yusuke1997/dblp-id-title huggingface dataset:
Introduction to digital media : Edited by TONY FELDMAN. Routledge, London, 1997, 173 pp. ISBN 0 415 15108 2, ISBN 0 415 15423 5
Enhancing creativity through aesthetics-integrated computer-based training: The effectiveness of a FACE approach and exploration of moderators
The role of student learning styles, gender, attitudes and perceptions on information and communication technology assisted learning
Myartspace: Design and evaluation of support for learning with multimedia phones between classrooms and museums
Supporting students' basic psychological needs and satisfaction in a blended learning environment through learning analytics
Designing argumentation for conceptual development
Impediments to good computing practice: Some gender issues
The TOOMOL project: supporting a personalised and conversational approach to learning
A three-phase professional development approach to improving robotics pedagogical knowledge and computational thinking attitude of early childhood teachers
Information and Communications Technology for All: Colin Hardy, David Fulton Publishers, London, 2000, 92pp, ISBN 1-85346-673-5, The Art of Information and Communications Technology for Teachers: Richard Ager, David Fulton Publishers, London, 2000, 131pp, ISBN 1-85346-622-0
The impact of learner-, instructor-, and course-level factors on online learning
Learning in a u-Museum: Developing a context-aware ubiquitous learning environment
Welcome to Cyberschool. Education at the Crossroads in the Information Age.: David Trend. Rowman and Littlefield Publishing, Lanham, Maryland, 2001, ISBN 0-7425-1563-X
School engagement, information technology use, and educational development: An empirical investigation of adolescents
A critical examination of the relationship among research, theory, and practice: Technology and reading instruction
Constructing and evaluating online goal-setting mechanisms in web-based portfolio assessment system for facilitating self-regulated learning
Learning histories in simulation-based teaching: the effects on self-learning and transfer
Listening to scientists in immersive videos: How levels of immersion and points of view influence learning experiences
Intelligent Thai text - Thai sign translation for language learning
An investigation of the potential for a computer-based tutorial program covering the cardiovascular system to replace traditional lectures
The atomic intrinsic integration approach: A structured methodology for the design of games for the conceptual understanding of physics
Exploring adaptive learning, learner-content interaction and student performance in undergraduate economics classes
The values of college students in business simulation game: A means-end chain approach
The effects of organizational learning environment factors on e-learning acceptance
Evolution of online discussion forum richness according to channel expansion theory: A longitudinal panel data analysis
Design of adaptive hypermedia learning systems: A cognitive style approach
How do learners experience joint writing: University students' conceptions of online collaborative writing tasks and environments
Multimedia learning system and its effect on self-efficacy in database modeling and design: an exploratory study
Trends and research issues of mobile learning studies in nursing education: A review of academic publications from 1971 to 2016
Assessing collaborative problem-solving skills among elementary school students
Effects of attitudes and behaviours on learning mathematics with computer tools
The use and effects of incentive systems on learning and performance in educational games
Gender and cultural differences in Internet use: A study of China and the UK
Are intermediate constraint question formats useful for evaluating student thinking and promoting learning in formative assessments?
Online discussion processes: Effects of earlier messages' evaluations, knowledge content, social cues and personal information on later messages
GLUE!: An architecture for the integration of external tools in Virtual Learning Environments
The effect of individualized digital practice at home on math skills-Evidence from a two-stage experiment on whether and why it works
How patterns support computer-mediated exchange of knowledge-in-use
Video gameplay, personality and academic performance
Alistair Irons and Alexander Sylvia, Editors, Effective Learning and Teaching in Computing, RoutledgeFalmer, London (2004) ISBN 0-415-33501-9 208 pp. (paperback), GBP24.99
Adolescents' self-regulated and affective learning, teacher support and digital reading literacy: A multilevel latent profile approach
Understanding the nature and impact of young readers' literacy interactions with talking books and during adult reading support
The varied experience of undergraduate students learning chemistry in virtual reality laboratories
Engaged in learning neurorehabilitation: Development and validation of a serious game with user-centered design
Teaching and learning with children: Impact of reciprocal peer learning with a social robot on children's learning and emotive engagement
Impact of smart classrooms combined with student-centered pedagogies on rural students' learning outcomes: Pedagogy and duration as moderator variables
School subject paradigms and teaching practice in lower secondary Swedish schools influenced by ICT and media
A theory of online learning as online participation
Motivational factors predicting ICT literacy: First evidence on the structure of an ICT motivation inventory
Exploring the impact of individualism and uncertainty avoidance in Web-based electronic learning: An empirical analysis in European higher education
A comparative study of Spanish adult students' attitudes to ICT in classroom, blended and distance language learning modes
Extending the TAM model to explore the factors that affect Intention to Use an Online Learning Community
Analysis of peer learning behaviors using multiple representations in virtual reality and their impacts on geometry problem solving
