This book constitutes the proceedings of the 17th European Conference on Technology Enhanced Learning, EC-TEL 2022, held in Toulouse, France, in September 2022.
The 30 research papers and 31 demo and poster papers presented in this volume were carefully reviewed and selected from 109 submissions.
Chapter “Learners’ Strategies in Interactive Sorting Tasks” is available open access under a CC BY 4.0 license.
Who are my peers? Learner Controlled Social Comparison in a Programming
Course.- A Dashboard to Support Teachers during Students Self-paced
AI-supported Problem-solving Practice.- Pyrates: a serious game designed
to support the transition from block-based to text-based
programming.- Privacy-preserving and scalable affect detection in online
synchronous learning.- Video Assisted Self-Regulated Learning (SRL) Training:
COVID-19 Edition.- An Empirical Study of the Effects of Virtual Currency on
Learners in Out of Class Practicing.- Effects of discipline, gender,
and remediation on both the achievement and realism of Undergraduates on
pre-requisite testing.- Enhancing Instructors Capability to Assess
Open-Response using Natural Language Processing and Learning
Analytics.- Exploring the Connections Between the Use of Automated Feedback
System and Learning Behavior in a MOOC for Programming.- Integrating Podcasts
into MOOCs: Comparing Effects of Audio- and Video-Based Education for
Secondary Content.- The digitalization of teaching practices in K-12
education: insights from teachers perspective.- Representation-driven Mixed
Initiative in Computer Supported Collaborative Learning in Secondary
Education.- When and How to Update Online Analytical Models For Predicting
Students Performance?.- Computational thinking : focus on pattern
identification.- Towards modelling the technology integration in elementary
school. A diachronic study of teachers' digital practices during and after
Covid-19 lockdown.-Learning to Give a Complete Argument with a Conversational
Agent: An Experimental Study in Two Domains of Argumentation.- Video
Segmentation and Characterisation to Support Learning.- Assessing the Quality
of Student-Generated Short Answer Questions using GPT-3.- Designing Playful
Intelligent Tutoring Software to Support Engagingand Effective Algebra
Learning.- Towards Generalized Methods for Automatic Question Generation in
Educational Domains.- Learners Strategies in Interactive Sorting
Tasks.- Adapting learning analytics dashboards by and for university
students.- The Evaluation of One-to-One Initiatives: Exploratory Results from
a Systematic Review.- Designing a Moodle Plugin for Promoting Learners'
Self-Regulated Learning in Blended Learning.- Uncovering Student Temporal
Learning Patterns.- The Disciplinary Learning Companion: the impact of
disciplinary and topic-specific reflection on students' metacognitive
abilities and academic achievement.- Medical Students Perception of a
Serious Game (ECOGAME) of simulating an OSCE station: Case of Mohammed VI
University of Health Sciences (UM6SS).- Integrating DLR in classroom
teaching: effects on teaching practices and student
perceptions.- Privacy-Preserving Synthetic Educational Data
Generation.- Supporting Self-regulated Learning in BL: Exploring learners'
tactics and strategies.- Promoting Universal Design for Learning through
Digital Assistive Tools in GamesHUB.- iTeachApp, a teaching analytics tool
for providing self-assessment and recommendations to teachers.- Deliberate
Practice of Handwriting: Supervision under the ghost of an expert.- CHEST: a
Linked Open Data-based application to annotate and carry out learning tasks
about Cultural Heritag.- Towards an automated adaptive learning web platform
through personalization of language learning pathways.- Miranda: A Chatbot
for Supporting Self-Regulated Learning.- Superpowers in the Classrom:
Hyperchalk is an Online Whiteboard for Learning Analytics Data
Collection.- An educational conversational agent for GDPR.- e-FeeD4Mi:
Automating Tailored LA-Informed Feedback in Virtual Learning
Environments.- Digital?Sicher! an educational game to build digital
competences.- Towards effective blended learning through the eyes of
students: A survey study in transition into face-to-face
education.- Measuring students self-regulated learning skills from their
digital traces and learning pathways.- Digital Media in Schools During the
Covid-19 Lockdown: Teachers Experiences with Choosing Teaching
Strategies.- Providing Novice Programmers with Process and Self-regulation
Explainable Feedback Appears Ineffectual.- Exploring teacher's orchestration
actions in Online and In-class Computer-Supported Collaborative
Learning.- Using dialogic feedback to create learning communities during
COVID-19: lessons for future teacher development.- Development of actionable
insights for regulating students' collaborative writing of scientific
texts.- Design a Dashboard for Secondary School Learners to Support Mastery
Learning in a Gamified Learning Environment.- Towards an Authoring Tool to
Help Teachers Create Mobile Collaborative Learning Games forField
Trips.- Design Pattern for Exploration and Experimentation: Result of Field
Study on a Toy-Based Serious Game Design Method.- The enablers and barriers
of using Slack for computer-mediated communication to support the learning
journey: A case study at a university of applied sciences.- Mobile
telepresence robots in education: Strengths, opportunities, weaknesses, and
challenges.- What Teachers Would Expect from a Pedagogical Agent System
Working at a Classroom Level: a Focus Group Study.- Designing LADs that
promote sensemaking: a participatory tool.- Designing LADs that promote
sensemaking: a participatory tool.- A conceptual framework for the creation
of mobile collaboration tools.- Does Deliberately Failing Improve Learning in
Introductory Computer Science?.- CLP: A Platform for Competitive
Learning.- Studying cohort influence on student performance prediction in
multi-cohort university courses.- What kind andHow many?: Exploring feedback
in remote training of procedural skills in physiotherapy.- Personalizing the
Sequencing of Learning Activities by using the Q-Learning and the Bayesian
Knowledge Tracing.