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10:An Analysis of Flipped Classroom Model for the course ‘Analysis and Synthesis of Mechanisms’
16:Visualization of Learners eBook Interaction Streams for Traversing Platform Engagement
18:Perceived Benefits and Challenges of MOOCs: A Teacher's Perspective in Higher Education
19:Hobby Based Learning for Automata theory and computability
29:INNOVATION IN ACTION: EXPLORING THE EFFECTIVENESS OF A MOOC IN TEACHER EDUCATION
30:Role of state ICTs in countering cyber-crimes against students of Kerala: An analysis
32:EduXpert – Student Guidance and Intelligent E-learning Platform
34:Touchy Pinchy Integers: Exploring how embodied interaction with integer manipulatives enhance students' conceptual understanding of operations on integers
36:The Ingress of Digitalization and its Fall Out on the Students at Cotton University : A case study
39:Industrial Context Mapped Instructional Material-A Framework to bridge Industry - Academia gap
41:Students' Preferences: An Assessment of Biology Textbook
42:TOWARD SCAFFOLDING DOCTORAL STUDENTS in THEIR STUDY: A TELT-based CONCEPTUAL MODEL
43:Gamification: A Paradigm shift during and beyond Covid-19 in learning of HCF and LCM
44:Fostering Engagement in MOOCs: Leveraging a Community of Practice for Discussion Forum Moderators
45:What Supports do Teachers Need for Effective Learning Designs while Integrating Technology? A Mixed Methods Study
46:Immersive Technology and some Engineering Methodologies along with few Disciplines of Archaeology as tools to Protect and Pass on the Greatness of Heritage sites by Providing a Time Travel like Experience.
47:Innovative Pedagogy for Experience-based Learning of Engineering Mathematics
48:Fostering Computational Thinking (CT) Skills in middle school students using CT@Home mobile application
49:Educational and Psychological Effectiveness of MOOCs During and After the Pandemic : A Case Study of NPTEL LC 474
50:Evaluating the Effects of Activity-Based Learning on Attainment of Course Outcomes for Third-Year B.Tech Biotechnology Students: A Case Study
52:An analytical assessment methodology to assess engineering undergraduates through the course and program outcomes allied to the affective domain
53:Nurturing Algorithmic Literacy: A Case Study on the Trends and Challenges of Artificial Intelligence and Machine Learning Education in Schools
55:Right Design of Assessment can facilitate Students to take more Responsibility for their Learning
56:Effectiveness of Flipped Classroom Strategy for Enhancing Achievement among Student Teachers at Bachelors level in the State of Kerala
57:Effectiveness of Game-Based Learning in Constructivist Classrooms
58:A Systematic Review of Theoretical Perspectives and Technology-Based Strategies for Fostering Critical Thinking Skills in the Age of Misinformation
61:Detecting Affective States in Engineering Design Problem using Interaction data from TELE
63:The Impact of Blended Learning; A Study of English Language Teacher’s Perspectives
64:Revealing students' intuitive ideas through Drawings: Insights for Technology-Driven Instructional Designs
65:A Case Study on Implementation of Festival of Examinations
68:Empowering Teachers to Identify Quality Game Based Learning Solution
69:MWP-T5: Fine-tuning with Numeracy for Math Word Problem Generation
73:Orchestrating Active Learning in Hybrid Classroom: A Case Study and Recommendations For Instructors
74:Effective Use of Padlet as a Tool to Enhance Students’ Engagement with the Concept Learning: A Case Study
77:Exploring the synergy of virtual internships, collaboration with academia and industry to train future energy professionals: A case study from India
79:Problem Design and Technology for a Problem Based Learning Algorithmic Course
80:Impact on Students' Academic Performance in Blended Learning Using MOOCs
81:CodeC: A Competitive and Cooperative Gamified Learning Platform for Educators
82:Promoting Individualized Learning: The Effectiveness of Peer Teaching Pedagogy.
