ICEduTech 2017 Proceedings |
Titles Published in This Volume BIBLIOMETRIC SCIENCE MAPPING AS A POPULAR TREND: CHOSEN EXAMPLES OF VISUALISATION OF INTERNATIONAL RESEARCH NETWORK RESULTS OPTIMIZE KNOWLEDGE SHARING, TEAM EFFECTIVENESS, AND INDIVIDUAL LEARNING WITHIN THE FLIPPED TEAM-BASED CLASSROOM DESIGN AND DEVELOPMENT OF AN INTERACTIVE MULTIMEDIA SIMULATION FOR AUGMENTING THE TEACHING AND LEARNING OF PROGRAMMING CONCEPTS INTRODUCING TABLETS IN A PORTUGESE SCHOOL: A MICOOL PROJECT CASE STUDY ANALYSIS COLLEGE COMMUNICATIVE TEACHING AND E-LEARNING: A TRAINING SCHEME TESTED STRATEGIES FOR RECRUITING AND RETENTION OF STEM MAJORS REDESIGNING LEARNING SPACES: WHAT DO TEACHERS WANT FOR FUTURE CLASSROOMS? PEER INSTRUCTIONS AND USE OF TECHNOLOGICAL TOOLS. AN INNOVATIVE METHODOLOGY FOR THE DEVELOPMENT OF MEANINGFUL LEARNING IT DOESN’T MATTER WHAT IS IN THEIR HANDS: UNDERSTANDING HOW STUDENTS USE TECHNOLOGY TO SUPPORT, ENHANCE AND EXPAND THEIR LEARNING IN A COMPLEX WORLD A COMPARATIVE STUDY ON SOCIAL MEDIA ADDICTION OF HIGH SCHOOL AND UNIVERSITY STUDENTS COMPUTER LITERACY TEACHING USING PEER LEARNING AND UNDER THE CONFUCIAN HERITAGE CULTURAL SETTINGS OF MACAO, CHINA APPLYING SENSORS TO INVESTIGATE GENDER DIFFERENCES IN BEGINNING TENNIS PLAYERS USING ARDUINO TO TEACH PROGRAMMING TO FIRST-YEAR COMPUTER SCIENCE STUDENTS DIMENSIONS OF SELF-PERCEIVED EMPLOYABILITY IN FIRST YEAR IT STUDENTS CHALLENGES FOR A NEW GENERATION OF STEM STUDENTS DEVELOPING A GESTURE-BASED GAME FOR MENTALLY DISABLED PEOPLE TO TEACH BASIC LIFE SKILLS LEARNING GROUP FORMATION FOR MASSIVE OPEN ONLINE COURSES (MOOCS) ICE: AN AUTOMATED TOOL FOR TEACHING ADVANCED C PROGRAMMING MOOC AS A LABORATORY OF CULTURE SHOCK: HELPING NON-U.S. STUDENTS INTEGRATE INTO ALL-AMERICAN VIRTUAL ENVIRONMENT THE USE OF MOBILE DEVICES OUTSIDE OF THE CLASSROOM FOR SELF-DIRECTED LEARNING AMONG FEMALE EFL STUDENTS IN SAUDI ARABIA COMMUNICATION SCAFFOLDS FOR PROJECT MANAGEMENT IN PBL DIGITAL PEDAGOGIES FOR TEACHERS’ CPD SENSING LOCALLY IN THE GLOBAL ENVIRONMENT: USING SENSORS IN TEACHERS’ EDUCATION THE USE OF A DIGITAL BADGE AS AN INDICATOR AND A MOTIVATOR EXPLORING THE EDUCATIONAL POTENTIAL OF MINECRAFT: THE CASE OF 118 ELEMENTARY-SCHOOL STUDENTS DIGITAL STORY CREATION: ITS IMPACT TOWARDS ACADEMIC PERFORMANCE COLLABORATIVE PEER FEEDBACK A SYSTEM FOR CLASS REFLECTION USING IPADS FOR REAL-TIME BOOKMARKING OF FEEDBACKS INTO SIMULTANEOUSLY RECORDED VIDEOS ROLES, STRATEGIES AND IMPACT OF MOOCS ON FLIPPING BUSINESS EDUCATION GAMIFYING OUTDOOR SOCIAL INQUIRY LEARNING WITH CONTEXT-AWARE TECHNOLOGY |