Delivering Digitally: Managing the Transition to the Knowledge Media: By Alistair Inglis, Peter Ling and Vera Joosten. Kogan Page, London, 1999, 210 pp. ISBN 0-7494-2933-X, £35.00 (hardback)
Comparing the retention and flow experience in playing Solitary and Heart Attack games of San Zi Jing: A perspective of Dual Process Theory
Promoting preservice teachers' psychological and pedagogical competencies for online learning and teaching: The T.E.A.C.H. program
Connection making between multiple graphical representations: A multi-methods approach for domain-specific grounding of an intelligent tutoring system for chemistry
Anter: Ant research institute - Three iterations of testing to develop an ant world in the palm of the hand
Role design considerations of conversational agents to facilitate discussion and systems thinking
Tracing knowledge co-evolution in a realistic course setting: A wiki-based field experiment
Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation
Fostering design-oriented collective reflection among preservice teachers through principle-based knowledge building activities
Creating the first SCORM object
Interventions for increasing male and female undergraduate interest in information technology
"Digital constructivists, activators or presenters? Different profiles of technology integration among swiss upper secondary school teachers"
Using a gesture interactive game-based learning approach to improve preschool children's learning performance and motor skills
Beyond ChatGPT: A conceptual framework and systematic review of speech-recognition chatbots for language learning
Application of the Socratic dialogue on corrective learning of subtraction
Recurrent routines: Analyzing and supporting orchestration in technology-enhanced primary classrooms
The Summer Learning Journey: Ameliorating the summer learning effect using blogging
Online learning across ethnicity and age: A study on learning interaction participation, perception, and learning satisfaction
Understanding factors related to Chilean students' digital skills: A mixed methods analysis
Simulation platforms in initial teacher education: Past practice informing future potentiality
A social network analysis on elementary student engagement in the networked creation community
Effects of a formative assessment-based contextual gaming approach on students' digital citizenship behaviours, learning motivations, and perceptions
Computer support for learning in collaborative contexts: prompted hypothesis testing in physics
Keyboarding versus handwriting speed of higher education students with and without learning disabilities: Does touch-typing assist in narrowing the gap?
Annotations in captioned animation: Effects on vocabulary learning and listening skills
Relationship between learning styles and genres of games
Multimedia language learning courseware: a design solution to the production of a series of CD-ROMs
Interacting with computer-based simulation: The role of dialogue
Online self-assessment and students' success in higher education institutions
Professional development to enhance teachers' practices in using information and communication technologies (ICTs) as cognitive tools: Lessons learned from a design-based research study
Analyzing a new learning strategy according to different knowledge levels
Effects of constructing versus playing an educational game on student motivation and deep learning strategy use
Instructor presence effect: Liking does not always lead to learning
Critical attitude and ability associated with students' self-confidence and attitude toward "predict-observe-explain" online science inquiry learning
Social theory of internet use: Corroboration or rejection among the digital natives? Correspondence analysis of adolescents in two societies
The impact of individual differences on the equivalence of computer-based and paper-and-pencil educational assessments
Learning potential in youth's online networks: A multilevel approach
Lifestyles, innovation attributes, and teachers' adoption of game-based learning: Comparing non-adopters with early adopters, adopters and likely adopters in Taiwan
Immersive procedural training in virtual reality: A systematic literature review
Design principles for fostering pedagogical provenance through research in technology supported learning
The effect of motivational scaffolding on procrastinators' distance learning outcomes
Design and evaluation of a microprocessor course combining three cooperative methods: SDLA, PjBL and CnBL
Prepared to teach ESL with ICT? A study of digital competence in Norwegian teacher education
Transfer of expertise: An eye tracking and think aloud study using dynamic medical visualizations
The innovation profile of nanotechnology team projects of face-to-face and online learners
Closing of the gender gap in technology enriched science education: a case study
Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment
Promoting science learning in game-based learning with question prompts and feedback
Do curious students learn more science in an immersive virtual reality environment? Exploring the impact of advance organizers and epistemic curiosity
Children and parents' reading of an augmented reality picture book: Analyses of behavioral patterns and cognitive attainment
Teachers and Techno-literacy: Managing Literacy, Technology and Learning in Schools: By Colin Lankshear and Ilana Snyder with Bill Green. Allen & Unwin, St Leonards, New South Wales, 178 pp, ISBN 1-86448-946-4
The influence of a web-based learning environment on low achievers' science argumentation
Exploring quadrilaterals in a small group computing environment
Database design learning: A project-based approach organized through a course management system
Using IT in primary school history. : LESLIE SMART, Cassell, London, 1996, 128 pp. ISBN 304328294. £12.99
Social networks, communication styles, and learning performance in a CSCL community
Teacher education for inclusion: Can a virtual learning object help?
