index - Empowering Learners for Life in the Digital Age: IFIP TC 3 Open Conference on Computers in Education
   


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Table of Contents
Empowering Learners for Life in the Digital Age
Don Passey, Rosa Bottino, Cathy Lewin, Eric Sanchez
Front Matter

Computational Thinking


Computational Thinking on the Way to a Cultural Technique
Andreas Bollin, Peter Micheuz
3-13
Computational Thinking and Problem-Solving in the Context of IEA-ICILS 2018
Birgit Eickelmann, Amelie Labusch, Mario Vennemann
14-23
Cultivating Computational Thinking Through Data Practice
Djordje Kadijevich
24-33
Transformative Computational Thinking in Mathematics
Andrew Fluck, C. Chin, Dev Ranmuthugala
34-43

Programming and Computer Science Education


Teachers’ Perspectives on Learning and Programming Environments for Secondary Education
Riko Kelter, Matthias Kramer, Torsten Brinda
47-55
Multivocal Challenge Toward Measuring Computational Thinking
Yoshiaki Matsuzawa, Kazuyoshi Murata, Seiichi Tani
56-66
Investigating Learners’ Behaviours When Interacting with a Programming Microworld
Fahima Djelil, Pierre-Alain Muller, Eric Sanchez
67-76
A Semi-automated Approach to Categorise Learning Outcomes into Digital Literacy or Computer Science
Stefan Pasterk, Max Kesselbacher, Andreas Bollin
77-87

Teachers’ Education and Professional Development


Who’s Teaching the Teachers?
Amber Mcleod, Kelly Carabott
91-100
Exploratory Study on the Effort Perceived by In-service K-12 Teachers from Subject Areas not Specialising in Computer Science Who Are Complete CS Novices
Paolo Tosato, Monica Banzato
101-111
Hanging Pictures or Searching the Web
N. Yiannoutsou, N. Otero, Wolfgang Müller, C. Neofytou, M. Miltiadous, T. Hadzilacos
112-121
Designing an Educational Action Task Force for MOOCs and Online Course Production
Halvdan Haugsbakken, Inger Langseth
122-127
A Teaching Process Oriented Model for Quality Assurance in Education - Usability and Acceptability
Elisa Reçi, Andreas Bollin
128-137

Games-Based Learning and Gamification


Collaboration Platform for Public and Private Actors in Educational Games Development
Jaana Holvikivi, Leenu Juurola, Maija Nuorteva
141-150
Students’ Conducts During a Digital Game-Based Museum School Visit
Eric Sanchez, Elsa Paukovics, Sylvia Müller, Nicolas Kramar, Antoine Widmer
151-160
Assessing Social Engagement in a Digital Role-Playing Game
Guillaume Bonvin, Eric Sanchez, Pierre-Antoine Champin, Rémi Casado, Nathalie Guin, Marie Lefevre
161-166
A Learning Analytics Approach in Web-Based Multi-user Learning Games
Matthias Ehlenz, Thiemo Leonhardt, Ulrik Schroeder
167-171

Learning in Specific and Disciplinary Contexts


The Role of Audiovisual Translation in Mediating Foreign Language Learning
Rasha Alokaily
175-186
Innovation in Language Teaching and Learning
Veruska Caro-Barek
187-196
An Investigation of the Impact of Haptics for Promoting Understanding of Difficult Concepts in Cell Biology
Mary Webb, Megan Tracey, William Harwin, Ozan Tokatli, Faustina Hwang, Natasha Barrett, Chris Jones, Ros Johnson
197-206
Personality-Based Group Formation
Amir Mujkanovic, Andreas Bollin
207-217

Learning in Social Networking Environments


Social Networks as Learning Delivery Platforms
Yaacov Katz
221-230
Learning to Share by Reflection-on-Action on an Enterprise Social Media Platform
Halvdan Haugsbakken
231-240

Self-assessment, e-Assessment and e-Examinations


The Application of Anchoring Vignettes in the Analysis of Self-assessment of ICT Skills
Hana Voňková, Miroslava Černochová, Hasan Selcuk, Jan Hrabák, Kateřina Králová
243-252
Student Experiences with a Bring Your Own Laptop e-Exam System in Pre-university College
Mathew Hillier, Nathaniel Lyon
253-263
Writing e-Exams in Pre-University College
Mathew Hillier, Nathaniel Lyon
264-274
Students’ Perceptions of e-Assessment
Bastian Küppers, Ulrik Schroeder
275-284

 


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