Related papers: Digital interventions and habit formation in educa…
We study the impact of personalized content recommendations on the usage of an educational app for children. In a randomized controlled trial, we show that the introduction of personalized recommendations increases the consumption of…
Reflective writing is part of many higher education courses across the globe. It is often considered a challenging task for students as it requires self-regulated learning skills to appropriately plan, timely engage and deeply reflect on…
Curiosity-driven learning has shown significant positive effects on students' learning experiences and outcomes. But despite this importance, reports show that children lack this skill, especially in formal educational settings. To address…
As generation Z's big data is flooding the Internet through social nets, neural network based data processing is turning an important cornerstone, showing significant potential for fast extraction of data patterns. Online course delivery…
College students increasingly use AI chatbots to support academic reading, yet we lack granular understanding of how these interactions shape their reading experience and cognitive engagement. We conducted an eight-week longitudinal study…
Smile and Learn is an Ed-Tech company that runs a smart library with more that 100 applications, games and interactive stories, aimed at children aged two to 10 and their families. The platform gathers thousands of data points from the…
Digital innovation in education has revolutionized teaching and learning processes, demanding a rethink of pedagogical competence among educators. This study evaluates the preparation of instructors to use digital technologies into their…
The rapid adoption of generative artificial intelligence (GenAI) in schools raises concerns about students' uncritical reliance on its outputs. Effective use of large language models (LLMs) requires not only technical knowledge but also the…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
Using technology to persuade people to behave in a certain way is an ever-increasing field of study. The ability to persuade individuals is quite clear in e-commerce, where individuals are persuaded to make purchasing decisions. However, it…
The pedagogy of teaching and learning has changed with the proliferation of communication technology and it is necessary to develop interactive learning materials for children that may improve their learning, catching, and memorizing…
Background: Despite the clinical effectiveness of digital interventions for young adults with depression, low engagement and adherence remain persistent challenges. Building a strong digital therapeutic alliance has been proposed to address…
This study presents the results of the introduction of Twitter in the educational process. It examines the relationship of the tool s use with the participants learning outcome through a series of well-organized activities. Three studies…
Around ten percent of children may present with a disorder where language does not develop as expected. This often affects vocabulary skills, i.e., finding the words to express wants, needs and ideas, which can influence behaviours linked…
An Intelligent Tutoring System (ITS) has been shown to improve students' learning outcomes by providing a personalized curriculum that addresses individual needs of every student. However, despite the effectiveness and efficiency that ITS…
The study attempted to understand the University students' digital reading habits and their related skills. It also has a view of students' preferred sources of reading, whether physical or digital resources. For this study, we conducted a…
This paper addresses the critical issue of deceptive design elements prevalent in technology, and their potential impact on children. Recent research highlights the impact of dark patterns on adults and adolescents, while studies involving…
The use of Multimedia applications in Learning provides useful concepts for Instructional Content Design. This study aimed to investigate the effect of design electronic curriculum and multimedia applications on acquiring e-content design…
New interactive physical-digital play technologies are shaping the way children plan. These technologies refer to digital play technologies that engage children in analogue forms of behaviour, either alone or with others. Current…