Seeking and providing assistance while learning to use information systems
Classrooms matter: The design of virtual classrooms influences gender disparities in computer science classes
Attention paid to feedback provided by a computer-based assessment for learning on information literacy
Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment
Stepping back and stepping in: Facilitating learner-centered experiences in MOOCs
The effect of online argumentation of socio-scientific issues on students' scientific competencies and sustainability attitudes
Interactive stories and exercises with dynamic feedback for improving reading comprehension skills in deaf children
Using ICT for school purposes: Is there a student-school disconnect?
School principals at their lonely work: Recording workday practices through ESM logs
Investigating teachers' adoption of signature mobile pedagogies
Free/libre open source software implementation in schools: Evidence from the field and implications for the future
Talking book design: what do practitioners want?
Evaluating animations as student aids in learning computer algorithms
Learning through online peer discourse: Structural equation modeling points to the role of discourse activities in individual understanding
How competition and heterogeneous collaboration interact in prevocational game-based mathematics education
An optimized group formation scheme to promote collaborative problem-based learning
How do students generate ideas together in scientific creativity tasks through computer-based mind mapping?
Mining concept maps from news stories for measuring civic scientific literacy in media
What do critical reading strategies look like? Eye-tracking and lag sequential analysis reveal attention to data and reasoning when reading conflicting information
MIS implementation in schools: A systems socio-technical framework
microLESSONS in teacher education: Examining pre-service teachers' pedagogical beliefs
Interactive simulated patient - an advanced tool for student-activated learning in medicine and healthcare
Reusable, lifelike virtual humans for mentoring and role-playing
Computer games in pre-school settings: Didactical challenges when commercial educational computer games are implemented in kindergartens
Towards a framework for educational affordances of blogs
Factors driving the adoption of m-learning: An empirical study
Development of a technology mentor survey instrument: Understanding student mentors' benefits
A systematic review of cloud computing tools for collaborative learning: Opportunities and challenges to the blended-learning environment
Using learning analytics with temporal modeling to uncover the interplay of before-class video viewing engagement, motivation, and performance in an active learning context
Investigating the process of mine rescuers' safety training with immersive virtual reality: A structural equation modelling approach
Enabling Technology for Inclusion: Edited by Mike Blamires. Paul Chapman Publishing, London, 1999, 208 pp ISBN: 1-85393-394-1, £18.99 (paperback)
Help seeking, learning and contingent tutoring
A longitudinal study of the use of student-owned portable computers in a secondary school
Calibration of an item bank for the assessment of Basque language knowledge
An idiom-driven learning strategy to improve low achievers' science comprehension, motivation, and argumentation
A case study of developing ICT-supported pedagogy through a collegial practice transfer process
The impact of Facebook Addiction and self-esteem on students' academic performance: A multi-group analysis
Validating a collaborative problem-solving assessment tool across educational stages
The influence of computer-assisted instruction on students' conceptual understanding of chemical bonding and attitude toward chemistry: A case for Turkey
Impact of an augmented reality system on students' motivation for a visual art course
Effects of an ego-depletion intervention upon online learning
Learning by generating vs. receiving instructional explanations: Two approaches to enhance attention cueing in animations
Identifying multiple learning spaces within a single teacher-focused Twitter hashtag
Feasibility of adaptive teaching with technology: Which implementation conditions matter?
