Related papers: Developing a FPGA-supported touchscreen writing / …
In the article, proposed is a new e-learning information technology based on an ontology driven learning engine, which is matched with modern pedagogical technologies. With the help of proposed engine and developed question database we have…
The computer industry is developing at a fast pace. With this development almost all of the fields under computers have advanced in the past couple of decades. But the same technology is being used for human computer interaction that was…
In the rapidly evolving field of computer science education, novel approaches to teaching fundamental concepts are crucial for engaging a diverse student body. Given the growing demand for a computing-skilled workforce, it is essential to…
While a number of touch-based visualization systems have appeared in recent years, relatively little work has been done to evaluate these systems. The prevailing methods compare these systems to desktop-class applications or utilize…
Teachable agents are computer agents based on the pedagogical concept of learning-by-teaching. During the tutoring process, where students take on the role of the tutor to teach a computer agent tutee, learners have been observed to gain…
The goal of the presented application is to offer a full support for universities in retrieving the feedback from their students with regard to their teachers. This is the main reason we described it in this paper. To build this application…
With the recent focus in the accessibility field, researchers from academia and industry have been very active in developing innovative techniques and tools for assistive technology. Especially with handheld devices getting ever powerful…
Tabletop exercises are used to train personnel in the efficient mitigation and resolution of incidents. They are applied in practice to support the preparedness of organizations and to highlight inefficient processes. Since tabletop…
The article deals with the problem of intellectual development of students in learning of physics by means of computer simulation. The main objectives of teaching computer simulation in learning of physics is the general outlook…
AI technologies that sense student attention and emotions to enable more personalised teaching interventions are increasingly promoted, but raise pressing questions about student learning, well-being, and ethics. In particular, students'…
This paper discusses the perspective of the H2020 TEACHING project on the next generation of autonomous applications running in a distributed and highly heterogeneous environment comprising both virtual and physical resources spanning the…
Technology has helped to innovate in the teaching-learning process. Today's students are more demanding actors when it comes to the environment, they have at their disposal to learn, experiment and develop critical thinking. The area of…
The use of new technologies in higher education has surprisingly emphasized students' tendency to adopt a passive behavior in class. Participation and interaction of students are essential to improve academic results. This paper describes…
We present an approach to evaluate the efficacy of annotations in augmenting learning environments in the context of Virtual Reality. Our study extends previous work highlighting the benefits of learning based in virtual reality and…
Given the importance of integrating of explainability into machine learning, at present, there are a lack of pedagogical resources exploring this. Specifically, we have found a need for resources in explaining how one can teach the…
Contribution: A flipped classroom approach to teaching empirical software engineering increases student learning by providing more time for active learning in class. Background: There is a need for longitudinal studies of the flipped…
FPGA accelerators are gaining increasing attention in both cloud and edge computing because of their hardware flexibility, high computational throughput, and low power consumption. However, the design flow of FPGAs often requires specific…
Mobile Learning Games (MLGs) show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers, remains limited. This is partly due to the fact…
Computer literacy is not negotiable for any professional in an increasingly computerised environment. Educational institutions should be equipped to provide this new basic training for modern life. Accordingly, computer labs are an…
Technology has transformed traditional educational systems around the globe; integrating digital learning tools into classrooms offers students better opportunities to learn efficiently and allows the teacher to transfer knowledge more…