yusuke1997/dblp-id-title huggingface dataset:
Stills, not full motion, for interactive spatial training: American, Turkish and Taiwanese female pre-service teachers learn spatial visualization
Profiles of undergraduates' networks addiction: Difference in academic procrastination and performance
Examining the effects of learner-learner interactions on satisfaction and learning in an online undergraduate course
Beyond knowledge: Examining digital literacy's role in the acquisition of understanding in science
Are young generations in secondary school digitally competent? A study on Italian teenagers
Examining competitive, collaborative and adaptive gamification in young learners' math learning
Psychological effects of gamified didactics with exergames in Physical Education at primary schools: Results from a natural experiment
Promises of structured relationship building for higher distance education: Evaluating the effects of a virtual fast-friendship procedure
Factors influencing skilled use of the computer mouse by school-aged children
Self-regulation plus individual interests? A design-based study on the development of a GenAI-empowered platform for self-directed out-of-class reading
Supercomputers to improve the performance in higher education: A review of the literature
Assessment of user experience in video-based learning environments: From design guidelines to final product
A computer environment for beginners' learning of sorting algorithms: Design and pilot evaluation
A study on learning effect among different learning styles in a Web-based lab of science for elementary school students
Reducing the spatial distance between printed and online information sources by means of mobile technology enhances learning: Using 2D barcodes
iVisit-Collaborate: Collaborative problem-solving in multiuser 360-degree panoramic site visits
Using email for teaching
Profiling students' learning engagement in MOOC discussions to identify learning achievement: An automated configurational approach
The effect of regulation feedback in a computer-based formative assessment on information problem solving
Application of cluster analysis to identify different reader groups through their engagement with a digital reading supplement
Predictive power of regularity of pre-class activities in a flipped classroom
Real-time computer graphics simulation of blockplay in early childhood
Educational metadata and brokerage for learning resources
Laptops in the K-12 classrooms: Exploring factors impacting instructional use
Affordances of using mobile technology to support experience-sampling method in examining college students' engagement
How do young children engage with mobile apps? Cognitive, psychomotor, and affective perspective
The influence of the instruction of visual design principles on improving pre-service teachers' visual literacy
A systematic review of online examinations: A pedagogical innovation for scalable authentication and integrity
Propagation & level: Factors influencing in the ICT composite index at the school level
Interactions between cognitive disequilibrium, interactivity with instructional videos, and learning
Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance
One for all?! Simultaneous examination of load-inducing factors for advancing media-related instructional research
Teaching thermodynamics with augmented interaction and learning analytics
Improving quality of teaching and learning in classes by using augmented reality video
Can student-facing analytics improve online students' effort and success by affecting how they explain the cause of past performance?
An empirical analysis of the antecedents of web-based learning continuance
Workforce readiness: A study of university students' fluency with information technology
Computers and education: towards a lifelong learning society
The impact of study load on the dynamics of longitudinal email communications among students
The dialogic dimensions of using a hypermedia learning package
Effects of peer assessment within the context of spherical video-based virtual reality on EFL students' English-Speaking performance and learning perceptions
Assessing information problem solving through a simulation game: Validation evidence from a municipal enforcement official context
Using IT to assess IT: Towards greater authenticity in summative performance assessment
Multi-user virtual environments as a pathway to distributed social networks in the classroom
More I-talk in student teachers' written reflections indicates higher stress during VR teaching
CAL for first year analytical chemistry by distance education
Blog-enhanced ICT courses: Examining their effects on prospective teachers' ICT competencies and perceptions
Improving student performance in a first-year geography course: Examining the importance of computer-assisted formative assessment
Augmented reality learning: New learning paradigm in co-space
Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills
VisSearch: A collaborative Web searching environment
Effects of drag-and-response interaction mechanism of multi-touch operated tabletop technology on users' awareness and collaborative performance
Rethinking testing mode: Should I offer my next chemistry test on paper or computer?
Experiences of using computer assisted assessment in engineering mathematics
A critique to Akdemir and Oguz (2008): Methodological and statistical issues to consider when conducting educational experiments
Blending traditional teaching methods with learning environments: Experience, cyclical evaluation process and impact with MAgAdI
The role of teacher capacity and instructional practice in the integration of educational technology for emergent bilingual students
Exploring the impacts of interactions, social presence and emotional engagement on active collaborative learning in a social web-based environment
Video games can develop graduate skills in higher education students: A randomised trial
Supplantation of mental operations on graphs
A systematic review of Drone integrated STEM education at secondary schools (2005-2023): Trends, pedagogies, and learning outcomes
What influences college students to continue using business simulation games? The Taiwan experience
The use of computers in Brazilian primary and secondary schools
Internet-assisted versus traditional distance learning environments: factors affecting students' preferences
The evaluation of integrated courseware: Can interactive molecular modelling help students understand three-dimensional chemistry?
