All Stories

  1. Harnessing an AI-Driven Analytics Model to Optimize Training and Treatment in Physical Education for Sports Injury Prevention
  2. Valentine's Day in the Metaverse: Examining School Event Celebrations in Virtual Worlds Using an Appreciative Inquiry Approach
  3. Remodeling a Mobile Educational Metaverse Using a Co-Design Approach: Challenges, Issues, and Expected Features
  4. MILES Virtual World: A Three-Dimensional Avatar-Driven Metaverse-Inspired Digital School Environment for FEU Group of Schools
  5. What Do Students Think of Mobile Chemistry Games?
  6. Can ChatGPT Substitute Human Companionship for Coping with Loss and Trauma?
  7. Using AI Tools in Writing Peer Review Reports: Should Academic Journals Embrace the Use of ChatGPT?
  8. Facilitating Group Learning Using an Apprenticeship Model: Which Master is More Effective in Programming Instruction?
  9. Fostering an Innovation Culture in the Education Sector: A Scoping Review and Bibliometric Analysis of Hackathon Research
  10. Handbook of Research on Instructional Technologies in Health Education and Allied Disciplines
  11. Intelligent Tutoring System as an Instructional Technology in Learning Basic Nutrition Concepts
  12. Teaching Physical Fitness and Exercise Using Computer-Assisted Instruction
  13. An Enhanced Segmentation and Deep Learning Architecture for Early Diabetic Retinopathy Detection
  14. “We're going on a virtual trip!”: a switching-replications experiment of 360-degree videos as a physical field trip alternative in primary education
  15. Factors Affecting Adoption Intention of Productivity Software Applications Among Teachers: A Structural Equation Modeling Investigation
  16. Cognitive and affective effects of teachers’ annotations and talking heads on asynchronous video lectures in a web development course
  17. Integrating a Voice Coding into Hands-on Computer Programming Activities
  18. Chyilax: A 3D Video Game as a Marketing Tool for Mental Breakdown Awareness Campaign
  19. Corona Larona: A 2.5D Mobile Game Advocating COVID-19 Safety Protocols and Mitigation Strategies
  20. Escape from Oblivion: A 3D Hack and Slash Survival Horror Video Game for Promoting Awareness of Persistent Depressive Disorder
  21. Promoting Student Thinking and Engagement Through Question-Based and Gamified Learning
  22. Sociodemographic Profile as Moderators in the Technology Acceptance of Productivity Applications
  23. Virtual Dietitian as a Precision Nutrition Application for Gym and Fitness Enthusiasts: A Quality Improvement Initiative
  24. A Multistage Transfer Learning Approach for Acute Lymphoblastic Leukemia Classification
  25. Cataract Detection and Grading Using Ensemble Neural Networks and Transfer Learning
  26. Hackathons as extracurricular activities: Unraveling the motivational orientation behind student participation
  27. Public Sentiment and Emotion Analyses of Twitter Data on the 2022 Russian Invasion of Ukraine
  28. Development of a Socioeconomic Inclusive Assessment Framework for Online Learning in Higher Education
  29. Socioeconomic Inclusion During an Era of Online Education
  30. Promoting Social Relationships Using a Couch Cooperative Video Game
  31. A Deep Learning Approach for Automatic Scoliosis Cobb Angle Identification
  32. TikTok as a Knowledge Source for Programming Learners: a New Form of Nanolearning?
  33. Pandemic, Higher Education, and a Developing Country: How Teachers and Students Adapt to Emergency Remote Education
  34. Chessbot: A voice-controlled chess board with self-moving pieces
  35. Gamification of E-Learning in African Universities
  36. Location-based marketing using mobile geofencing: lessons learned from a user-centred application development research
  37. Acceptability, Usability, and Quality of a Personalized Daily Meal Plan Recommender System: The Case of Virtual Dietitian
  38. Assessing the Role of Python Programming Gamified Course on Students’ Knowledge, Skills Performance, Attitude, and Self-Efficacy
  39. Designing Human-Centered Learning Analytics Dashboard for Higher Education Using a Participatory Design Approach
  40. iVital: A Mobile Health Expert System with a Wearable Vital Sign Analyzer
  41. Intention to Utilize Mobile Game-Based Learning in Nursing Education From Teachers’ Perspective: A Theory of Planned Behavior Approach
  42. Mobile Bookkeeper: Personal Financial Management Application with Receipt Scanner Using Optical Character Recognition
  43. Theories Integrated With Technology Acceptance Model (TAM) in Online Learning Acceptance and Continuance Intention: A Systematic Review
  44. Virtual Dietitian: A Nutrition Knowledge-Based System Using Forward Chaining Algorithm
  45. Hand Alphabet Recognition for Dactylology Conversion to English Print Using Streaming Video Segmentation
  46. Factors that could predict fake news susceptibility of college students
  47. Cooperative learning in computer programming: A quasi-experimental evaluation of Jigsaw teaching strategy with novice programmers
  48. Beast Chasers: A 3D PC-based Third Person Action RPG Game used to Spread Societal Issue Awareness
  49. Manufacturing Design Thinkers in Higher Education Institutions: The Use of Design Thinking Curriculum in the Education Landscape
  50. Sentiment Analysis of Tweets on Coronavirus Disease 2019 (COVID-19) Pandemic from Metro Manila, Philippines
  51. E-Safety in the Use of Social Networking Application
  52. Augmented reality in history education: an immersive storytelling of American colonisation period in the Philippines
  53. Kinder Learns: An Educational Visual Novel Game as Knowledge Enhancement Tool for Early Childhood Education
  54. A Pocket-Sized Interactive Pillbox Device: Design and Development of a Microcontroller-Based System for Medicine Intake Adherence
  55. Human-Library Interaction: A Self-Service Library Management System Using Sequential Multimodal Interface
  56. Plan-Cook-Eat: A Meal Planner App with Optimal Macronutrient Distribution of Calories Based on Personal Total Daily Energy Expenditure
  57. Tomayto, Tomahto: A Machine Learning Approach for Tomato Ripening Stage Identification Using Pixel-Based Color Image Classification
  58. VITAL APP: Development and User Acceptability of an IoT-Based Patient Monitoring Device for Synchronous Measurements of Vital Signs
  59. Game Development as a Pedagogical Methodology in Learning Related ICT Skills: Perspectives of Freshmen from FEU Institute of Technology
  60. Trash Attack: A 2D Action Puzzle Video Game to Promote Environmental Awareness and Waste Segregation Behavior
  61. A Pornographic Image and Video Filtering Application Using Optimized Nudity Recognition and Detection Algorithm
  62. Logical Guessing Riddle Mobile Gaming Application Utilizing Fisher Yates Algorithm
  63. E-Learning Technology Adoption in the Philippines: An Investigation of Factors Affecting Filipino College Students' Acceptance of Learning Management Systems