yusuke1997/dblp-id-title huggingface dataset:
Developing social-emotional concepts for learning with video games
Learning with quizzes, simulations, and adventures: Students' attitudes, perceptions and intentions to learn with different types of serious games
Gender issues in Internet access and favourite Internet activities among Greek high school pupils inside and outside school
Pre-service teachers' perceptions about e-democracy: A case in Turkey
Conversations after lateral reading: Supporting teachers to focus on process, not content
Why do teachers continue to use teaching blogs? The roles of perceived voluntariness and habit
What seams do we remove in mobile-assisted seamless learning? A critical review of the literature
The effects of different instructor facilitation approaches on students' interactions during asynchronous online discussions
Fostering historical knowledge and thinking skills using hypermedia learning environments: The role of self-regulated learning
Sources and nature of secondary school teachers' education in computer-related ergonomics
Instagram as a platform for teacher collaboration and digital social support
Social question answering: Analyzing knowledge, cognitive processes and social dimensions of micro-collaborations
Teachers' computational thinking content knowledge: Development of a measurement instrument
Evaluating ADAPT: a hybrid instructional model combining Web-based and classroom components
Teachers' perceptions of the barriers to technology integration and practices with technology under situated professional development
Learning science via animated movies: Its effect on students' thinking and motivation
Effects of computer-assisted comprehension training in less skilled comprehenders in second grade: A one-year follow-up study
Interactivity in online discussions and learning outcomes
ReflAct: Formative assessment for teacher reflection in video-coaching settings
Innovations in Open and Distance Learning: Edited by Fred Lockwood and Anne Gooley. Kogan Page, London, 2001, 227pp, ISBN 0 7494 3476 7
It's not only what I think but what they think! The moderating effect of social norms
Prescriptive analytics for student success in an online university: Drawing learning profiles from trace observations for tailored support
Why fifth- and seventh-graders submit off-task responses to a web-based reading comprehension tutor rather than expected learning responses
An experiment for improving students performance in secondary and tertiary education by means of m-learning auto-assessment
Why are faculty members not teaching blended courses? Insights from faculty members
Learning differences and eye fixation patterns in virtual and physical science laboratories
A testing system for diagnosing misconceptions in DC electric circuits
Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers
Augmented reality for STEM learning: A systematic review
Do multi-channel use and online engagement matter for critical literacy and information verification behaviors? Comprehensive comparisons of six generations from before 1954 (war generation) to generation Z (after 1997)
Social learning network analysis model to identify learning patterns using ontology clustering techniques and meaningful learning
Digital games as sources for science analogies: Learning about energy through play
Learning communities in the crowd: Characteristics of content related interactions and social relationships in MOOC discussion forums
The computational experiment and its effects on approach to learning and beliefs on physics
Incorporating student population differences for effective online education: A content-based review and integrative model
Virtual learning environments as sociomaterial agents in the network of teaching practice
Adrian Oldknow and Ron Taylor, Teaching mathematics using information and communications technology pp262 (2nd ed.), Continuum, London (2003) ISBN 0-8264-7059-9
Distance learning in elementary schools in Cyprus: the evaluation methodology and results
Leveling the computational playing field: Inquiring about factors predicting computational thinking in constructionist game-based learning
Development of an environmental virtual field laboratory
Determinants of interactive white board success in teaching in higher education institutions
Gender difference in the association between internet addiction, self-esteem and academic aspirations among adolescents: A structural equation modelling
A personalized recommendation-based mobile learning approach to improving the reading performance of EFL students
Unplugged or plugged-in programming learning: A comparative experimental study
Hypermedia annotation presentation: The effect of location and type on the EFL learners' achievement in reading comprehension and vocabulary acquisition
Consuming and creating: Early-adopting science teachers' perceptions and use of a wiki to support professional development
WebCT - The quasimoderating effect of perceived affective quality on an extending Technology Acceptance Model
The toolbox for local and global plagiarism detection
The development of a formative scenario-based computer assisted assessment tool in psychology for teachers: The PePCAA project
PowerPoint's power in the classroom: enhancing students' self-efficacy and attitudes
In search of the virtual class : JOHN TIFFIN and LALITA RAJASINGHAM. Routledge, New York, 1995, 204 pp. Hardback ISBN 0 415 11556 6, Paperback ISBN 0 415 12483 2
Augmented reality and pedestrian navigation through its implementation in m-learning and e-learning: Evaluation of an educational program in Chile
What makes an item more difficult? Effects of modality and type of visual information in a computer-based assessment of scientific inquiry abilities
Students' appraisal of emotional and relational experience whilst collaborating online using text based communication
Our flexible friend: The implications of individual differences for information technology teaching
Learning in school, home and community: ICT for early and elementary education
Gestures in conversation - the significance of gestures and utterances when children and preschool teachers create stories using the computer
