Related papers: Online Hackathons as an Engaging Tool to Promote G…
Support plays a vital role in the teaching profession. A good support system can empower teachers to regulate their emotions and effectively manage stress while working in isolation. The COVID-19 pandemic has ushered in a hybrid form of…
Although online education has become a viable and major component of higher education in many fields, its employment in engineering disciplines has been limited. COVID-19 pandemic compelled the global and abrupt conversion of conventional…
Due to the corona pandemic, numerous courses were held using digital solutions in order to be able to continue teaching. Conventional collaboration tools (Zoom, Big Blue Button, etc.) were used in particular to digitally map a synchronous…
Distance education has expanded significantly over the last decade, but the natural sciences have lagged in the implementation of this instructional mode. The abrupt onset of the COVID-19 pandemic left educational institutions scrambling to…
This dissertation presents three years of research on how design processes in game jams and hackathons can be understood as accelerated. Hackathons and game jams can both be described as formats where participants engage in designing and…
Online education's popularity has been continuously increasing over the past few years. Many universities were forced to switch to online education as a result of COVID-19. In many cases, even after more than two years of online…
During the COVID-19 crisis, educational institutions worldwide shifted from face-to-face instruction to emergency remote teaching (ERT) modalities. In this forced and sudden transition, teachers and students did not have the opportunity to…
We present an investigation regarding the challenges faced by student teams across four consecutive iterations of a team-focused, project-based course in software engineering. The studied period includes the switch to fully online…
Hackathons are time-bounded collaborative events of intense teamwork to build prototypes usually in the form of software, aiming to specific challenges proposed by the organizers. These events became a widespread practice in the IT…
The COVID19 pandemic has demonstrated a need for remote learning and virtual learning applications such as virtual reality (VR) and tablet-based solutions. Creating complex learning scenarios by developers is highly time-consuming and can…
The outbreak of the COVID-19 pandemic prohibited radically the collocation and face-to-face interactions of participants in coding bootcamps and similar experiences, which are key characteristics that help participants to advance technical…
Educational Institutions have an essential role in promoting the teaching and learning process, within universities, colleges, and communities. Due to the recent coronavirus COVID 19 pandemic, many educational institutions adopted hybrid…
As an increasing number of academic conferences transition to the online sphere, new event paradigms must be explored and developed to better utilise the unique multimedia opportunities offered by the virtual world. With this in mind, we…
As a result of the spread of COVID-19 during spring 2020, many colleges and universities across the US, and beyond, were compelled to move entirely to remote, online instruction, or shut down. Due to the rapidity of this transition,…
COVID-19 has driven most schools to remote learning through online meeting software such as Zoom and Google Meet. Although this trend helps students continue learning without in-person classes, it removes a vital tool that teachers use to…
The onset of the COVID-19 pandemic in 2020 has greatly impacted all forms of social activities globally, including traditional classroom activities across all levels of instruction (kindergarten to universities). While many countries have…
In the Summer of 2020, as COVID-19 limited in-person research opportunities and created additional barriers for many students, institutions either canceled or remotely hosted their Research Experience for Undergraduates (REU) programs. The…
This paper describes the methodology and outcomes of a series of educational events conducted in 2021 which leveraged robot swarms to educate high-school and university students about epidemiological models and how they can inform societal…
The development of technologies of multimedia, linked to that of Internet and democratization of high speed, has made henceforth E-learning possible for learners being in virtual classes and geographically distributed. One benefit to taking…
The COVID pandemic and the measures which were taken had effect over the mental health of persons. The current paper proposes a concept that supports the performance of students by analyzing three ways of distance learning, namely text,…