All Stories

  1. The Art Nouveau Path: Four-Wave Repeated Cross-Sectional Evidence on Sustainability Competences in a Gamified Mobile Augmented Reality Heritage Experience
  2. The Art Nouveau Path: Requirements Engineering and Traceability for City-Scale In-the-Wild Mobile Augmented Reality Learning Services
  3. Designing a Sustainability Competencies Questionnaire: Insights from a Literature Review
  4. The Art Nouveau Path: Curriculum-Aligned Heritage Learning for Urban Resilience and Sustainability Competences
  5. The <em>Art Nouveau Path</em>: Requirements Engineering and Traceability for City-Scale In-the-Wild Mobile Augmented Reality Games Learning Services
  6. The <em>Art Nouveau Path</em>: Four-Wave Repeated Cross-Sectional Evidence on Sustainability Competences in a Gamified Mobile Augmented Reality Heritage Experience
  7. The <em>Art Nouveau Path</em>: From the Park’s Bandstand to a City-Scale Outdoor Mobile Augmented Reality Game
  8. The Art Nouveau Path: Longitudinal Analysis of Students’ Perceptions of Sustainability Competence Development Through a Mobile Augmented Reality Game
  9. <p class="MDPI12titleori1" style="mso-line-height-alt: 14.0pt;">The <em>Art Nouveau Path</em>: Curriculum-Aligned Heritage Learning for Urban Resilience and Sustainability Competences
  10. The Art Nouveau Path: From Gameplay Logs to Learning Analytics in a Mobile Augmented Reality Game for Sustainability Education
  11. The <em>Art Nouveau Path</em>: Longitudinal Analysis of Students’ Perceptions of Sustainability Competence Development through a Mobile Augmented Reality Game
  12. The Art Nouveau Path: Valuing Urban Heritage Through Mobile Augmented Reality and Sustainability Education
  13. The <em>Art Nouveau Path</em>: From Gameplay Logs to Learning Analytics in a Mobile Augmented Reality Game for Sustainability Education
  14. The Art Nouveau Path: Trajectory Analysis and Spatial Storytelling Through a Location-Based Augmented Reality Game in Urban Heritage
  15. The <em>Art Nouveau</em> <em>Path</em>: Valuing Urban Heritage Through Mobile Augmented Reality and Sustainability Education
  16. The <em>Art Nouveau Path</em>: Trajectory Analysis and Spatial Storytelling Through a Location-Based Augmented Reality Game in Urban Heritage
  17. The Art Nouveau Path: Integrating Cultural Heritage into a Mobile Augmented Reality Game to Promote Sustainability Competences Within a Digital Learning Ecosystem
  18. The Art Nouveau Path: Integrating Cultural Heritage into a Mobile Augmented Reality Game to Promote Sustainability Competences Within a Digital Learning Ecosystem
  19. The Art Nouveau Path: Promoting Sustainability Competences Through a Mobile Augmented Reality Game
  20. Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning About Sustainability
  21. The <em>Art Nouveau Path</em>: Promoting Sustainability competences through a Mobile Augmented Reality Game
  22. ENHANCING TEACHING PRACTICES THROUGH MOBILE AUGMENTED REALITY GAMES: INSIGHTS FROM THE EDUCITY WORKSHOP
  23. Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning Sustainability with the [Project’s Name] App
  24. Education on Sustainable Development Through Built Heritage and Technology: The “Art Nouveau Path” in the EduCITY App
  25. Overview on the Development of a Data Collection Tool Based on GreenCOMP: The Middle Stage of Its Development Process
  26. GreenComp-Based Questionnaire (GCQuest): Questionnaire Development and Validation
  27. The Potential of a Mobile Augmented Reality Game in Education for Sustainability: Report and Analysis of an Activity with the EduCITY App
  28. The potential of a mobile Augmented Reality game in education for sustainability: report and analysis of an activity with the EduCITY app
  29. EDUCITY APP USER EXPERIENCE: SCHOOL STUDENTS’ PERSPECTIVE
  30. EDUCITY MOBILE GAME ACTIVITY AS BEST PRACTICE IN EDUCATION FOR SUSTAINABLE DEVELOPMENT - A CASE STUDY WITH HIGHER EDUCATION STUDENTS (FUTURE TEACHERS)
  31. MOBILE AUGMENTED REALITY APP WITH 3D MODELS: THE EDUCITY APP
  32. MOBILE AUGMENTED REALITY GAMES FOR AUTHENTIC SCIENCE LEARNING: PERSPECTIVES OF STUDENTS (FUTURE TEACHERS) ON THE EDUCITY ACTIVITY
  33. User Experience of a Mobile App in a City Tour Game for International Doctoral Students
  34. TEACHER TRAINING ON MOBILE AND GAME-BASED LEARNING: LITERATURE REVIEW AND TRAINING PROGRAM PROPOSAL
  35. Implementación de los dispositivos móviles en educación superior: casos de buenas prácticas docentes