Using the ARCS model to improve undergraduates' perceived information security protection motivation and behavior
The influence of a multimedia physics tutor and user differences on the development of scientific knowledge
The automatic assessment of free text answers using a modified BLEU algorithm
Blended learning system for efficient professional driving
Cloud computing and education: A state-of-the-art survey
The correlates of the digital divide and their impact on college student learning
What if pupils can assess their peers anonymously? A quasi-experimental study
Metaphor and board writing matter: The mediating roles of psychological distance and immersion in video lectures
Development of the system for observing virtual real time lessons in physical education (SOVRTL-PE): A tool to support preservice teachers' applied learning experiences
Enhancing EFL learners' speaking skills, foreign language enjoyment, and language-specific grit utilising the affordances of a MALL app: A microgenetic perspective
Mobile phones in the classroom: Preservice teachers answer the call
Comparing trained and untrained teachers on their use of LMS tools using the Rasch analysis
On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE
A study of multimedia annotation of Web-based materials
The effect of feedback on metacognition - A randomized experiment using polling technology
Construction of an online learning system for decimal numbers through the use of cognitive conflict strategy
Data mining for providing a personalized learning path in creativity: An application of decision trees
Integrating ICT into teacher education programs from a TPACK perspective: Exploring perceptions of university lecturers
Investigating the simulation elements of environment and control: Extending the Uncanny Valley Theory to simulations
Fear of missing out is associated with disrupted activities from receiving smartphone notifications and surface learning in college students
Impact of different interaction protocols on group communication, satisfaction and learning outcomes of primary school children when using multitouch tabletops
Understanding learners' acceptance of high-immersion virtual reality systems: Insights from confirmatory and exploratory PLS-SEM analyses
Problem solving learning environments and assessment: A knowledge space theory approach
Using a shared workspace and wireless laptops to improve collaborative project learning in an engineering design class
Student engagement and blended learning: Portraits of risk
When first-order barriers are high: A comparison of second- and third-order barriers to classroom computing integration
Forms of synchronous hybrid learning spaces in higher education - A type-building qualitative content analysis
Methodology for evaluating a novel education technology: a case study of handheld video games in Chile
Evaluating a computer-based simulation program to support wireless network fundamentals
Analysing user reviews of inquiry-based learning apps in science education
Applying "First Principles of Instruction" as a design theory of the flipped classroom: Findings from a collective study of four secondary school subjects
An experience of personalized learning hub initiative embedding BYOD for reflective engagement in higher education
The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills
Innovations in science teacher education: Effects of integrating technology and team-teaching strategies
The Digital Learning Classroom: Improving English Language Learners' academic success in mathematics and reading using interactive whiteboard technology
Counter-attitudinal intervention decreased positive attitudes and behavioral tendencies towards video games
POLizied e-Learning using contract management
Podcasting by synchronising PowerPoint and voice: What are the pedagogical benefits?
The impact of information richness on information security awareness training effectiveness
Individual differences in preservice teachers' online self-regulated learning capacity: A multilevel analysis
Comparing synchronous and asynchronous online discussions for students with disabilities: The impact of social presence
Crossing the digital divide safely and trustingly: how ecologies of learning scaffold the journey
L2 vocabulary learning through a COTS adventure game: Individual vs. paired gameplay and the influence of word exposure frequency, word level, and word salience
Assessment of programming language learning based on peer code review model: Implementation and experience report
Primary school pupils' ICT competences: Extensive model and scale development
What's the difference? Learning collaboratively using iPads in conventional classrooms
Insights about large-scale online peer assessment from an analysis of an astronomy MOOC
Visual design guidelines for improving learning from dynamic and interactive digital text
Virtualized Computational Environments on the cloud to foster group skills through PBL: A case study in architecture
Effects of feedback in a computer-based assessment for learning
Computer-enriched instruction (CEI) is better for preview material instead of review material: An example of a biostatistics chapter, the central limit theorem
Performer: an instrument for multidisciplinary courseware teams to share knowledge and experiences
Using data mining as a strategy for assessing asynchronous discussion forums
Why students engage in cyber-cheating through a collective movement: A case of deviance and collusion
Doing Internet Research: Critical Issues and Methods for Examining the Net: Edited by Steve Jones. Sage Publications Inc., December, 1998, 344 pp
How language choices in feedback change with technology: Engagement in text and screencast feedback on ESL writing
Discipline specific online mentoring for secondary pre-service teachers
Incorporating podcasting and blogging into a core task for ESOL teacher candidates
Electronic office hours: a component of distance learning
Learning at distance: Effects of interaction traces on academic achievement
Analyzing CMC content for what?
