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Interactive and collaborative mobile learning environments. autism serious game framework (ASGF) for developing games for children with autism
LinkLearn: blockchain technology as a learning tool
New era of the nano-electronic devices: one of the most adaptive learning areas for the next period
Open source online conference system for industry experts participation in education
Interactive tv and music education
Assessment, evaluation and research methods in mobile learning. An analysis for the identification of use and development of game design strategies as problem posing activities for early childhood learners
Measuring knowledge gains in an SMS m-learning intervention: the case of ChildConnect South Africa
Measuring uptake and engagement in an m-learning intervention: the case of ChildConnect South Africa
Development of a classroom response system: a web-based approach used in SEPT
Analysis of the perception of students of the Autonomous University of Baja California sur for the use of m-learning
Work-in-progress: development of a framework for incorporating usability aspects with digital didactical design for mobile/tablet based learning in pre-primary education
Promoting authentic student assessment for STEM project-based learning activities
Predictive modeling concerning mobile learning advance
Assessing early grade mathematics learner outcomes using m-learning
Users' and experts' evaluation of TARGET: a serious game for mitigating performance enhancement culture in youth
poster: exploring the educational affordances of an academic eportfolio for engineer students through a self-regulated learning framework
Mobile learning models, theory and pedagogy. M-health as a tool in the cognitive flexibility of the elderly
Critical categorization of Android and IOS applications available for STEAM education in early childhood
Museum exhibits that interact with pupils' mobile devices. The case of Hellenic Maritime Museum
Can elementary students co-design the learning content of educational apps: the We!Design!Fractions participatory design approach
Pedagogical considerations for mobile-based augmented reality learning environments
Machine learning and deep learning: recent overview in medical care
Learn to code, an interactive application to promote mobile student-centred learning
Emerging technologies and augmented reality in the development of learning and human potential
Open and distance mobile learning. Level of digital literacies among Austrian college students assessed with an online survey
A gamified educational network for collaborative learning
Dynamic mobile student response system
Poster: the use of a virtual personal assistant (FENNChat) as a platform for providing automated responses to ODL students' queries at UNISA
Poster: Proposal of an Intelligent Remote Tutoring Model
A comparative study of augmented reality platforms for building educational mobile applications
M-learning: are we ready to go mobile?
Framework for automatic VPN access to remotely discovered resources
Life-long and informal learning using mobile devices. Poster: learn to love my grandchild design-with-the-user
Enhancing second language listening skills through smartphones: a case study
Exposing rural indian students to mobile assisted language learning: a case study
How can facebook use in education be realized as crowdsourcing of learning? An exploration of junior, senior and graduates working together
Concept of digital competences in service training systems
Means of cyber security aspects studying in maritime specialists education
Evaluating a coaching MOOC course to support dual career of athletes
Wearables and internet of things (IOT). Lora technology benefits in educational institutes
Three IOT wearables in six European cities! Reality and perception
Work-in-progress: designing an e-coaching system for chronic heart failure patients
A comparative examination of AR and Video in Delivering Assembly Instructions
Wearable E-Textile as a Narrative Mediator for Enhancing Empathy in Moral Development
RSSI fingerprinting techniques for indoor localization datasets
Mulsemedia data representation based on multi-image concept
Cryptographic systems and threats in e-commerce
Work in progress. SportSWARES, towards an intelligent way of physical training
Greek traditional dances capturing and a kinematic analysis approach of the Greek traditional dance "Syrtos" (Terpsichore Project)
Game based learning. Educational mobile applications on computational thinking and programming for children under years old
Work-in-progress: GameLet: readers' theater in media-based gamification for reading skills
Students' experiences of learning mathematics through games design
A serious game for amplifying awareness on multimodal teaching: game design and usability study
Smart citizens for smart cities. ADDventurous Rhythmical Planet: a 3D rhythm-based serious game for social skills development of children with ADHD
The Design and Development of a Game-Based Approach to Entrepreneurship Education
Interactive serious games for cultural heritage
Mobile technologies serious games for the development of social skills in children with autism spectrum disorders, in enhanced with socially assistive robots interventions
Creating Magic-Matt, an interface to transform video games to a sports experience
Dynamic learning experiences. "The Greek Steelbook (TGS)" the home of Steelbook Presentations
Poster: determining a network and pedagogical efficient approach to learning in disruptive environments
An escape room game for learning digital electronics in vocational education and training (VET)
The e-facilitator as a key player for interactive dissemination of STEAM resources for e-learning via webinar
Work-in-progress: interactive lab manuals and videos for a unit operations course
Towards a learning analytics dashboard for collaborative conversational agent activities in MOOCs
Interactive educational practices and distance learning: a small connection with mobile learning and the challenges of deregulation in connectivity
Mobile systems and services for opening up education
Automatic source code generation from Owl Pseudocode