83:Building Inclusive Learning Environments: A Pedagogical Strategy for Educational Equity
85:Machine Learning Models for Scaffolding Undergraduate Students in a Project-Based Learning Course
86:What Really Matters: Reflections from Large-Scale Online Learning Implementation on FramerSpace
87:Blended POGIL and Developer Blog Learning for Senior Project Implementation
88:Designing a constructionist epidemiology curriculum with Agent-based Models: An exploratory study
89:Survey on Innovative Technology Integration in Teaching among Teachers of Higher Education in Kerala
90:Sustaining Learner Engagement: Integrating Project-Based Learning & Cross-Cohort Approach
92:From Theory to Practice: Bridging the Gap in Traditional Computer Networks through Cisco Packet Tracer for Effective Conceptual Learning and Network Deployment.
93:Sign Buddy: An Innovative Sign Language App for Communication and Language Learning
94:Students' Point Of View of Real Life Project Based Learning
95:Pre-Service Teachers' Approaches to Quantitatively-Rich Mathematics Problems: Implications for Mathematical Knowledge for Teaching
97:Demystifying of Multimodal Framework for Outcome-Based Education and Student-Centered Learning Approach for Sustainable Education
98:STUDENTS ASSESSMENT THROUGH GAME BASED LEARNING PLATFORM
99:Reading between and beyond Cumulative Frequency Curves: Insights from In-Service Secondary School Mathematics Teachers
100:Unraveling the Factors Affecting Students' Success in an Online Introductory Programming Course: A Case Study
101:Literature survey on usage of IOT, AI/ML in Educational Environment with A Case study on Recommender for suitable learning strategy
103:Augmented Reality Intervention to Teach English Alphabets to a Moderate Intellectually Disabled Child: A Case Study Conducted in Kerala
104:GaMINLab – A Redesign of science inquiry simulation labs based on meaningful gamification
105:Dynamic Role of Cognitive, Emotional and Behavioral Engagement during Student-Faculty Interaction in Higher Education: Novel SEM Approach
106:StarQuestAR: A mobile-based augmented reality application to learn concepts in astronomy.
108:Making active teachers: Effects of a teacher training program for making-based active pedagogies
109:Additive Manufacturing for Inclusive Games: How can Additive Manufacturing technology assist in the learning of the Visually Impaired
111:Laying the Foundation: Student Perceptions on Extended Orientation Programme for Creating Holistic Engineers
112:Mining Student Coding Behaviors in a Programming MOOC: There Are No Actionable Learner Stereotypes
113:Does learner mindset matter while learning programming in a computer-based learning environment?
114:Manipulable Harmonic Oscillators: Enacting Dynamicity as a Way to Facilitate Representational Competence and Numerical Modeling in a Physics Classroom
115:Effectiveness of Virtual Flipped Classroom in Teaching of Science at Secondary Level
116:Academic Self-efficacy and Motivation of Students Using Tablets in Afterschool Centres in Rural India
119:Identification of influencing factors for new users in a online gamified learning environment: An Exploration study
121:Implementing AQAD (ASSET-Question-A-Day) for Large scale impact through Enhanced Learning Insights and Concept Addressing
123:Investigating Effective Learning Approaches: A Comparative Analysis of Educational Tools and Platforms for Introducing Artificial Intelligence and Machine Learning to Young Minds
124:Augmented Reality and Virtual Reality based Experiential Learning for Social and Emotional Learning in Higher Education
125:Unleashing Innovative Engagement in Programming Education
127:Embedding Technology in Good Teaching Practice: A Pilot
128:Technology Enabled Career Counseling: AI Enabled Counselling Platform to Enhance Career Awareness among High School Students
129:Effectiveness of a MOOC on Game-Based Learning for Educators in Classroom Environment
131:Integrating SEL Principles into a Chatbot to Create Awareness about Domestic Violence in Marathi Language
132:Unfolding Features of Gamification Pedagogy