Examining gender differences in attitudes toward interactive classroom communications systems (ICCS)
The design and pilot evaluation of an interactive learning environment for introductory programming influenced by cognitive load theory and constructivism
Ubiquitous laptop usage in higher education: Effects on student achievement, student satisfaction, and constructivist measures in honors and traditional classrooms
University students' Motivated Attention and use of regulation strategies on social media
Effects of feedback elaboration and feedback timing during computer-based practice in mathematics problem solving
Effects of a social regulation-based online learning framework on students' learning achievements and behaviors in mathematics
How does students' general academic achievement moderate the implications of social networking on specific levels of learning performance?
General and domain-specific influence of prior knowledge on setting of goals and content use in museum websites
What are the educational affordances of wearable technologies?
Attitudes, beliefs, and attendance in a hybrid course
Evaluating the efficiency of social learning networks: Perspectives for harnessing learning analytics to improve discussions
The impact of presentation graphics on students' experience in the classroom
Evaluation of presentation modalities in a hypermedia system
Exploring students' computational practice, design and performance of problem-solving through a visual programming environment
Perceived satisfaction, perceived usefulness and interactive learning environments as predictors to self-regulation in e-learning environments
World of Warcraft and the impact of game culture and play in an undergraduate game design course
Is a schools' performance related to technical change? - A study on the relationship between innovations and secondary school productivity
Effects of interactivity and instructional scaffolding on learning: Self-regulation in online video-based environments
Hyper-authoring for education: a qualitative evaluation
The relative effects of positive interdependence and group processing on student achievement and attitude in online cooperative learning
Impact of ICT on students with high abilities. Bibliographic review (2008-2018)
Promoting students' motivation in language education with gamified pedagogical conversational agents
Nonparametric item analysis and confirmatory factorial validity of the computer attitude scale for secondary students
On the quest for validity: Testing the factor structure and measurement invariance of the technology-dimensions in the Technological, Pedagogical, and Content Knowledge (TPACK) model
Investigating antecedents of plagiarism using extended theory of planned behavior
Exploring student information problem solving behaviour using fine-grained concept map and search tool data
Game-like language learning in 3-D virtual environments
Can educational video games increase high school students' interest in theatre?
How is the use of technology in education evaluated? A systematic review
Unpacking help-seeking process through multimodal learning analytics: A comparative study of ChatGPT vs Human expert
Teamwork competency and satisfaction in online group project-based engineering course: The cross-level moderating effect of collective efficacy and flipped instruction
Incorporating Internet resources into classroom practice: pedagogical perspectives and strategies of secondary-school subject teachers
Embedding computer conferencing into university teaching
Transition from traditional to ICT-enhanced learning environments in undergraduate chemistry courses
The effect of using humor and concept cartoons in high school ICT lesson on students' achievement, retention, attitude and anxiety
"A real double-edged sword: " Undergraduate perceptions of social media in their learning
Comparing human-made and AI-generated teaching videos: An experimental study on learning effects
Collboard: Fostering new media literacies in the classroom through collaborative problem solving supported by digital pens and interactive whiteboards
Young People, Creativity and New Technologies: By Julian Sefton-Green, Routledge, London, 1999, 161 pp., ISBN 0-415-20313-9 £15.99 (paperback)
Promoting multicultural education in the primary classroom: Broadband videoconferencing facilities and digital video
A low-overhead technique for dynamic blackboarding using morphing technology
How instructors influence learning with instructional videos - The importance of professional appearance and communication
A software system for grading student computer programs
Diagnostic, predictive and compositional modeling with data mining in integrated learning environments
Investigating students' learning approaches, perceptions of online discussions, and students' online and academic performance
Students' ICT self-efficacy and computer and information literacy: Determinants and relationships
Present state of CAD teaching in Spanish Universities
An e-assessment approach for evaluation in engineering overcrowded groups
Using online collaboration applications for group assignments: The interplay between design and human characteristics
Closing the gender gap in an introductory programming course
From evaluation to learning: Some aspects of designing a cyber-university
Developing a taxonomy of faculty participation in asynchronous learning environments - an exploratory investigation
Using eye tracking to understand learners' reading process through the concept-mapping learning strategy
Development and implementation of a generative AI-based personalized recommender system to improve students' self-regulated learning and academic performance
Group awareness support and argumentation scripts for individual preparation of arguments in Facebook
"Games are made for fun": Lessons on the effects of concept maps in the classroom use of computer games
Should educators be concerned? The impact of short videos on rational thinking and learning: A comparative analysis
