All Stories

  1. The Potential of a Mobile Augmented Reality Game in Education for Sustainability: Report and Analysis of an Activity with the EduCITY App
  2. The potential of a mobile Augmented Reality game in education for sustainability: report and analysis of an activity with the EduCITY app
  3. EDUCITY APP USER EXPERIENCE: SCHOOL STUDENTS’ PERSPECTIVE
  4. EDUCITY MOBILE GAME ACTIVITY AS BEST PRACTICE IN EDUCATION FOR SUSTAINABLE DEVELOPMENT - A CASE STUDY WITH HIGHER EDUCATION STUDENTS (FUTURE TEACHERS)
  5. MOBILE AUGMENTED REALITY APP WITH 3D MODELS: THE EDUCITY APP
  6. MOBILE AUGMENTED REALITY GAMES FOR AUTHENTIC SCIENCE LEARNING: PERSPECTIVES OF STUDENTS (FUTURE TEACHERS) ON THE EDUCITY ACTIVITY
  7. User Experience of a Mobile App in a City Tour Game for International Doctoral Students
  8. TEACHER TRAINING ON MOBILE AND GAME-BASED LEARNING: LITERATURE REVIEW AND TRAINING PROGRAM PROPOSAL
  9. Implementación de los dispositivos móviles en educación superior: casos de buenas prácticas docentes
  10. The LoCALL App: A Mobile Tool to Promote Learning from and About Linguistic Landscapes
  11. DESIGN & DEVELOP A SMART LEARNING CITY ENVIRONMENT FOR SUSTAINABILITY
  12. Exploring the role of mobile game-based apps towards a smart learning city environment – the innovation of EduCITY
  13. UA INFORMA: EDUCATION FOR SUSTAINABILITY FROM THE ACADEMIA TO THE COMMUNITY
  14. MOBILE LEARNING SUPPORTING LINGUISTIC LANDSCAPES EXPLORATION: STUDENTS AND TEACHERS AS GAME CREATORS
  15. Current Trends in Game-Based Learning—Introduction to a Special Collection of Research
  16. Guidelines for Teacher Training in Mobile Augmented Reality Games: Hearing the Teachers’ Voices
  17. The Impact of Teacher Training Using Mobile Augmented Reality Games on Their Professional Development
  18. TEACHERS’ EXPERIENCES AND PERCEPTIONS REGARDING MOBILE AUGMENTED REALITY GAMES: A CASE STUDY OF A TEACHER TRAINING
  19. Internal Consistency of The Educational Value Scale for Green Outdoor Settings – The Case of Edupark App
  20. The Potential Educational Value of Mobile Augmented Reality Games: The Case of EduPARK App
  21. Jogos no ensino de ciências: Uma proposta para o desenvolvimento de práticas de investigação científica em ecologia
  22. Improving students’ learning with a mobile augmented reality approach – the EduPARK game
  23. Evaluation of a Mobile Augmented Reality Game Application as an Outdoor Learning Tool
  24. Game-Based Mobile Learning with Augmented Reality: Are Teachers Ready to Adopt It?
  25. An App that Changes Mentalities about Mobile Learning—The EduPARK Augmented Reality Activity
  26. EDUCATIONAL MOBILE AUGMENTED REALITY EDUPARK GAME: DOES IT IMPROVE STUDENTS LEARNING?
  27. Learning with the Augmented Reality EduPARK Game-Like App: Its Usability and Educational Value for Primary Education
  28. THE USE OF TECHNOLOGIES IN EDUCATION: INITIAL PERCEPTIONS OF TEACHERS INVOLVED IN THE EDULAB PROJECT
  29. Marker-based augmented reality application for mobile learning in an urban park: Steps to make it real under the EduPARK project
  30. Edulabs AGIRE project – evaluation of ICT integration in teaching strategies
  31. Augmented Reality and Mobile Learning in a Smart Urban Park: Pupils’ Perceptions of the EduPARK Game
  32. IMPACT OF THE EDULAB MODEL ON THE TEACHING STRATEGIES
  33. TEACHER PROFESSIONAL DEVELOPMENT: PROMOTER OF INNOVATIVE PEDAGOGICAL PRACTICES WITH THE USE OF TECHNOLOGIES IN BASIC EDUCATION
  34. Education, Technology and scientific boundaries -
  35. The Use of Communication Technologies in Higher Education in Portugal: Best Practices and Future Trends
  36. Junior Code Academy: A pilot project
  37. Edulabs for the Integration of Technologies in Basic Education – Monitoring the AGIRE Project
  38. New Voices in Higher Education Research and Scholarship
  39. Diversity of Strategies to Promote Effective B‐Learning
  40. The quality of peer assessment in a wiki-based online context: a qualitative study
  41. ICEM & SIIE 2011 Joint Conference “Old meets new - media in education” – A review
  42. Evaluating an online e-module for Portuguese primary teachers: trainees’ perceptions
  43. An Evaluation Model for Quality Assurance of Blended Learning: Exploring the Lecturers’ Perspectives
  44. Web 1.0 and Web 2.0: An Anglo-Portuguese Research Project on the Impact of Using Technology in Science Education Programmes
  45. Assessing collaborative work in a higher education blended learning context: strategies and students’ perceptions
  46. The impact of biology/geology school teachers masters courses on the improvement of science education quality in Portugal
  47. The structure, diversity and somatic production of the fish community in an estuarine coastal lagoon, Ria de Aveiro (Portugal)
  48. Biotransformation and Genotoxic Biomarkers in Mullet Species (LIZA SP.) From a Contaminated Coastal Lagoon (Ria De Aveiro, Portugal)
  49. Changes in the fish fauna of the Ria de Aveiro estuarine lagoon (Portugal) during the twentieth century
  50. Changes in the fish fauna of the Ria de Aveiro estuarine lagoon (Portugal) during the twentieth century
  51. Determination of trace metals in fish species of the Ria de Aveiro (Portugal) by electrothermal atomic absorption spectrometry
  52. Tracing the Use of Communication Technologies in Higher Education
  53. Tracing the Use of Communication Technologies in Higher Education
  54. EduLabs
  55. Tips Towards Tackling Distance Education Modules