Gamifying early foreign language learning
Ontology-based system for automatic SQL exercises generation
Augmented reality application based on information barcoding
Mobile health care and training. Work in progress: the impact of the project OnBoardMed on development of study courses in maritime emergency management
An approach for supporting space orientation of the blind using ontologically-based object map
SOUPA and integration of ontologies VERL for conceptualizing contexts in video surveillance and ubiquitous computing
A small robotic step for the therapeutic treatment of mental illnesses
The use of gamification in evaluating children's emotional intelligence
Using gamification based on mobile platform in therapeutic interventions for children with dyslexia
Combined approach to diagnose ADHD: gamifying conners rating scale
Using gamification based on virtual reality mobile platform for treatment of adults with amblyopia
Linear programming model applied to the optimization of nutritional diets for athletes
White blood cells detection and classification using convolutional neural network
Work-in-progress: the use of big data and data analytics in the prevention, the diagnosis and the monitoring of long-term diseases
An interactive augmented reality volume rendering mobile application
Design of an accessible web portal for the labor insertion of people with blindness
Case studies in mobile learning. MassiveLearning: online masterclass course
Touch gesture performance of kindergarten children in e-learning applications: a case study in Sri Lanka
Learning diaries: a valuable companion of mobile learning for higher education in software engineering
A 'small and thick' portrait of Kabelo's digital play
Use of the Fractal Analysis of Non-stationary Time Series in Mobile Foreign Exchange Trading for M-Learning
Work-in-progress: SMART-WATER, a novel telemetry and remote control system infrastructure for the management of water consumption in Thessaloniki
Educational robotics for creating "tangible simulations": a mixed reality space for learning the day/night cycle
TimeTracker app: facilitating migrants' engagement in their second language learning
"School-university-industry" cooperation
PerFECt: a performative framework to establish and sustain onlife communities and its use to design a mobile app to extend a digital storytelling platform with new capabilities
Exploring impact of olfactory stimuli on user performance on mobile platforms
Building a virtualized cybersecurity lab
Work-in-progress: developing a master programme for specialists in Industry 4.0
Teachers' perceptions towards the use of mobile augmented reality
NavMusApp: exploring the instrumental continuum
Developing communities of practice to maximize the usability and impact of clean sport education in Europe: IMPACT project
5G network infrastructure. a fiber wireless A-RoF/IFoF uplink transmission of up to 0.6Gb/s user data rate over a 32-element GHz beam-steering antenna for 5G fronthaul networks
An ehealth-care driven perspective on 5G networks and infrastructure
25 Gb/s colorless transmitter based on reflective electroabsorption modulator for ultra-dense WDM-PON application
Challenges of using phased array antennas in commercial backhaul equipment at GHz
Towards intelligent multi-access edge computing using machine learning
Performance analysis of NB-IoT random access channel
LinkLearn: blockchain technology as a learning tool
New era of the nano-electronic devices: one of the most adaptive learning areas for the next period
Open source online conference system for industry experts participation in education
Interactive tv and music education
Assessment, evaluation and research methods in mobile learning. An analysis for the identification of use and development of game design strategies as problem posing activities for early childhood learners
Measuring knowledge gains in an SMS m-learning intervention: the case of ChildConnect South Africa
Measuring uptake and engagement in an m-learning intervention: the case of ChildConnect South Africa
Development of a classroom response system: a web-based approach used in SEPT
Analysis of the perception of students of the Autonomous University of Baja California sur for the use of m-learning
Work-in-progress: development of a framework for incorporating usability aspects with digital didactical design for mobile/tablet based learning in pre-primary education
Promoting authentic student assessment for STEM project-based learning activities
Predictive modeling concerning mobile learning advance
Assessing early grade mathematics learner outcomes using m-learning
Users' and experts' evaluation of TARGET: a serious game for mitigating performance enhancement culture in youth
poster: exploring the educational affordances of an academic eportfolio for engineer students through a self-regulated learning framework
Mobile learning models, theory and pedagogy. M-health as a tool in the cognitive flexibility of the elderly
Critical categorization of Android and IOS applications available for STEAM education in early childhood
Museum exhibits that interact with pupils' mobile devices. The case of Hellenic Maritime Museum
Can elementary students co-design the learning content of educational apps: the We!Design!Fractions participatory design approach
Pedagogical considerations for mobile-based augmented reality learning environments
Machine learning and deep learning: recent overview in medical care
Learn to code, an interactive application to promote mobile student-centred learning
Emerging technologies and augmented reality in the development of learning and human potential
Open and distance mobile learning. Level of digital literacies among Austrian college students assessed with an online survey
A gamified educational network for collaborative learning
Dynamic mobile student response system
Poster: the use of a virtual personal assistant (FENNChat) as a platform for providing automated responses to ODL students' queries at UNISA
Poster: Proposal of an Intelligent Remote Tutoring Model
A comparative study of augmented reality platforms for building educational mobile applications
M-learning: are we ready to go mobile?