The role of co-explanation and self-explanation in learning from design examples of PowerPoint presentation slides
The effects of problem-based learning on the classroom community perceptions and achievement of web-based education students
Fostering motor skills in physical education: A mobile technology-supported ICRA flipped learning model
Measuring perceived sociability of computer-supported collaborative learning environments
An implementation of design-based learning through creating educational computer games: A case study on mathematics learning during design and computing
Predicting user acceptance of collaborative technologies: An extension of the technology acceptance model for e-learning
Using a concept map knowledge management system to enhance the learning of biology
Knowledge building and the quantity, content and quality of the interaction and participation of students in an online collaborative learning environment
Research on the effectiveness of information technology in reducing the Rural-Urban Knowledge Divide
Can learning be virtually boosted? An investigation of online social networking impacts
Epistemology and learning: Impact on pedagogical practices and technology use in Singapore schools
Scaffolding information problem solving in web-based collaborative inquiry learning
Exploring interactive behaviours of urban and rural teachers in blended synchronous classrooms: Insights from a proposed interaction analysis framework
Effects of a computer-based learning environment that teaches older adults how to install a smart home system
Teaching teachers to use technology through massive open online course: Perspectives of interaction equivalency
Evaluation and assessment of a biomechanics computer-aided instruction
Digital dysfunctions in primary school: A pilot study
Digital diversity among upper secondary students: A multilevel analysis of the relationship between cultural capital, self-efficacy, strategic use of information and digital competence
Students' experiences of anxiety in an assessed, online, collaborative project
Technology Acceptance Model in M-learning context: A systematic review
Comparative analysis of Student's live online learning readiness during the coronavirus (COVID-19) pandemic in the higher education sector
The impact of computer use at home on students' Internet skills
Contextualized questioning to scaffold learning from simulations
Successful implementation factors for using computers in Iranian schools during one decade (1995-2005)
Learning with the web: Experience of using the World Wide Web in a learning environment
School level characteristics and students' CIL in Europe - A latent class analysis approach
Constant companions: Instant messaging conversations as sustainable supportive study structures amongst undergraduate peers
To see a painting versus to walk in a painting: an experiment on sense-making through virtual reality
Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation
Motivating factors in online language teacher education in southern Argentina
Effects on participation of an experimental CSCL-programme to support elaboration: Do all students benefit?
Representational-competency supports in the context of an educational video game for undergraduate astronomy
When educational agents meet surrogate competition: Impacts of competitive educational agents on students' motivation and performance
The design and implementation of a meaningful learning-based evaluation method for ubiquitous learning
Using blogging to enhance the initiation of students into academic research
Fostering professional trainers with robot-based digital storytelling: A brainstorming, selection, forming and evaluation model for training guidance
Exploring the antecedents of screenshot-based interactions in the context of advanced computer software learning
Exploring factors of media characteristic influencing flow in learning through virtual worlds
Preparing Malaysian vocational and technology teachers to integrate computer technology in teaching vocational and technology subjects
Teacher-families online interactions and gender differences in parental involvement through school data system: Do mothers want to know more than fathers about their children?
Facilitating self-directed language learning in real-life scene description tasks with automated evaluation
Exploring gender and gender pairing in the knowledge elaboration processes of students using computer-supported collaborative learning
Robot tutor and pupils' educational ability: Teaching the times tables
Timesplitters: Playing video games before (but not after) school on weekdays is associated with poorer adolescent academic performance. A test of competing theoretical accounts
Improving revision in wiki-based writing: Coordination pays off
Investigating co-teaching presence and its impact on student engagement: A mixed-method study on the blended synchronous classroom
Developing a remote laboratory for engineering education
Investigating readers' mental maps of references in an online system
On the students' perceptions of the knowledge formation when submitted to a Project-Based Learning environment using web applications
Exploring the potential of computer and video games for health and physical education: A literature review
Orchestration, power, and educational technology: A response to Dillenbourg
Using design-based research methodology to develop a pedagogy for teaching and learning of Chinese writing with wiki among Chinese upper primary school students
Trends and exemplary practices of STEM teacher professional development programs in K-12 contexts: A systematic review of empirical studies
How digitalised are vocational teachers? Assessing digital competence in vocational education and looking at its underlying factors
Why this app? How educators choose a good educational app
Why are macros not used? A brief review and an approach for improving training