All Stories

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