Using adaptive e-news to improve undergraduate programming courses with hybrid format
Cognitive, social and teaching presence in a virtual world and a text chat
Editorial to: CAL'03
Can students really multitask? An experimental study of instant messaging while reading
Computer game design: Opportunities for successful learning
Users' intrinsic and extrinsic drivers to use a web-based educational environment
How automated feedback through text mining changes plagiaristic behavior in online assignments
Designing curriculum to shape professional social media skills and identity in virtual communities of practice
Online research and learning in science: A one-to-one laptop comparison in two states using performance based assessments
Researching computers and education - glimpses of the wider picture
Effective learning in science: The use of personal response systems with a wide range of audiences
Learning to evaluate: An intervention in civic online reasoning
Task results processing for the needs of task-oriented design environments
Online learning usage within Yemeni higher education: The role of compatibility and task-technology fit as mediating variables in the IS success model
Examining sequential patterns of self- and socially shared regulation of STEM learning in a CSCL environment
Online help-seeking in communities of practice: Modeling the acceptance of conceptual artifacts
Improving children's written grammar and style: revising and editing with HARRY
"Graphical" Jogthrough: expert based methodology for user interface evaluation, applied in the case of an educational simulation interface
The evolution of multimedia sound
Shallow strategy development in a teachable agent environment designed to support self-regulated learning
Integrating intuitive and novel grounded concepts in a dynamic geometry learning environment
Trends and development in technology-enhanced adaptive/personalized learning: A systematic review of journal publications from 2007 to 2017
A prompt-based annotation approach to conducting mobile learning activities for architecture design courses
Comparison of virtual reality and hands on activities in science education via functional near infrared spectroscopy
Studying teacher selection of resources in an ultra-large scale interactive system: Does metadata guide the way?
An explanatory sequential mixed-method research on the full-scale implementation of flipped learning in the first years of the world's first fully flipped university: Departmental differences
On the impact of adaptive test question selection for learning efficiency
When, how and for whom changes in engagement happen: A transition analysis of instructional variables
Engagement and retention in VET MOOCs and online courses: A systematic review of literature from 2013 to 2017
Use of blogs in pre-service teacher education to improve student engagement
To use or not to use: Psychometric properties of the willingness to use technology (WUT) instrument in three Asian contexts
Examining the effects of students' self-efficacy and prior knowledge on learning and visual behavior in a physics game
The view of scientific inquiry conveyed by simulation-based virtual laboratories
(Self-)Evaluation of computer competence: How gender matters
Four spaces of network learning models
Investigating the quality of student approaches to using technology in experiences of learning through writing
Electronic delivery of lectures in the university environment: An empirical comparison of three delivery styles
The role of prescriptive models in learning
Adoption of digital educational resources by early childhood education teachers: A fad or a conviction?
The influences of lecturer charismatic leadership and technology use on student online engagement, learning performance, and satisfaction
The Co-Creative approach to digital simulation games in social science education
An intelligent tutor for intrusion detection on computer systems
Young children's computer skills development from kindergarten to third grade
Early childhood educators' teaching of digital citizenship competencies
Interrelationships between importance, knowledge and attitude of the inexperienced
An enhanced genetic approach to optimizing auto-reply accuracy of an e-learning system
Peers turning on cameras promotes learning in video conferencing
ABRACADABRA in the hands of teachers: The effectiveness of a web-based literacy intervention in grade 1 language arts programs
Conceptualizing astronomical scale: Virtual simulations on handheld tablet computers reverse misconceptions
Measuring digital literacy across three age cohorts: Exploring test dimensionality and performance differences
Transitional feedback schedules during computer-based problem-solving practice
The role of process information in narrations while learning with animations and static pictures
Smart utilization of tertiary instructional modes
The effects of integrating technology, observation and writing into a teacher education method course
The relationship between ICT and student literacy in mathematics, reading, and science across 44 countries: A multilevel analysis
The impact of Technology-Enabled Active Learning (TEAL) implementation on student learning and teachers' teaching in a high school context
An instant perspective comparison system to facilitate learners' discussion effectiveness in an online discussion process
Students' exploration strategies in computer-simulated complex problem environments: A latent class approach
The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
It's not about seat time: Blending, flipping, and efficiency in active learning classrooms
Accessing online learning material: Quantitative behavior patterns and their effects on motivation and learning performance
Characterising effective eLearning resources
Assessing pre-service English language teachers' learning using e-portfolios: Benefits, challenges and competencies gained
Interaction and presence in the virtual classroom: An analysis of the perceptions of students and teachers in online and blended Advanced Placement courses
Learner support in MOOCs: Identifying variables linked to completion
Distributed Teaching Presence and communicative patterns in asynchronous learning: Name versus reply networks
Mapping student-AI interaction dynamics in multi-agent learning environments: Supporting personalized learning and reducing performance gaps
Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement
Structural model of team-based learning using Web 2.0 collaborative software
Exploring the use of asynchronous online discussion in health care education: A literature review
VirSchool: The effect of background music and immersive display systems on memory for facts learned in an educational virtual environment
Effects of student-generated feedback corresponding to answers to online student-generated questions on learning: What, why, and how?
