All Stories

  1. Analysis of team-based cognitive-affective states in STEAM education
  2. Group processes and creative components in a problem-solving task with modular robotics
  3. Macro-dissemination of Maker Cultures: 21st century competencies through an Ideaton
  4. Constructive Alignment in Game Design for Learning Activities in Higher Education
  5. Computers in Secondary Schools, Educational Games
  6. CreaCube, a Playful Activity with Modular Robotics
  7. Analyzing Cognitive Flexibility in Older Adults Through Playing with Robotic Cubes
  8. Computers in Secondary Schools: Educational Games
  9. Intergenerational Learning Through a Participatory Video Game Design Workshop
  10. Computational thinking development through creative programming in higher education
  11. Spanish Zimbardo Time Perspective Inventory Construction and Validity among Higher Education Students
  12. Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning
  13. A Scenario-Based Approach for Designing Educational Robotics Activities for Co-creative Problem Solving
  14. Design Requirements for Educational Robotics Activities for Sustaining Collaborative Problem Solving
  15. Game-Based Learning Across the Lifespan
  16. Multiculturalism and Technology-Enhanced Language Learning
  17. Intergenerational Techno-Creative Activities in a Library Fablab
  18. Expanding the Game Design Play and Experience Framework for Game-Based Lifelong Learning (GD-LLL-PE)
  19. Implementing Maker Spaces to Promote Cross-Generational Sharing and Learning
  20. Promoting Intergenerational Participation Through Game Creation Activities
  21. Analysis of Game and Learning Mechanics According to the Learning Theories
  22. Education, Technology and scientific boundaries -
  23. COCCIBOT: TRANSFORMING THE MBOT PEDAGOGICAL ROBOT TO BE USED FROM KINDERGARTEN TO SECONDARY SCHOOL
  24. EDUCATIONAL ROBOTICS: FROM PROCEDURAL LEARNING TO CO-CREATIVE PROJECT ORIENTED CHALLENGES WITH LEGO WEDO
  25. Conceptions and Instructional Strategies of Pre-Service Teachers towards Digital Game based Learning Integration in the Primary Education Curriculum
  26. Different levels of creative engagement in the use of Technology Enhanced Learning.
  27. De l’apprentissage procédural de la programmation à l’intégration interdisciplinaire de la programmation créative
  28. Digital Game Design as a Complex Learning Activity for Developing the 4Cs Skills: Communication, Collaboration, Creativity and Critical Thinking
  29. Game and Learning Mechanics Under the Perspective of Self-determination Theory for Supporting Motivation in Digital Game Based Learning
  30. Scaffolding Digital Game Design Activities Grouping Older Adults, Younger Adults and Teens
  31. Digital game creation as a creative learning activity
  32. Transposing freemium business model from casual games to serious games
  33. Teaching Pre-Service Teachers to Integrate Serious Games in the Primary Education Curriculum
  34. Work, Games and Lifelong Learning in the 21st Century
  35. Analysis and Modeling of Academia's Collaborative Decision Support System Based on Key Performance Indicators and Degree of Certainty
  36. Identifying Pedagogical Uses of Serious Games for Learning English as a Second Language
  37. Serious Games Opportunities for the Primary Education Curriculum in Quebec
  38. Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?
  39. Polychronicity: review of the literature and a new configuration for the study of this hidden dimension of online learning
  40. The Temporal Perspective in Higher Education Learners: Comparisons between Online and Onsite Learning
  41. Individual and collaborative Performance and Level of Certainty in MetaVals
  42. Supporting Human Capital development with Serious Games: An analysis of three experiences
  43. Computer-Based Creative Collaboration in Online Learning
  44. Entrepreneurship Competence Assessment Through a Game Based Learning MOOC
  45. Quantitative Approach in Measuring Knowledge Convergence in Serious Games
  46. The Relationship between Group Awareness and Participation in a Computer-Supported Collaborative Environment
  47. Measuring the Commercial Outcomes of Serious Games in Companies – A Review
  48. Activity-led learning approach and group performance analysis using fuzzy rule-based classification model
  49. How Sure Are You? Impact of the Degree of Certainty Shared Display in Collaborative Computer-Based Decision Making Task
  50. Serious Games Integration in an Entrepreneurship Massive Online Open Course (MOOC)
  51. Students' Time Perspective and Its Effects on Game Based Learning
  52. The Impact of Students’ Temporal Perspectives on Time-On-Task and Learning Performance in Game Based Learning
  53. Are online learners frustrated with collaborative learning experiences?
  54. Group Awareness, Learning, and Participation in Computer Supported Collaborative Learning (CSCL)
  55. The Use of the Collaboration Awareness Tool EUROCAT in Computer Supported Collaborative Learning
  56. Interdisciplinary and International Adaption and Personalization of the MetaVals Serious Games
  57. GEL: Exploring Game Enhanced Learning
  58. Hot Issues in Game Enhanced Learning: The GEL Viewpoint
  59. Measuring the Knowledge Convergence Process in the Collaborative Game MetaVals
  60. Quality of e-learners’ time and learning performance beyond quantitative time-on-task
  61. Collaborative design of computer network using Activity-Led Learning approach
  62. Impact of the Feeling of Knowledge Explicitness in the Learners’ Participation and Performance in a Collaborative Game Based Learning Activity
  63. Personalised information retrieval through the use of a collaboration awareness tool, a chat and a forum tool in a computer supported collaborative learning task
  64. HCI Education to Support Collaborative e-Learning Systems Design
  65. La construcción colaborativa de conocimiento en las redes de comunicación asíncrona y escrita (RCAE): una revisión de los instrumentos analíticos
  66. Metacognition on the Educational Social Software
  67. Educational Social Software for Context-Aware Learning
  68. Harnessing Web 2.0 for Context-Aware Learning
  69. Metacognition on the Educational Social Software
  70. Use of Social Software in Education
  71. Web 2.0 and Learning
  72. Characterizing Online Learners’ Time Regulation
  73. E-Learning
  74. E-Learning
  75. Metacognition on the Educational Social Software
  76. Time Factor Assessment in Game-Based Learning
  77. Time Factor Assessment in Game-Based Learning
  78. Time Factor in the Curriculum Integration of Game-Based Learning
  79. Introduction
  80. Lʹapprentissage dans un monde complexe