Predicting problem-solving success in an office simulation applying N-grams and a random forest to behavioral process data
Beliefs about digital technologies and teachers' acceptance of an educational app for preschoolers
A framework of synthesizing tutoring conversation capability with web-based distance education courseware
Analysis of studies of the effects of computer-assisted instruction on the mathematics performance of students with learning disabilities
Tracking learners' visual attention during a multimedia presentation in a real classroom
Variety is the spice of life: student use of CMC in the context of campus based study
Design of contents for ICT literacy in-service training of teachers in Korea
RDU Model dedicated to evaluate needed counsels for Serious Game projects
A framework for lab work management in mass courses. Application to Low Level Input/Output without hardware
A cyberphilosophical issue in education: Unethical computer using behavior - The case of prospective teachers
Exploring empathy in cyberbullying with serious games
What can online traces tell us about students' self-regulated learning? A systematic review of online trace data analysis
The influence of internationalised versus local content on online intercultural collaboration in groups: A randomised control trial study in a statistics course
Information retention from PowerPoint TM and traditional lectures
Reviewer, essay, and reviewing-process characteristics that predict errors in web-based peer review
Do socio-cultural differences matter? A study of the learning effects and satisfaction with physical activity from digital learning assimilated into a university dance course
Using clickers in class. The role of interactivity, active collaborative learning and engagement in learning performance
Understanding the role of user resistance on mobile learning usage among university students
Establishing the norm of new media literacy of Singaporean students: Implications to policy and pedagogy
Is a hypertext a book or a space? The impact of different introductory metaphors on hypertext construction
Magix - an ICAE system for Problem-Based Learning
Teenage peer-to-peer knowledge sharing through social network sites in secondary schools
An adaptation algorithm for an intelligent natural language tutoring system
An eclectic model for assessing e-learning readiness in the Iranian universities
Flipping the medical classroom: Effect on workload, interactivity, motivation and retention of knowledge
Mixed-reality learning environments: Integrating mobile interfaces with laboratory test-beds
Bluetooth-assisted context-awareness in educational data networks
Online markup based language learning environment
Causal attributions of success and failure made by undergraduate students in an introductory-level computer programming course
Explaining and predicting users' continuance intention toward e-learning: An extension of the expectation-confirmation model
Sites of construction: language learning, multimedia, and the international engineer
The influence of digital educational games on preschool Children's creative thinking
Designing multimedia games for young children's taxonomic concept development
Learning to code via tablet applications: An evaluation of Daisy the Dinosaur and Kodable as learning tools for young children
An analysis of variables affecting the ICT literacy level of Korean elementary school students
Intelligent tutoring systems: Formalization as automata and interface design using neural networks
Orchestration is nothing without conducting - But arranging ties the two together!: A response to Dillenbourg (2011)
Children's reading comprehension and metacomprehension on screen versus on paper
'Pretty Lights' and Maths! Increasing student engagement and enhancing learning through the use of electronic voting systems
How can the digital competences of pre-service teachers be developed? Examining a case study through the lens of DigComp and DigCompEdu
Enhancing pre-service teachers' reflective thinking skills through generative AI-assisted digital storytelling creation: A three-dimensional framework analysis
Can teaching simulations in a virtual classroom help trainee teachers to develop oral communication skills and self-efficacy? A randomized controlled trial
Data mining in educational technology classroom research: Can it make a contribution?
An epistemic curiosity-evoking model for immersive virtual reality narrative reading: User experience and the interaction among epistemic curiosity, transportation, and attitudinal learning
Investigating teacher stress when using technology
The influence of system characteristics on e-learning use
Body in motion, attention in focus: A virtual reality study on teachers' movement patterns and noticing
Making sense of multitasking: The role of Facebook
Reducing interpretative ambiguity in an educational environment with ChatGPT
Designing augmented reality for the classroom
Teachers' attitudes toward web-based professional development, with relation to Internet self-efficacy and beliefs about web-based learning
Escape Addict: A digital escape room for the prevention of addictions and risky behaviors in schools
Effects of two computer-based interventions on reading comprehension: Does strategy instruction matter?
Factors influencing university drop out rates
Examining high-school students' preferences toward learning environments, personal beliefs and concept learning in web-based contexts
Use of a group support system for collaborative assessment
Problem- based learning in live online classes: Learning achievement, problem-solving skill, communication skill, and interaction
The Internet and Facebook Usage on Academic Distraction of College Students
Students' skills and practices of using ICT: results of a national assessment in Finland
Academic procrastination, incentivized and self-selected spaced practice, and quiz performance in an online programming problem system: An intensive longitudinal investigation
'Because it's boring, irrelevant and I don't like computers': Why high school girls avoid professionally-oriented ICT subjects
The relationship between gender and mobile technology use in collaborative learning settings: An empirical investigation
Learning computer programming: Implementing a fractal in a Turing Machine
The Experimenter's A-Z of Mathematics: Mathematics Activities with Computer Support: By Steve Humble, David Fulton, London, 2002, 132pp, plus CD-ROM, ISBN 1-85346-817-7
Effects of an asynchronous online data literacy intervention on pre-service and in-service educators' beliefs, self-efficacy, and practices
Interactive technologies in the instrumental music classroom: A longitudinal study with the Music Paint Machine
E-character education among digital natives: Focusing on character exemplars
Moving beyond the study of gender differences: An analysis of measurement invariance and differential item functioning of an ICT literacy scale
Profiling students' adaptation styles in Web-based learning
A systematic literature review of games-based learning empirical evidence in primary education
Cousins Virtual Jane and Virtual Joe, extraordinary virtual helpers
Beyond the channel: A literature review on ambient displays for learning
Information security - Professional perceptions of knowledge-sharing intention under self-efficacy, trust, reciprocity, and shared-language
Touchscreen apps for child creativity: An evaluation of creativity apps designed for young children
A study on learners' perceptional typology and relationships among the learner's types, characteristics, and academic achievement in a blended e-Education environment
Corrigendum to "Linking self-report and process data to performance as measured by different assessment types" [Computers & Education 167 (2021) 104188]