All Stories

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