All Stories

  1. Digital tests may be missing an opportunity to support student success: Exploring the effect of feedback during digital testing on student self-assessment and test anxiety management
  2. Creative Applications of Artificial Intelligence in Education
  3. Students’ Perspective on the Use of Artificial Intelligence in Education
  4. Creative Application of Artificial Intelligence in Education
  5. Generative Artificial Intelligence in Higher Education
  6. Digital Acculturation in the Era of Artificial Intelligence
  7. Metacognition and self-regulated learning in a manipulative robotic problem-solving task
  8. Analysis of Creative Engagement in AI Tools in Education Based on the #PPai6 Framework
  9. Assessment of Divergent Thinking in a Social and Modular Robotics Task: An Edit Distance Approach at the Configuration Level
  10. An affordance-based framework for the design and analysis of learning activities in playful educational robotics contexts
  11. Co-creativity in real-world problem solving in project-based learning in higher education
  12. L’activité de conception comme démarche créative pour la formation des enseignants à l’intégration du numérique dans l’activité d’enseignement-apprentissage
  13. Analyse de l’agentivité transformatrice dans une activité de robotique pédagogique impliquant la résolution collaborative de problèmes
  14. Introduction to the Special Issue on GaLA Conf 2021
  15. Analysing an Interactive Problem-Solving Task Through the Lens of Double Stimulation
  16. Undergraduate Research in France
  17. Analysis of team-based cognitive-affective states in STEAM education
  18. Creative intention and persistence in educational robotic
  19. Analyse du processus de construction de connaissances dans des activités de programmation à l’école
  20. Grille de lecture de la compétence de résolution collaborative de problèmes dans le cadre des activités de robotique pédagogique
  21. The role of feedback and guidance as intervention methods to foster computational thinking in educational robotics learning activities for primary school
  22. Cultural historical activity theory, double stimulation, and conflicts of motives in education science: Where have we been? (2012-2021)
  23. Game Mechanics Supporting a Learning and Playful Experience in Educational Escape Games
  24. Older Adults’ Activity on Creative Problem Solving with Modular Robotics
  25. Formalizing Problem Solving in Computational Thinking : an Ontology approach
  26. Why, What and How to Help Each Citizen to Understand Artificial Intelligence?
  27. Teachers’ Creative Behaviors in STEAM Activities With Modular Robotics
  28. Interactivity and materiality matter in creativity: educational robotics for the assessment of divergent thinking
  29. Impact of Team Climate on Co-Creativity in STEAM Education in Primary Education
  30. Games and Learning Alliance
  31. Questions à Margarida Romero et Éric Sanchez
  32. Constructive alignment of learning mechanics and game mechanics in Serious Game design in Higher Education
  33. Poursuivre le programme ou assurer l’engagement? Analyse des critères de continuité pédagogique et des transformations pédagogiques et en contexte de pandémie
  34. Examining the Impact of an Interactive Storytelling Platform on Educational Contexts Through Contemporary Crowdsourcing Methods of Audiovisual Content Publishing
  35. An Analysis for the Identification of Use and Development of Game Design Strategies as Problem Posing Activities for Early Childhood Learners
  36. Group processes and creative components in a problem-solving task with modular robotics
  37. Macro-dissemination of Maker Cultures: 21st century competencies through an Ideaton
  38. Macro-diseminación de la cultura maker: promoviendo competencias del siglo XXI a través de un Ideatón
  39. Constructive Alignment in Game Design for Learning Activities in Higher Education
  40. Computers in Secondary Schools, Educational Games
  41. Artifactual Affordances in Playful Robotics
  42. Conception d’activités technocréatives pour le développement d’une pédagogie créative
  43. Game Mechanics Supporting a Learning and Playful Experience in Educational Escape Games
  44. Undergraduate Research in France
  45. Développer un rapport critique et techno-créatif au territoire par la création de maquettes de villes à l’école
  46. Computational thinking development and assessment through tabletop escape games
  47. Assessment of Co‑Creativity in the Process of Game Design
  48. Multiculturalism and Technology-Enhanced Language Learning edited by Dara Tafazoli and Margarida Romero
  49. CreaCube, a Playful Activity with Modular Robotics
  50. Analyzing Cognitive Flexibility in Older Adults Through Playing with Robotic Cubes
  51. Computers in Secondary Schools: Educational Games
  52. La planification de séquences pédagogiques basées sur le jeu numérique
  53. Translating the ICAP Theory of Cognitive Engagement Into Practice
  54. Développer la pensée informatique pour démystifier l’intelligence artificielle
  55. Competencias del siglo XXI en proyectos co-tecnocreativos
  56. Territoire, apprentissages et cocréation
  57. Intergenerational Learning Through a Participatory Video Game Design Workshop
  58. Computational thinking development through creative programming in higher education
  59. Spanish Zimbardo Time Perspective Inventory Construction and Validity among Higher Education Students
  60. Introduction
  61. L’apprentissage dans un monde complexe
  62. Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning
  63. A Scenario-Based Approach for Designing Educational Robotics Activities for Co-creative Problem Solving
  64. Design Requirements for Educational Robotics Activities for Sustaining Collaborative Problem Solving
  65. Game-Based Learning Across the Lifespan
  66. Multiculturalism and Technology-Enhanced Language Learning
  67. Intergenerational Techno-Creative Activities in a Library Fablab
  68. Corrigendum
  69. Expanding the Game Design Play and Experience Framework for Game-Based Lifelong Learning (GD-LLL-PE)
  70. Implementing Maker Spaces to Promote Cross-Generational Sharing and Learning
  71. Promoting Intergenerational Participation Through Game Creation Activities
  72. Analysis of Game and Learning Mechanics According to the Learning Theories
  73. Education, Technology and scientific boundaries -
  74. COCCIBOT: TRANSFORMING THE MBOT PEDAGOGICAL ROBOT TO BE USED FROM KINDERGARTEN TO SECONDARY SCHOOL
  75. EDUCATIONAL ROBOTICS: FROM PROCEDURAL LEARNING TO CO-CREATIVE PROJECT ORIENTED CHALLENGES WITH LEGO WEDO
  76. Conceptions and Instructional Strategies of Pre-Service Teachers towards Digital Game based Learning Integration in the Primary Education Curriculum
