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Agile methods are receiving a growing interest from industry and these approaches are nowadays well accepted and deployed in software engineering. However, some issues remain to introduce agility in systems engineering. The objective of…
The widespread availability of large language models (LLMs), such as ChatGPT, has significantly impacted education, raising both opportunities and challenges. Students can frequently interact with LLM-powered, interactive learning tools,…
This paper gives an overview of electronic learning (E-Learning) and mobile learning (M-Learning) adoption and diffusion trends, as well as their particular traits, characteristics and issues, especially in terms of cross-cultural and…
Technology integration in educational settings has led to the development of novel sensor-based tools that enable students to measure and interact with their environment. Although reports from using such tools can be positive, evaluations…
In this study, an application that can run on Android and Windows-based mobile devices was developed to allow students attending such classes as Numerical/Digital Electronics, Logic Circuits, Basic Electronics Measurement and Electronic…
The integration of Large Language Models (LLMs) in Requirements Engineering (RE) education is reshaping pedagogical approaches, seeking to enhance student engagement and motivation while providing practical tools to support their…
Mobile agents research is clearly aiming towards imposing agent based development as the next generation of tools for writing software. This paper comes with its own contribution to this global goal by introducing a novel unifying framework…
The Experience Sampling Method (ESM) introduces in-situ sampling of human behaviour, and provides researchers and behavioural therapists with ecologically valid and timely assessments of a person's psychological state. This, in turn, opens…
We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital…
This paper describes results from a project in an undergraduate engineering physics course that coupled classroom use of interactive computer simulations with the collection of real-time formative assessment using pen-enabled mobile…
This study examines the development of reflective practice among students on a four-year work-based Software Engineering program. Using two established models of reflection - Boud et al.'s Model of Reflective Process and Bain et al.'s 5R…
Driven by the fact that many of us experienced softer or not-so-soft lockdown, the intention of a couple of instructors at our university was to develop a collaborative tool that could help in online delivery and gamification on two courses…
Smartphones are now ubiquitous, yet our understanding of user interface factors that maximize mobile user experience (UX), is still limited. This work presents a controlled experiment, which investigated factors that affect the usability…
Data modeling and graphing skill sets are foundational to science learning and careers, yet students regularly struggle to master these basic competencies. Further, although educational researchers have uncovered numerous approaches to…
Mobile applications (a.k.a., apps), which facilitate a large variety of tasks on mobile devices, have become indispensable in our everyday lives. Accomplishing a task may require the user to navigate among various apps. Unlike Web pages…
Educational technologies often misalign with instructors' pedagogical goals, forcing adaptations that compromise teaching efficacy. In this paper, we present a case study on the co-development of curriculum and technology in the context of…
Large Language Models (LLMs) represent a leap in artificial intelligence, excelling in tasks using human language(s). Although the main focus of general-purpose LLMs is not code generation, they have shown promising results in the domain.…
M-learning (mobile learning) can take various forms. We are interested in contextualized M-learning, i.e. the training related to the situation physically or logically localized. Contextualization and pervasivity are important aspects of…
Wireless data communications in form of Short Message Service (SMS) and Wireless Access Protocols (WAP) browsers have gained global popularity, yet, not much has been done to extend the usage of these devices in electronic learning…
We describe the development and implementation of research-based learning tools such as the Quantum Interactive Learning Tutorials (QuILTs) and peer instruction tools to reduce students' common difficulties with issues related to…