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1
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An Eye-Tracking Analysis of Spatial Contiguity Effect in Educational Animations
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2
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Audio Cues: Can Sound Be Worth a Hundred Words?
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3
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Using Augmented Reality Technology in Assisting English Learning for Primary School Students
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4
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G-NETS – Gesture-Based Nursing Educational Training Support System
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5
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Dual-Coding Strategy for the Chinese Characters Learners: Chinese PCS Editor
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6
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Exploring Student Interactions: Learning Analytics Tools for Student Tracking
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7
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Assessments of User Centered Design Framework for M-learning Application Development
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8
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Design and Evaluation of a Learning Assistant System with Optical Head-Mounted Display (OHMD)
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9
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Prediction of Learner Native Language by Writing Error Pattern
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10
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An Exploration of Mobile Collaborative Writing Interface Design
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11
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A Tablet-Based Lego Mindstorms Programming Environment for Children
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12
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Voice-Based Computer Mediated Communication for Individual Practice to Increase Speaking Proficiency: Construction and Pilot Study
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13
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Supporting the Development of Computational Thinking: A Robotic Platform Controlled by Smartphone
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14
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The Use of Augmented Reality Interfaces for On-site Crisis Preparedness
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15
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Design and Implementation of Novel Word Learning System “Überall”
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16
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Design Solutions for Interactive Multi-video Multimedia Learning Objects
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17
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Automatic Pronunciation Error Detection and Feedback Generation for CALL Applications
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18
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Feedback in Computer-Based Concept Mapping Tools: A Short Review
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19
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Model for Detecting Student Difficulties in Solving Formative Assessments
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20
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Enhancing the Learner’s Performance Analysis Using SMEUS Semantic E-learning System and Business Intelligence Technologies
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21
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Creation of Meaningful-Learning and Continuous Evaluation Education System
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22
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A Computational Model to Determine Desirability of Events Based on Personality for Performance Motivational Orientation Learners
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23
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Recommendation Engine for an Online Drill System
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24
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Usability of Educational Technology APIs: Findings and Guidelines
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25
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Ontological Design to Support Cognitive Plasticity for Creative Immersive Experience in Computer Aided Learning
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26
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The Potential Use of the Flexilevel Test in Providing Personalised Mobile E-Assessments
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27
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Supporting Golf Coaching and Swing Instruction with Computer-Based Training Systems
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28
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A Student-Centered Hybrid Recommender System to Provide Relevant Learning Objects from Repositories
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29
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Adaptive and Personalized Educational Ubiquitous Multi-Agent System Using Context-Awareness Services and Mobile Devices
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30
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Math and Motion: A (Coursera) MOOC to Rethink Math Assessment
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31
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A Notification and Recommender Mobile App for Educational Online Discussion: A Design Research Approach
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32
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Generating Quizzes for History Learning Based on Wikipedia Articles
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33
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Construction of Educative Micro-Worlds to Build Students’ Creativity in Terms of Their Own Self-Learning
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34
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The Effect of Metaphoric Gestures on Schematic Understanding of Instruction Performed by a Pedagogical Conversational Agent
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35
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Designing Pedagogical Agents to Evoke Emotional States in Online Tutoring Investigating the Influence of Animated Characters
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36
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Contextualization of Archaeological Findings Using Virtual Worlds. Issues on Design and Implementation of a Multiuser Enabled Virtual Museum
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37
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Enhancing the Learning Success of Engineering Students by Virtual Experiments
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38
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The Learning Effect of Augmented Reality Training in a Computer-Based Simulation Environment
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39
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Virtual Music Teacher for New Music Learners with Optical Music Recognition
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40
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The Visual Design and Implementation of an Embodied Conversational Agent in a Shared Decision-Making Context (eCoach)
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41
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CyberPLAYce, A Cyber-Physical-Spatial Storytelling Tool: Results from an Empirical Study with 8-10-Year-Old Storytellers
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42
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What Do My Colleagues Know? Dealing with Cognitive Complexity in Organizations Through Visualizations
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43
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From Formal to Informal 3D Learning. Assesment of Users in the Education
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44
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Evolution of the Conversation and Knowledge Acquisition in Social Networks Related to a MOOC Course
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45
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CATALYST: Technology-Assisted Collaborative and Experiential Learning for School Students
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46
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A Study to Activate Communication by Using SNS on Mobile Phone
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47
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Collaborative Tablet PC the System for Self-Active Awareness in a Dormitory Environment
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48
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A Knowledge Management System to Classify Social Educational Resources Within a Subject Using Teamwork Techniques
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49
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Let’s Play, Video Streams, and the Evolution of New Digital Literacy
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50
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Human-Human Interaction Modeling of Trainer
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51
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A Platform for Supporting the Development of Mixed Reality Environments for Educational Games
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52
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Can Games Motivate Urban Youth for Civic Engagement?
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53
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H-Treasure Hunt: A Location and Object-Based Serious Game for Cultural Heritage Learning at a Historic Site
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54
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Developing an Educational Game for Art Education - Gesture Recognition-Based Performance Guidance for Mozart’s Opera Magic Flute
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55
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Transferring an Educational Board Game to a Multi-user Mobile Learning Game to Increase Shared Situational Awareness
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56
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Gamification in e-Learning Systems: A Conceptual Model to Engage Students and Its Application in an Adaptive e-Learning System
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57
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Good Newbie or Poor Newbie? Determinants of Video Game Skill Acquisition at an Early Stage
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58
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Inspecting Quality of Games Designed for Learning Programming
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59
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E-Learning and Serious Games
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60
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Game Rhetoric: Interaction Design Model of Persuasive Learning for Serious Games
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61
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Just-in-Case or Just-in-Time Training? – Excerpts from a Doctoral Research Study
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62
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Users and Technologies in Education: A Pending Course
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63
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Free Software User Interfaces: Usability and Aesthetics
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64
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Impacting the Digital Divide on a Global Scale - Six Case Studies from Three Continents
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65
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Differentiation of Student Perceptions for Online Courses, Over Time
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66
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The Future of Electronic Textbooks from a User Perspective
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67
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Out of Classroom Instruction in the Flipped Classroom: The Tough Task of Engaging the Students
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68
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Understanding Nomophobia: A Modern Age Phobia Among College Students