All Stories

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