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8
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How CSCL Moderates the Influence of Self-efficacy on Students’ Transfer of Learning
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13
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Motivational Social Visualizations for Personalized E-Learning
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14
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Generator of Adaptive Learning Scenarios: Design and Evaluation in the Project CLES
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33
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Technology-Embraced Informal-<italic>in</italic>-Formal-Learning
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39
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Encouragement of Collaborative Learning Based on Dynamic Groups
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42
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<sc>Ask-Elle</sc>: A Haskell Tutor
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45
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Energy Awareness Displays
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46
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I-Collaboration 3.0: A Model to Support the Creation of Virtual Learning Spaces
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51
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PINGO: Peer Instruction for Very Large Groups
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53
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Supporting Goal Formation, Sharing and Learning of Knowledge Workers
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54
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U-Seek: Searching Educational Tools in the Web of Data
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65
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Technology-Enhanced Replays of Expert Gaze Promote Students’ Visual Learning in Medical Training
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3
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21<Superscript>st</Superscript> Century Learning for 21<Superscript>st</Superscript> Century Skills: What Does It Mean, and How Do We Do It?
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9
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Exploiting Semantic Information for Graph-Based Recommendations of Learning Resources
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23
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An Initial Evaluation of Metacognitive Scaffolding for Experiential Training Simulators
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37
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Paper Interfaces for Learning Geometry
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51
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The European TEL Projects Community from a Social Network Analysis Perspective
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65
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TinkerLamp 2.0: Designing and Evaluating Orchestration Technologies for the Classroom
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79
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Understanding Digital Competence in the 21st Century: An Analysis of Current Frameworks
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103
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Notebook or Facebook? How Students Actually Use Mobile Devices in Large Lectures
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113
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Enhancing Orchestration of Lab Sessions by Means of Awareness Mechanisms
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126
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Discerning Actuality in Backstage
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140
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Tweets Reveal More Than You Know: A Learning Style Analysis on Twitter
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180
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Technological and Organizational Arrangements Sparking Effects on Individual, Community and Organizational Learning
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194
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The Social Requirements Engineering (SRE) Approach to Developing a Large-Scale Personal Learning Environment Infrastructure
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208
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The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library
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222
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To Err Is Human, to Explain and Correct Is Divine: A Study of Interactive Erroneous Examples with Middle School Math Students
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236
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An Authoring Tool for Adaptive Digital Educational Games
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250
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A Dashboard to Regulate Project-Based Learning
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264
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Lost in Translation from Abstract Learning Design to ICT Implementation: A Study Using Moodle for CSCL
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278
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The Push and Pull of Reflection in Workplace Learning: Designing to Support Transitions between Individual, Collaborative and Organisational Learning
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292
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eAssessment for 21<Superscript>st</Superscript> Century Learning and Skills
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306
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Supporting Educators to Discover and Select ICT Tools with SEEK-AT-WD
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320
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Key Action Extraction for Learning Analytics
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334
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Using Local and Global Self-evaluations to Predict Students’ Problem Solving Behaviour
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348
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Taming Digital Traces for Informal Learning: A Semantic-Driven Approach
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365
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Analysing the Relationship between ICT Experience and Attitude toward E-Learning
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371
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Integration of External Tools in VLEs with the GLUE! Architecture: A Case Study
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377
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Mood Tracking in Virtual Meetings
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383
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Teachers and Students in Charge
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389
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The Effect of Predicting Expertise in Open Learner Modeling
-
401
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Towards Automatic Competence Assignment of Learning Objects
-
407
-
Slicepedia: Automating the Production of Educational Resources from Open Corpus Content
-
413
-
Fostering Multidisciplinary Learning through Computer-Supported Collaboration Script: The Role of a Transactive Memory Script
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419
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Mobile Gaming Patterns and Their Impact on Learning Outcomes: A Literature Review
-
425
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Adaptation “in the Wild”: Ontology-Based Personalization of Open-Corpus Learning Material
-
441
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An Authoring Tool to Assist the Design of Mixed Reality Learning Games
-
447
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An Automatic Evaluation of Construction Geometry Assignments
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459
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Backstage – Designing a Backchannel for Large Lectures
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465
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Demonstration of the Integration of External Tools in VLEs with the GLUE! Architecture
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483
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Learning to Learn Together through Planning, Discussion and Reflection on Microworld-Based Challenges
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489
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Making Learning Designs Happen in Distributed Learning Environments with GLUE!-PS
-
495
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Math-Bridge: Adaptive Platform for Multilingual Mathematics Courses
-
501
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MEMO – Situated Learning Services for e-Mobility
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513
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Proportion: Learning Proportional Reasoning Together
-
531
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XESOP: A Content-Adaptive M-Learning Environment
-
539
-
A Collaboration Based Community to Track Idea Diffusion Amongst Novice Programmers
-
540
-
Argument Diagrams in Facebook: Facilitating the Formation of Scientifically Sound Opinions
-
541
-
Authoring of Adaptive Serious Games
-
542
-
Collaborative Learning and Knowledge Maturing from Two Perspectives
-
543
-
Computer Supported Intercultural Collaborative Learning: A Study on Challenges as Perceived by Students
-
545
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Just4me: Functional Requirements to Support Informal Self-directed Learning in a Personal Ubiquitous Environment
-
546
-
Observations Models to Track Learners’ Activity during Training on a Nuclear Power Plant Full-Scope Simulator
-
547
-
Practical Issues in e-Learning Multi-Agent Systems
-
548
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Students’ Usage and Access to Multimedia Learning Resources in an Online Course with Respect to Individual Learning Styles as Identified by the VARK Model
-
550
-
Towards Guidelines for Educational Adventure Games Creation (EAGC)