On the N th presence for the Community of Inquiry framework
Understanding students' preferences toward the smart classroom learning environment: Development and validation of an instrument
Computer mediated interaction in Asperger's syndrome: the Bubble Dialogue program
Staying motivated to e-learn: Person- and variable-centred perspectives on the longitudinal risks and support
An approach to evaluating the user experience of serious games
Temporal transitions in participation flow in an asynchronous discussion forum
The effect of using a home computer on students' educational use of IT
Massive LMS log data analysis for the early prediction of course-agnostic student performance
Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation
Effects of matching teaching strategy to thinking style on learner's quality of reflection in an online learning environment
Streamlined orchestration: An orchestration workbench framework for effective teaching
An introduction to object-oriented programming with a didactic microworld: objectKarel
E-learning: Between augmentation and disruption
Usability, quality, value and e-learning continuance decisions
The role of textbook learning resources in e-learning: A taxonomic study
Using a web-enabled video system to support student-teachers' self-reflection in teaching practice
ISDN-based distance learning: tangible costs, intangible benefits
A cognitive definition of computational thinking in primary education
Exploring students' self-regulated learning behavioural patterns and perceptions in an English speaking task within a generative AI-supported immersive VR environment
Online group work patterns: How to promote a successful collaboration
Leveraging a personalized system to improve self-directed learning in online educational environments
The hybrid shift: Evidencing a student-driven restructuring of the college classroom
Assessing digital etiquette in adolescents: A stealth approach using game-based learning to reduce anxiety, promote flow, and enhance learning gains
What do students do in a F2F CSCL classroom? The optimization of multiple communications modes
A blended learning environment for individualized English listening and speaking integrating critical thinking
Perceived values and prospective users' acceptance of prospective technology: The case of a career eportfolio system
An investigation into the effects that digital media can have on the learning outcomes of individuals who have dyslexia
Get out of MySpace!
Young children's ability to use a computer mouse
Does gender stereotype threat in gamified educational environments cause anxiety? An experimental study
Enhanced recognition of written words and enjoyment of reading in struggling beginner readers through whole-word multimedia software
An Examination of the use of computer-based formative assessments
The factors affecting acceptance and use of interactive whiteboard within the scope of FATIH project: A structural equation model based on the Unified Theory of acceptance and use of technology
Learning motivation in e-learning facilitated computer programming courses
Personalising learning: Exploring student and teacher perceptions about flexible learning and assessment in a flipped university course
Analyzing gameplay data to inform feedback loops in The Radix Endeavor
When two computer-supported learning strategies are better than one: An eye-tracking study
Computer tools to teach formal reasoning
The use of mobile learning in higher education: A systematic review
The relation between in-service teachers' digital competence and personal and contextual factors: What matters most?
