All Stories

  1. Effects of Augmented Reality-Enhanced Storytelling in Tertiary Philology Education
  2. Effects of Generative AI Feedback and Interactive Video Assessment on Student Learning Achievement in Philological Content Creation Courses
  3. From Generative AI to Extended Reality: Multidisciplinary Perspectives on the Challenges, Opportunities, and Future of Educational Computing
  4. AI Chatbots in Philology: A User Experience Case Study of Conversational Interfaces for Content Creation and Instruction
  5. The Impact of AI-Generated Instructional Videos on Problem-Based Learning in Science Teacher Education
  6. The role of students’ higher-order thinking skills in the relationship between academic achievements and machine learning using generative AI chatbots
  7. Comparing quality and autonomous learning of teacher professional development programs in MOOCs and LMS
  8. Enhancing Computational Thinking, Spatial Reasoning, and Executive Function Skills: The Impact of Tangible Programming Tools in Early Childhood and Across Different Learner Stages
  9. Effects of Kahoot! on K-12 Students’ Mathematics Achievement and Multi-Screen Addiction
  10. Harnessing Generative Artificial Intelligence for Digital Literacy Innovation: A Comparative Study between Early Childhood Education and Computer Science Undergraduates
  11. Exploring learning outcomes and psycho-emotional experiences of undergraduate students in digital literacy training and support using Web-based assessment platforms
  12. Virtual Reality Assessment of Attention Deficits in Traumatic Brain Injury: Effectiveness and Ecological Validity
  13. The Effects of Generative AI Platforms on Undergraduates’ Narrative Intelligence and Writing Self-Efficacy
  14. Assessing Computational Thinking, Motivation, and Grit of Undergraduate Students Using Educational Robots
  15. The influence of sociodemographic factors on students' attitudes toward AI-generated video content creation
  16. Effects of Simulation Games on students’ Computational Thinking and Game Experience for Programming Courses in Primary School
  17. Exploring relationships among students' computational thinking skills, emotions, and cognitive load using simulation games in primary education
  18. The Influence of Absorption and Need for Cognition on Students’ Learning Outcomes in Educational Robot-Supported Projects
  19. Comparing the effectiveness of video and stereoscopic 360° virtual reality‐supported instruction in high school biology courses
  20. The Effects of Machinima on Communication Skills in Students with Developmental Dyslexia
  21. The effects of augmented reality‐supported instruction in tertiary‐level medical education
  22. A systematic mapping review of augmented reality applications to support STEM learning in higher education
  23. ARLEAN: An Augmented Reality Learning Analytics Ethical Framework
  24. A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education
  25. A Learning Analytics Conceptual Framework for Augmented Reality-Supported Educational Case Studies
  26. Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature
  27. A Learning Analytics Theoretical Framework for STEM Education Virtual Reality Applications
  28. A Scoping Review of Immersive Virtual Reality in STEM Education
  29. A systematic literature review of mixed reality environments in K-12 education
  30. Can the flipped classroom model improve students’ academic performance and training satisfaction in Higher Education instructional media design courses?
  31. Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning
  32. Facebook and Moodle Integration into Instructional Media Design Courses: A Comparative Analysis of Students’ Learning Experiences using the Community of Inquiry (CoI) Model
  33. The effect of simulation games on learning computer programming: A comparative study on high school students’ learning performance by assessing computational problem-solving strategies
  34. Learning to Think and Practice Computationally via a 3D Simulation Game
  35. Is the flipped classroom model for all? Correspondence analysis from trainee instructional media designers
  36. How can a simulation game support the development of computational problem-solving strategies?
  37. Exploring the educational potential of three-dimensional
  38. Leveraging Scratch4SL and Second Life to motivate high school students’ participation in introductory programming courses: findings from a case study
  39. An exploration of interrelationships among presence indicators of a community of inquiry in a 3D game-like environment for high school programming courses
  40. Blending the CoI model with Jigsaw technique for pre-service foreign language teachers’ continuing professional development using Open Sim and Sloodle
  41. Gaming in Second Life via Scratch4SL
  42. Open Sim and Sloodle Integration for Preservice Foreign Language Teachers’ Continuing Professional Development
  43. A cybernetic framework to articulate the organisational complexity of users' interactions with the Jigsaw technique in an Open Sim standalone server
  44. Harnessing and Evaluating Open Sim for the Implementation of an Inquiry-Based Collaborative Learning (Ib[C]L) Script in Computer Science
  45. Online and hybrid university-level courses with the utilization of Second Life: Investigating the factors that predict student choice in Second Life supported online and hybrid university-level courses
  46. Bolstering the quality and integrity of online collaborative university- level courses via an open Sim standalone server in conjunction with sloodle
  47. Utilizing a Serious Game via Open Sim Standalone Server and Scratch4OS for Introductory Programming Courses in Secondary Education: Their Effect on Student Engagement
  48. The influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life
  49. Engaging students in blended and online collaborative courses at university level through Second Life: comparative perspectives and instructional affordances
  50. What Makes Students to Participate in Online Collaborative Settings Through Second Life?
  51. A theoretical cybernetic macro-script to articulate collaborative interactions of cyber entities in virtual worlds
  52. On the value of Second Life for students’ engagement in blended and online courses: A comparative study from the Higher Education in Greece
  53. The impact of computer self-efficacy, situational interest and academic self-concept in virtual communities of inquiry during the distance learning procedures through Second Life
  54. Harnessing and Evaluating Open Sim for the Implementation of an Inquiry-Based Collaborative Learning (Ib[C]L) Script in Computer Science:
  55. Virtual communities of inquiry (VCoI) for learning basic algorithmic structures with open simulator and Scratch4OS
  56. A Qualitative Research Approach for the Investigation and Evaluation of Adult Users’ Participation Factors through Collaborative E-Learning Activities in the Virtual World of “Second Life”
  57. Virtual Communities of Inquiry
  58. Open Source Virtual Worlds for E-Learning
  59. An Innovative “Cybernetic” Organization Improvement Plan through Participatory Action Research in Persistent “Open Source” Virtual Worlds
  60. Conceptual Foundations for Interactive Programming Activities with the Conjunction of Scratch4OS and Open Sim
  61. E-Learning Quality through Second Life
  62. An Innovative “Cybernetic” Organization Improvement Plan through Participatory Action Research in Persistent “Open Source” Virtual Worlds
  63. Theoretical Foundations of a CSCL Script in Persistent Virtual Worlds According to the Contemporary Learning Theories and Models
  64. Unraveling a Progressive Inquiry Script in Persistent Virtual Worlds:
  65. Unraveling a Progressive Inquiry Script in Persistent Virtual Worlds
  66. Theoretical Foundations of a CSCL Script in Persistent Virtual Worlds According to the Contemporary Learning Theories and Models
  67. Theoretical Foundations of a CSCL Script in Persistent Virtual Worlds According to the Contemporary Learning Theories and Models