All Stories

  1. Lifelong teacher training to improve programming education
  2. TEACHING WITH TECHNOLOGY TREES – GAME-BASED LEARNING FOR HISTORY EDUCATION
  3. Grades 7–12 teachers' perception of computational thinking for mathematics and technology
  4. 3 GAMES 4 CODING – DO GIRLS FEEL WELCOME?
  5. FROM THE PROJECT SANDBOX TO THE REAL WORLD – WORK-INTEGRATED PROFESSIONAL DEVELOPMENT FOR BANK AND INSURANCE COMPANIES
  6. Working from home during the Covid-19 pandemic
  7. Opening up the University for a Multi-directed Lifelong Professional Development
  8. PROGRAMMING IN K-12 MATHEMATICS – A TWO-STEP ROCKET
  9. Work-integrated learning and the collaboration between academia and the industry
  10. SCRIPTED COLLABORATION IN SERIOUS GAMES FOR CRISIS MANAGEMENT EXERCISES
  11. Factors Influencing Acceptance of Technology-enhanced Speech and Language Relearning for Stroke Survivors -A Systematic Review
  12. Different approaches to gamification in higher education
  13. A SET OF THEORETICAL ASSUMPTIONS FOR EVALUATION AND REDESIGN OF TEACHER TRAINING COURSES ON PROGRAMMING
  14. Teacher training for programming in STEM
  15. HOW YOU CAN PREPARE STUDENTS FOR THE FUTURE, IF YOU TAKE A LOOK AT THE PAST
  16. LEARNING ANALYTICS FOR PROGRAMMING EDUCATION
  17. THE INTRODUCTION OF PROGRAMMING IN COMPULSORY SCHOOL - A MULTI-STAKEHOLDER PERSPECTIVE
  18. Programming in secondary school
  19. TEACHING THE TEACHERS TO TEACH PROGRAMMING – ON COURSE DESIGN AND DIDACTIC CONCEPTS
  20. Game-construction students experiences of educational games - gaming outcomes and learning outcomes
  21. An article on the use of games in programming education in primary school
  22. Furnishing Active Learning Classrooms
  23. Teacher Attitudes Toward Game-based Learning in History Education
  24. Using location-based games to support outdoor teaching and learning activities
  25. REDESIGN AND EVALUATION OF A TECHNOLOGY ENHANCED LEARNING ENVIRONMENT FOR THESIS SUPERVISION
  26. CREATIVITY AND GAME-BASED LEARNING
  27. Critical Factors for Implementing Blended Learning in Higher Education
  28. Critical Factors for Implementing Blended Learning in Higher Education
  29. Game-Based Technologies in Teaching Programming in Higher Education: Theory and Practices
  30. Telecenters for the Future in Tea Estates of Sri Lanka
  31. Creativity in digital pedagogy and game-based learning techniques; theoretical aspects, techniques and case studies
  32. Regression From Game-Oriented to Traditional School
  33. Going global — Lessons learned from developing an online master's in ICT4D
  34. eNOSHA - The Design and Development of a Learning Object Repository
  35. Women empowerment in rural areas through the usage of telecentres - a Sri Lankan case study
  36. Important aspects of ICD4D projects - towards a model for quality assessment