning systems use to their job adaptation and their use patterns under the collective-individual training environment
Innovation in physical education: Teachers' perspectives on readiness for wearable technology integration
Expectations and reality: Evaluating patterns of learning behaviour using audit trails
The design of Cloudworks: Applying social networking practice to foster the exchange of learning and teaching ideas and designs
The distance from isolation: Why communities are the logical conclusion in e-learning
The use of ICT in primary schools within emerging communities of implementation
Challenges in the online component of blended learning: A systematic review
Fostering pre-service teachers' self-regulated learning through self- and peer assessment of wiki projects
Re-mediating classroom activity with a non-linear, multi-display presentation tool
The potential of 360-degree virtual reality videos to teach water-safety skills to children
Blended learning applied to the study of Mechanical Couplings in engineering
A comparative analysis of the effects of computer and paper-based personalization on student achievement
Like it or learn from it: Effects of talking heads in educational videos
Computer assisted mediation for blind children
Students' guided inquiry with simulation and its relation to school science achievement and scientific literacy
A meta-analysis of the correlation between self-regulated learning strategies and academic performance in online and blended learning environments
The influence of task demand and social categorization diversity on performance and enjoyment in a language learning game
Constrained interactivity for relating multiple representations in science: When virtual is better than real
Preparation versus practice: How do teacher education programs and practicing teachers align in their use of technology to support teaching and learning?
Decision-making determinants of students participating in MOOCs: Merging the theory of planned behavior and self-regulated learning model
The effects of secondary teachers' technostress on the intention to use technology in South Korea
Artificial intelligence for teaching and learning in schools: The need for pedagogical intelligence
A BDI approach to infer student's emotions in an intelligent learning environment
An intelligent learning diagnosis system for Web-based thematic learning platform
Investigating the impact of a flipped programming course using the DT-CDIO approach
Mobile English learning: An evidence-based study with fifth graders
Online formative peer feedback in Chinese contexts at the tertiary Level: A critical review on its design, impacts and influencing factors
Antecedents and consequences of perceived knowledge update in the context of an ERP simulation game: A multi-level perspective
Informal education by computer - ways to computer knowledge
Computer-game construction: A gender-neutral attractor to Computing Science
Children's enjoyment and perception of computer use in the home and the school
The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level
Theoretical considerations for understanding technological pedagogical content knowledge (TPACK)
Collaborative science learning in an immersive flight simulation
Enhancing learning and engagement through embodied interaction within a mixed reality simulation
A study on e-learning take-up intention from an innovation adoption perspective: A case in China
Creative use of podcasting in higher education and its effect on competitive agency
An exploratory study of student engagement in gamified online discussions
The efficiency of algorithms - misconceptions
An intelligent information access system assisting a case based learning methodology evaluated in higher education with medical students
Blogging mathematics: Using technology to support mathematical explanations for learning fractions
Education 2000: Implications of W3 technology
Learning secondary mathematics with technology: Exploring the complex interrelationship between students' attitudes, engagement, gender and achievement
Cultural implications in the acceptability of game-based learning
The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting
Process analysis of teachers' self-regulated learning patterns in technological pedagogical content knowledge development
Social network site use and academic achievement: A meta-analysis
Unpacking the relationship between screen use and educational outcomes in childhood: A systematic literature review
Revisiting and reframing use: Implications for the integration of ICT
Understanding the massive open online course (MOOC) student experience: An examination of attitudes, motivations, and barriers
Technology Enhanced Learning in higher education; motivations, engagement and academic achievement
Open badges support goal setting and self-efficacy but not self-regulation in a hybrid learning environment
Effects of high level prompts and peer assessment on online learners' reflection levels
Leaderboards within educational videogames: The impact of difficulty, effort and gameplay
The design and the formative evaluation of an adaptive educational system based on cognitive styles
Construction and analysis of educational assessments using knowledge maps with weight appraisal of concepts
Effectiveness of PowerPoint presentations in lectures
A remix-oriented approach to promoting student engagement in a long-term participatory learning program
Collaborative agile learning in online environments: Strategies for improving team regulation and project management
Learning with web-based interactive objects: An investigation into student perceptions of effectiveness
Examining the effects of learning in dyads with computer-based multimedia on third-grade students' performance in history
Using RSS to support mobile learning based on media richness theory
On automated grading of programming assignments in an academic institution
Relationship between digital game experience and problem-solving performance according to a PISA framework
An examination of seven years of technology integration in Florida schools: Through the lens of the Levels of Digital Divide in Schools
Learner perceptions versus technology usage: A study of adolescent English learners in Hong Kong secondary schools
Automated feedback improves teachers' questioning quality in brick-and-mortar classrooms: Opportunities for further enhancement
Verbal redundancy in a procedural animation: On-screen labels improve retention but not behavioral performance
A path model for technology integration into elementary school settings in Turkey
Exploring characteristics of primary school students' self-regulated learning (SRL) behaviors in human-GenAI collaborative programming learning environments: Insights from a proposed framework
Design-based research on integrating learning technology tools into higher education classes to achieve active learning
Webcam use and its role in children's engagement and achievement during extended remote learning
Selecting continuous training program and activities for computer professionals
Knowledge management in blended learning: Effects on professional development in creativity instruction
Does ChatGPT enhance student learning? A systematic review and meta-analysis of experimental studies
Does self-generating a graphic organizer while reading improve students' learning?
