All Stories

  1. Improving Rice Yield Prediction Accuracy Using Regression Models with Climate Data
  2. Examples of computer science education for society
  3. Motivating Students to Learn How to Write Code Using a Gamified Programming Tutor
  4. Sustainable Language Training for Engineering Students: Integrating Resource-Efficiency into the Course Content through the Educational Process
  5. Why the Educational Metaverse Is Not All About Virtual Reality Apps
  6. Heuristic Evaluation of Microsoft Teams as an Online Teaching Platform: An Educators’ Perspective
  7. Synchronous Multi-User Cross-Platform Virtual Reality for School Teachers
  8. Increasing Engagement Through Explicit and Implicit Gamification in Higher Education
  9. Flexible Ontology-Driven Educational Apps and Social Media for Learners with a Disability
  10. The United Nations Sustainable Development Goals: a setting for Professional and Research skills
  11. Dependability Analysis Using Temporal Fault Trees and Monte Carlo Simulation
  12. Genetic Algorithms as a Feature Selection Tool in Heart Failure Disease
  13. Using Formal Game Design Methods to Embed Learning Outcomes into Game Mechanics and Avoid Emergent Behaviour
  14. A Flexible Approach to Introductory Programming
  15. Smart, Social, Flexible and Fun: Escaping the Flatlands of Virtual Learning Environments
  16. Approaches to Measuring Attendance and Engagement
  17. Constraints and autonomy for creativity in extracurricular gamejams and curricular assessment
  18. Using Formal Game Design Methods to Embed Learning Outcomes into Game Mechanics and Avoid Emergent Behaviour
  19. A Hybrid Evaluation Approach and Guidance for mHealth Education Applications
  20. Connecting Undergraduate Students as Partners in Computer Science Teaching and Research
  21. Computational methods for finding long simple cycles in complex networks
  22. A Guidance and Evaluation Approach for mHealth Education Applications
  23. Collaborative Hybrid Agent Provision of Learner Needs Using Ontology Based Semantic Technology
  24. Flexible Virtual Environments: Gamifying Immersive Learning
  25. Flexible Learning in Computer Science
  26. Using motivation derived from computer gaming in the context of computer based instruction
  27. Heuristic Evaluation for Serious Immersive Games and M-instruction
  28. An evaluation framework for mobile health education software
  29. Requirements Capture Analysis for MOOCS in Higher Education
  30. Safety analysis of clinical workflows: The case of the workflow within a radiology department
  31. Investigating Heuristic Evaluation as a Methodology for Evaluating Pedagogical Software: An Analysis Employing Three Case Studies
  32. Quantification of Temporal Fault Trees Based on Fuzzy Set Theory
  33. Technology-Enhanced Learning in Higher Education
  34. Using Simulation to Evaluate Dynamic Systems with Weibull or Lognormal Distributions
  35. Maximising Gain for Minimal Pain: Utilising Natural Game Mechanics
  36. Introducing Temporal Behaviour into Binary Decision Diagrams
  37. Quantification of Simultaneous-AND Gates in Temporal Fault Trees
  38. Quantification of Priority-OR Gates in Temporal Fault Trees
  39. Aspects of the Segre variety $${\mathcal{S}_{1,1,1}(2)}$$
  40. E-Services and the Digital Divide
  41. The cubic Segre variety in PG(5, 2)
  42. The Polynomial Degree of the Grassmannian $${\mathcal G_{\bf 1,}{\bf n,}{\bf 2}}$$
  43. Partial spreads in PG(4,2) and flats in PG(9,2) external to the Grassmannian G1
  44. The Classification of Flats in $${\boldsymbol {PG}}({\bf 9,2})$$ which are External to the Grassmannian $${\cal G}_{\bf 1,4,2}$$
  45. The Quintic Grassmannian G1, 4, 2in PG(9, 2)
  46. Wither mathematics, whither science?
  47. Point transfer matrices for the Schrödinger equation: the algebraic theory
  48. Calculating energy levels of a double-well potential in a two-dimensional system by expanding the potential function around its minimum
  49. Stable forward shooting for eigenvalues and expectation values
  50. Composition algebras and PG(m, 2)
  51. The lines of PG(4, 2) are the points on a quintic in PG(9,2)
  52. Enabling Personalised Learning through Formative and Summative Assessment