Emerging themes in e-learning: A review from the stakeholders' perspective
Internet source evaluation: The role of implicit associations and psychophysiological self-regulation
Exploring the factors influencing teachers' instructional data use with electronic data systems
Understanding the behavior changes in belief and attitude among experienced and inexperienced learning object users
Moira Monteith, Editor, ICT for Curriculum Enhancement, Intellect, Bristol (2004) ISBN 1 84150 061 5 168 pp. (paperback) GBP19.95
Usage of augmented reality (AR) and development of e-learning outcomes: An empirical evaluation of students' e-learning experience
Gender and digital usage inequality among adolescents: A comparative study of 39 countries
Screen play: Children and computing in the home: Facer, Keri; Furlong, John; Furlong, Ruth & Sutherland, Rosamund (2003) London: RoutledgeFalmer, 262pp, ISBN 0-415-29842-3
Measuring cyber secure behavior of elementary and high school students in the Netherlands
Engagement, disengagement and performance when learning with technologies in upper secondary school
A Semantic Web-based authoring tool to facilitate the planning of collaborative learning scenarios compliant with learning theories
The relation between academic achievement and the spontaneous use of design-thinking strategies
Statistical semi-supervised system for grading multiple peer-reviewed open-ended works
Using Kolb's Experiential Learning Cycle to improve student learning in virtual computer laboratories
The role of teacher support in increasing youths' intentions to disclose cyberbullying experiences to teachers
Motivational beliefs moderate the relation between academic delay and academic achievement in online learning environments
Investigating effects of computer-mediated feedback on L2 vocabulary learning
The role of iPads in pre-school children's mark making development
Information science instruction and changes in girls' and boy's expectancy and value beliefs: In search of gender-equitable pedagogical practices
Why this app? How user ratings and app store rankings impact educators' selection of educational apps
Developing the inclusive curriculum: Is supplementary lecture recording an effective approach in supporting students with Specific Learning Difficulties (SpLDs)?
Are digital natives a myth or reality? University students' use of digital technologies
Evaluation of knowledge in Object Oriented Programming course with computer adaptive tests
Changing university teaching: reflections on creating educational technologies: Edited by Terry Evans and Daryl Nation, Kogan Page, London, 2000, 194 pp, ISBN 0-7494-3064-8
Students' perceptions of teaching technologies, application of technologies, and academic performance
Evaluating SAMS in Hong Kong schools
Critical evaluation of existing audio learning systems using a proposed TOL model
Is the outcome of remote group work using text based CMC suboptimal? A psychobiological perspective
The digital natives as learners: Technology use patterns and approaches to learning
Video-games: Do they require general intelligence?
Corrigendum to "A meta-analysis of social network site use and social support" [Computers & Education, 127 (2018), pp. 201-213]
Tell me that I can do it better. The effect of attributional feedback from a learning technology on achievement emotions and performance and the moderating role of individual adaptive reactions to errors
Interactive networks and social knowledge construction behavioral patterns in primary school teachers' online collaborative learning activities
Enhancing teacher collaboration for technology integration: the impact of transformational leadership
Information versus Communication in Course Management System participation
Developing situated knowledge about teaching with technology via Web-enhanced Case-based activity
The community of inquiry instrument: Validation and results in online health care disciplines
An emotion regulation app for school inclusion of children with ASD: Design principles and evaluation
Using Wiki in teacher education: Impact on knowledge management processes and student satisfaction
Group regulation and social-emotional interactions observed in computer supported collaborative learning: Comparison between good vs. poor collaborators
The effect of pen and paper or tablet computer on early writing - A pilot study
Cell phone usage and academic performance: An experiment
Educational and social correlates of the digital divide for rural and urban children: A study on primary school students in a provincial city of China
Hypermedia systems for improving knowledge, understanding and skills in engineering degree courses
Criteria for evaluating CAI applications
What affects learner's higher-order thinking in technology-enhanced learning environments? The effects of learner factors
I see what you did there! Divergent collaboration and learner transitions from unproductive to productive states in open-ended inquiry
Effects of adaptive training on metacognitive knowledge monitoring ability in computer-based learning
Characterizing touchscreen actions in technology-enhanced embodied learning for mathematics instruction in K-12 setting - A systematic review (2010-2023)
FuzzyQoI model: A fuzzy logic-based modelling of users' quality of interaction with a learning management system under blended learning
Designing an effective fact-checking education program: The complementary relationship between games and lectures in teaching media literacy
Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning
Identifying Areas of Tension in the field of technology-enhanced learning: Results of an international Delphi study
Cognitive-motivational engagement in ICT mediates the effect of ICT use on academic achievements: Evidence from 52 countries
Integrating algorithm animation into a learning environment
Positive technological and negative pre-test-score effects in a four-year assessment of low socioeconomic status K-8 student learning in computer-based Math and Language Arts courses
The impact of computer literacy on community school teachers in South Africa
Naturally occurring help-seeking exchanges on a homework help forum
A generative artificial intelligence-enhanced multiagent approach to empowering collaborative problem solving across different learning domains
Effect of answer format and review method on college students' learning
Closing the gaps - Improving literacy and mathematics by ict-enhanced collaboration
The use of ICT to support the development of practical music skills through acquiring keyboard skills: a classroom based study
Video-sharing educational tool applied to the teaching in renewable energy subjects
A drawing and multi-representational computer environment for beginners' learning of programming using C: Design and pilot formative evaluation