  36. The LoCALL App: A Mobile Tool to Promote Learning from and About Linguistic Landscapes
  37. DESIGN & DEVELOP A SMART LEARNING CITY ENVIRONMENT FOR SUSTAINABILITY
  38. Exploring the role of mobile game-based apps towards a smart learning city environment – the innovation of EduCITY
  39. UA INFORMA: EDUCATION FOR SUSTAINABILITY FROM THE ACADEMIA TO THE COMMUNITY
  40. MOBILE LEARNING SUPPORTING LINGUISTIC LANDSCAPES EXPLORATION: STUDENTS AND TEACHERS AS GAME CREATORS
  41. Current Trends in Game-Based Learning—Introduction to a Special Collection of Research
  42. Guidelines for Teacher Training in Mobile Augmented Reality Games: Hearing the Teachers’ Voices
  43. The Impact of Teacher Training Using Mobile Augmented Reality Games on Their Professional Development
  44. TEACHERS’ EXPERIENCES AND PERCEPTIONS REGARDING MOBILE AUGMENTED REALITY GAMES: A CASE STUDY OF A TEACHER TRAINING
  45. Internal Consistency of The Educational Value Scale for Green Outdoor Settings – The Case of Edupark App
  46. The Potential Educational Value of Mobile Augmented Reality Games: The Case of EduPARK App
  47. Jogos no ensino de ciências: Uma proposta para o desenvolvimento de práticas de investigação científica em ecologia
  48. Improving students’ learning with a mobile augmented reality approach – the EduPARK game
  49. Evaluation of a Mobile Augmented Reality Game Application as an Outdoor Learning Tool
  50. Game-Based Mobile Learning with Augmented Reality: Are Teachers Ready to Adopt It?
  51. An App that Changes Mentalities about Mobile Learning—The EduPARK Augmented Reality Activity
  52. EDUCATIONAL MOBILE AUGMENTED REALITY EDUPARK GAME: DOES IT IMPROVE STUDENTS LEARNING?
  53. Learning with the Augmented Reality EduPARK Game-Like App: Its Usability and Educational Value for Primary Education
  54. THE USE OF TECHNOLOGIES IN EDUCATION: INITIAL PERCEPTIONS OF TEACHERS INVOLVED IN THE EDULAB PROJECT
  55. Marker-based augmented reality application for mobile learning in an urban park: Steps to make it real under the EduPARK project
  56. Edulabs AGIRE project – evaluation of ICT integration in teaching strategies
  57. Augmented Reality and Mobile Learning in a Smart Urban Park: Pupils’ Perceptions of the EduPARK Game
  58. IMPACT OF THE EDULAB MODEL ON THE TEACHING STRATEGIES
  59. TEACHER PROFESSIONAL DEVELOPMENT: PROMOTER OF INNOVATIVE PEDAGOGICAL PRACTICES WITH THE USE OF TECHNOLOGIES IN BASIC EDUCATION
  60. Education, Technology and scientific boundaries -
  61. The Use of Communication Technologies in Higher Education in Portugal: Best Practices and Future Trends
  62. Junior Code Academy: A pilot project
  63. Edulabs for the Integration of Technologies in Basic Education – Monitoring the AGIRE Project
  64. New Voices in Higher Education Research and Scholarship
  65. Diversity of Strategies to Promote Effective B‐Learning
  66. The quality of peer assessment in a wiki-based online context: a qualitative study
  67. ICEM & SIIE 2011 Joint Conference “Old meets new - media in education” – A review
  68. Evaluating an online e-module for Portuguese primary teachers: trainees’ perceptions
  69. An Evaluation Model for Quality Assurance of Blended Learning: Exploring the Lecturers’ Perspectives
  70. Web 1.0 and Web 2.0: An Anglo-Portuguese Research Project on the Impact of Using Technology in Science Education Programmes
  71. Assessing collaborative work in a higher education blended learning context: strategies and students’ perceptions
  72. The impact of biology/geology school teachers masters courses on the improvement of science education quality in Portugal
  73. The structure, diversity and somatic production of the fish community in an estuarine coastal lagoon, Ria de Aveiro (Portugal)
  74. Biotransformation and Genotoxic Biomarkers in Mullet Species (LIZA SP.) From a Contaminated Coastal Lagoon (Ria De Aveiro, Portugal)
  75. Changes in the fish fauna of the Ria de Aveiro estuarine lagoon (Portugal) during the twentieth century
  76. Changes in the fish fauna of the Ria de Aveiro estuarine lagoon (Portugal) during the twentieth century
  77. Determination of trace metals in fish species of the Ria de Aveiro (Portugal) by electrothermal atomic absorption spectrometry
  78. Tracing the Use of Communication Technologies in Higher Education
  79. Tracing the Use of Communication Technologies in Higher Education
  80. EduLabs
  81. Tips Towards Tackling Distance Education Modules