  77. Different levels of creative engagement in the use of Technology Enhanced Learning.
  78. De l’apprentissage procédural de la programmation à l’intégration interdisciplinaire de la programmation créative
  79. Digital Game Design as a Complex Learning Activity for Developing the 4Cs Skills: Communication, Collaboration, Creativity and Critical Thinking
  80. Game and Learning Mechanics Under the Perspective of Self-determination Theory for Supporting Motivation in Digital Game Based Learning
  81. Scaffolding Digital Game Design Activities Grouping Older Adults, Younger Adults and Teens
  82. Digital game creation as a creative learning activity
  83. A gamified collaborative course in entrepreneurship: Focus on objectives and tools
  84. Transposing freemium business model from casual games to serious games
  85. Teaching Pre-Service Teachers to Integrate Serious Games in the Primary Education Curriculum
  86. Work, Games and Lifelong Learning in the 21st Century
  87. Analysis and Modeling of Academia's Collaborative Decision Support System Based on Key Performance Indicators and Degree of Certainty
  88. Identifying Pedagogical Uses of Serious Games for Learning English as a Second Language
  89. Serious Games Opportunities for the Primary Education Curriculum in Quebec
  90. Serious games and the development of an entrepreneurial mindset in higher education engineering students
  91. Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?
  92. Polychronicity: review of the literature and a new configuration for the study of this hidden dimension of online learning
  93. The Temporal Perspective in Higher Education Learners: Comparisons between Online and Onsite Learning
  94. To rubric or not to rubric? The effects of self-assessment on self-regulation, performance and self-efficacy
  95. Individual and collaborative Performance and Level of Certainty in MetaVals
  96. Supporting Human Capital development with Serious Games: An analysis of three experiences
  97. Computer-Based Creative Collaboration in Online Learning
  98. Entrepreneurship Competence Assessment Through a Game Based Learning MOOC
  99. Quantitative Approach in Measuring Knowledge Convergence in Serious Games
  100. The Relationship between Group Awareness and Participation in a Computer-Supported Collaborative Environment
  101. Measuring the Commercial Outcomes of Serious Games in Companies – A Review
  102. The impact of a rubric and friendship on peer assessment: Effects on construct validity, performance, and perceptions of fairness and comfort
  103. Activity-led learning approach and group performance analysis using fuzzy rule-based classification model
  104. How Sure Are You? Impact of the Degree of Certainty Shared Display in Collaborative Computer-Based Decision Making Task
  105. Serious Games Integration in an Entrepreneurship Massive Online Open Course (MOOC)
  106. Students' Time Perspective and Its Effects on Game Based Learning
  107. The Impact of Students’ Temporal Perspectives on Time-On-Task and Learning Performance in Game Based Learning
  108. Are online learners frustrated with collaborative learning experiences?
  109. Group Awareness, Learning, and Participation in Computer Supported Collaborative Learning (CSCL)
  110. The Use of the Collaboration Awareness Tool EUROCAT in Computer Supported Collaborative Learning
  111. Interdisciplinary and International Adaption and Personalization of the MetaVals Serious Games
  112. GEL: Exploring Game Enhanced Learning
  113. Hot Issues in Game Enhanced Learning: The GEL Viewpoint
  114. Measuring the Knowledge Convergence Process in the Collaborative Game MetaVals
  115. Designing a Course for Stimulating Entrepreneurship in Higher Education through Serious Games
  116. Quality of e-learners’ time and learning performance beyond quantitative time-on-task
  117. Collaborative design of computer network using Activity-Led Learning approach
  118. Impact of the Feeling of Knowledge Explicitness in the Learners’ Participation and Performance in a Collaborative Game Based Learning Activity
  119. Personalised information retrieval through the use of a collaboration awareness tool, a chat and a forum tool in a computer supported collaborative learning task
  120. HCI Education to Support Collaborative e-Learning Systems Design
  121. La construcción colaborativa de conocimiento en las redes de comunicación asíncrona y escrita (RCAE): una revisión de los instrumentos analíticos
  122. Metacognition on the Educational Social Software
  123. Educational Social Software for Context-Aware Learning
  124. Metacognition on the Educational Social Software
  125. Harnessing Web 2.0 for Context-Aware Learning
  126. Use of Social Software in Education
  127. Web 2.0 and Learning
  128. Characterizing Online Learners’ Time Regulation
  129. E-Learning
  130. E-Learning
  131. Metacognition on the Educational Social Software
  132. Time Factor Assessment in Game-Based Learning
  133. Time Factor Assessment in Game-Based Learning
  134. Time Factor in the Curriculum Integration of Game-Based Learning
  135. Introduction
  136. Lʹapprentissage dans un monde complexe
  137. Les compétences pour le XXIe siècle
  138. La créativité, au cœur des apprentissages