Technology usage in mathematics education research - A systematic review of recent trends
Teachers' opinion survey on the use of ICT tools to support attendance-based teaching
Learning performance and behavioral patterns of online collaborative learning: Impact of cognitive load and affordances of different multimedia
Building and testing a virtual university
Adults video gaming: Key competences for a globalised society
Tailoring educational support with graph neural networks and explainable AI: Insights into online learners' metacognitive abilities
Social tagging strategy for enhancing e-learning experience
Offline and online user experience of gamified robotics for introducing computational thinking: Comparing engagement, game mechanics and coding motivation
Investigating the relationships among instructional strategies and learning styles in online environments
Why this app: How user ratings and app store rankings impact parents' choice of educational apps
Investigating models for preservice teachers' use of technology to support student-centered learning
Teaching mathematical explanation through audiographic technology
Is game-based language learning general or specific-oriented? Exploring the applicability of mobile virtual realities to medical English education in the middle east
Drawing on technology: An investigation of preservice teacher beliefs in the context of an introductory educational technology course
Impacts of an augmented reality-based flipped learning guiding approach on students' scientific project performance and perceptions
Student teachers' conceptions of technology: A metaphor analysis
Effects of pacing and cognitive style across dynamic and non-dynamic representations
Teaching with technology: A large-scale, international, and multilevel study of the roles of teacher and school characteristics
The effect of cues for calibration on learners' self-regulated learning through changes in learners' learning behaviour and outcomes
The impact of a forfeit-or-prize gamified teaching on e-learners' learning performance
Interactive story authoring: A viable form of creative expression for the classroom
Critical success factors for on-line course resources
Undergraduate students' use of information communicated during e-mail "tutorials"
Employing a structured interface to advance primary students' communicative competence in a text-based computer mediated environment
The crossroads of English language learners, task-based instruction, and 3D multi-user virtual learning in Second Life
Revealing the regulation of learning strategies of MOOC retakers: A learning analytic study
Heterogeneity of learning material in synchronous computer-supported collaborative modelling
Doing what works: A grounded theory case study of technology use by teachers of English at a Korean university
Making sense of multitasking: Key behaviours
The learning behaviours of dropouts in MOOCs: A collective attention network perspective
Investigating behavioral and cognitive patterns among high-performers and low-performers in Co-viewing video lectures
Designing a toolkit to support dialogue in learning
The role of perceived user-interface design in continued usage intention of self-paced e-learning tools
Technology-enhanced game-based team learning for improving intake of food groups and nutritional elements
The effects of CD-ROM storybook reading on low SES kindergarteners' emergent literacy as a function of learning context
Participatory evaluation of an educational game for social skills acquisition
The impact of online video lecture recordings and automated feedback on student performance
Strengthening dialogic peer feedback aiming for deep learning in SPOCs
Teacher beliefs and technology integration practices: A critical relationship
Technology valued? Observation and review activities to enhance future teachers' utility value toward technology integration
Competency development of pre-service teachers during video-based learning: A systematic literature review and meta-analysis
Personalization in an interactive learning environment through a virtual character
Are digital natives a world-wide phenomenon? An investigation into South African first year students' use and experience with technology