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21st Century Learning for 21st Century Skills [2012]

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