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Index
Cover
Frontmatter
1. General Track
A Social Metric Approach to E-Learning Evaluation in Education
A Technique for Applying RLCP-Compatible Labs on Open edX Platform
Active Learning and ICT in Upper Secondary School: A Possible Answer to Early School Leaving
An Approach to Development of Practical Exercises of MOOCs Based on Standard Design Forms and Technologies
Creating Inspiring Learning Environments by Means of Digital Technologies: A Case Study of the Effectiveness of WhatsApp in Music Education
Digital Competence and Capability Frameworks in the Context of Learning, Self-Development and HE Pedagogy
Holographic Signing Avatars for Deaf Education
How to Apply Gamification Techniques to Design a Gaming Environment for Algebra Concepts
Intelligent Tutoring Systems
Online Distance Education Materials and Accessibility: Case Study of University College of Estate Management
Raising Engagement and Motivation Through Gamified e-Portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey
Student Choice: Blends of Technology Beyond the University to Support Social Interaction and Social Participation in Learning
Teaching Syllogistics Using E-learning Tools
The Effective of Learning by Augmented Reality on Android Platform
The Use of Physical Artefacts in Undergraduate Computer Science Teaching
ThesesDB – Single-Source of Information and Workflow Support for Students’ Work
Validation of Course Ontology Elements for Automatic Question Generation
2. Online Track
CIR: Fostering Collective Creativity
E-Learning Authoring Tool for Reusing Web Multimedia Resources
Experience in a Blended Learning Course – A Case Study
Private Cloud with e-Learning for Resources Sharing in University Environment
Research and Trends in the Studies of Collective Intelligence from 2012 to 2015
3. Student Track
Comparative Study of the Mobile Learning Architectures
Social Microlearning Motivates Learners to Pursue Higher-Level Cognitive Objectives
Strategy Simulation Games: The Student Perspective and an Investigation of Employability Competencies Gained Through the Use of Strategy Simulations in Higher Education
Backmatter
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