Framework for automatic VPN access to remotely discovered resources
Life-long and informal learning using mobile devices. Poster: learn to love my grandchild design-with-the-user
Enhancing second language listening skills through smartphones: a case study
Exposing rural indian students to mobile assisted language learning: a case study
How can facebook use in education be realized as crowdsourcing of learning? An exploration of junior, senior and graduates working together
Concept of digital competences in service training systems
Means of cyber security aspects studying in maritime specialists education
Evaluating a coaching MOOC course to support dual career of athletes
Wearables and internet of things (IOT). Lora technology benefits in educational institutes
Three IOT wearables in six European cities! Reality and perception
Work-in-progress: designing an e-coaching system for chronic heart failure patients
A comparative examination of AR and Video in Delivering Assembly Instructions
Wearable E-Textile as a Narrative Mediator for Enhancing Empathy in Moral Development
RSSI fingerprinting techniques for indoor localization datasets
Mulsemedia data representation based on multi-image concept
Cryptographic systems and threats in e-commerce
Work in progress. SportSWARES, towards an intelligent way of physical training
Greek traditional dances capturing and a kinematic analysis approach of the Greek traditional dance "Syrtos" (Terpsichore Project)
Game based learning. Educational mobile applications on computational thinking and programming for children under years old
Work-in-progress: GameLet: readers' theater in media-based gamification for reading skills
Students' experiences of learning mathematics through games design
A serious game for amplifying awareness on multimodal teaching: game design and usability study
Smart citizens for smart cities. ADDventurous Rhythmical Planet: a 3D rhythm-based serious game for social skills development of children with ADHD
The Design and Development of a Game-Based Approach to Entrepreneurship Education
Interactive serious games for cultural heritage
Mobile technologies serious games for the development of social skills in children with autism spectrum disorders, in enhanced with socially assistive robots interventions
Creating Magic-Matt, an interface to transform video games to a sports experience
Dynamic learning experiences. "The Greek Steelbook (TGS)" the home of Steelbook Presentations
Poster: determining a network and pedagogical efficient approach to learning in disruptive environments
An escape room game for learning digital electronics in vocational education and training (VET)
The e-facilitator as a key player for interactive dissemination of STEAM resources for e-learning via webinar
Work-in-progress: interactive lab manuals and videos for a unit operations course
Towards a learning analytics dashboard for collaborative conversational agent activities in MOOCs
Interactive educational practices and distance learning: a small connection with mobile learning and the challenges of deregulation in connectivity
Mobile systems and services for opening up education
Automatic source code generation from Owl Pseudocode
Gamifying early foreign language learning
Ontology-based system for automatic SQL exercises generation
Augmented reality application based on information barcoding
Mobile health care and training. Work in progress: the impact of the project OnBoardMed on development of study courses in maritime emergency management
An approach for supporting space orientation of the blind using ontologically-based object map
SOUPA and integration of ontologies VERL for conceptualizing contexts in video surveillance and ubiquitous computing
A small robotic step for the therapeutic treatment of mental illnesses
The use of gamification in evaluating children's emotional intelligence
Using gamification based on mobile platform in therapeutic interventions for children with dyslexia
Combined approach to diagnose ADHD: gamifying conners rating scale
Using gamification based on virtual reality mobile platform for treatment of adults with amblyopia
Linear programming model applied to the optimization of nutritional diets for athletes
White blood cells detection and classification using convolutional neural network
Work-in-progress: the use of big data and data analytics in the prevention, the diagnosis and the monitoring of long-term diseases
An interactive augmented reality volume rendering mobile application
Design of an accessible web portal for the labor insertion of people with blindness
Case studies in mobile learning. MassiveLearning: online masterclass course
Touch gesture performance of kindergarten children in e-learning applications: a case study in Sri Lanka
Learning diaries: a valuable companion of mobile learning for higher education in software engineering
A 'small and thick' portrait of Kabelo's digital play
Use of the Fractal Analysis of Non-stationary Time Series in Mobile Foreign Exchange Trading for M-Learning
Work-in-progress: SMART-WATER, a novel telemetry and remote control system infrastructure for the management of water consumption in Thessaloniki
Educational robotics for creating "tangible simulations": a mixed reality space for learning the day/night cycle
TimeTracker app: facilitating migrants' engagement in their second language learning
"School-university-industry" cooperation
PerFECt: a performative framework to establish and sustain onlife communities and its use to design a mobile app to extend a digital storytelling platform with new capabilities
Exploring impact of olfactory stimuli on user performance on mobile platforms
Building a virtualized cybersecurity lab
Work-in-progress: developing a master programme for specialists in Industry 4.0
Teachers' perceptions towards the use of mobile augmented reality
NavMusApp: exploring the instrumental continuum
Developing communities of practice to maximize the usability and impact of clean sport education in Europe: IMPACT project
5G network infrastructure. a fiber wireless A-RoF/IFoF uplink transmission of up to 0.6Gb/s user data rate over a 32-element GHz beam-steering antenna for 5G fronthaul networks
An ehealth-care driven perspective on 5G networks and infrastructure
25 Gb/s colorless transmitter based on reflective electroabsorption modulator for ultra-dense WDM-PON application
Challenges of using phased array antennas in commercial backhaul equipment at GHz
Towards intelligent multi-access edge computing using machine learning
Performance analysis of NB-IoT random access channel