135:Beyond technical knowledge: Identifying training program elements for educational robotics competitions
136:Unveiling the Hidden Reality: Evaluating the Impact of an Online Webinar on Womens Legal Rights Awareness and Knowledge of Domestic Violence Act 2005 among Women and Girls in India"
138:A Temporal Model of Learner Behavior in an Immersive Virtual Reality Learning Environment Using Process Mining
139:Developing high-quality assessment tool - The key to achieve the broad objectives of e-learning platforms
143:Design and Implementation of an Assessment Procedure to Combine Benefits of Collaborative Learning with 3-2-1 Strategy
144:VR-based Scaffold Assembling Simulator for Construction Industry Training and Its Evaluation for Usefulness and Immersiveness with Experts
145:Inclusive learning model for technology-enhanced vocational education through culturally responsive pedagogy
146:EXPERIENCES OF EARLY CAREER EDUCATORS ON PEDAGOGICAL STRATEGIES AND INTERVENTIONS IN MATHEMATICS
148:ICT in education – understanding the relationship among students attitudes and learning readiness
150:Blended Learning for Women's Business Development in Rural India: Enhancing Technology Adoption and Bridging the Gender Digital Divide
152:Evaluation of a Video Script Writing Tool Through Expert Testing
154:Analysis of In-Service Mathematics Teachers’ Subject Knowledge and Misconceptions on Primary and Middle Grade Mathematics Concepts
155:Strategies for effective monitoring of Short term decentralized Skill Development Programs (SDPs)
159:The Effect of Outcome-based Education on Academic Performance in Higher Education
160:Optimizing Onboarding Boot Camps and Role Progression Programs by Leveraging Learning Design Principles for False Beginners to Enhance TAT and Success Ratios
162:Enhancing Aptitude Skills: Development and Expansion of the Apti-Trainer Android App
163:SkillsGoGo: Empowering Education through a Mobile App for Seamless Learning, Collaboration, and Knowledge Sharing
164:Enhancing Engineering Students’ Learning through a “Writing Intervention”
165:COMPASSION DRIVEN COMMUNITY ENGAGEMENT FOR DISASTER RECOVERY
167:Hybrid Simulation for Health Care Education using Wearable and Web-Based Technologies: A Theoretical Framework
168:IMPEDIMENTS TO INCLUSIVE EDUCATION: AN EXPLORATORY ANALYSIS OF THE FUNCTIONING OF NIOS IN KOLKATA, DELHI, AND JODHPUR
171:Step-by-Step Conduction of Online Laboratory Sessions using Simulators and Interactive Programming Platforms
172:Different methods of participative/active learning for the course Computer Networking
175:Smart Laboratories : Learning Data Structures through Games
179:Qualitative Analysis of Metacognitive Knowledge generated through Cooperative Learning Strategies
180:Appraisal of MOODLE LMS Based Education Platform in Karnataka State
182:OTEACH: Empowering Teachers for Effective Technology Integration in Resource Constrained schools
183:I don’t always use memes, but… On use of memes in the classroom
184:Automatic Question Generation from Video
185:Leveraging LLM and Prompt Engineering in Teaching and Learning: Enhancing Student Engagement and Learning Outcomes
187:Virtual Learning Community for an Online Undergraduate Writing Course to Promote Learners’ Interactions and Self-learning
189:Notes Generation From Videos
190:Designing the future: Investigating budding instructional systems designers’ sense of agency, and learning in a multi-cohort complex community
192:Technology-Based Pedagogical Approaches for Teaching and Learning
193:Gaming Intervention for developing Wisdom in Students
195:Teachers As Troubleshooters: Making ICT Lab in School an Active Space for Innovative Teaching And Learning
197:AlgoComp: Visualization Tool for Path Finding Algorithms
198:Mini-Games for Assessing Computational Thinking – A Usability Evaluation
200:Evaluating Effectiveness of Training Students in Prompt Engineering for Generative AI Chatbots
203:Investigating the Pedagogical Benefits of Augmented Reality in Facilitating Visual Communication Between Students and Professors in Architecture
207:The OpenFOAM GUI Project: Enhancing Learnability of OpenFOAM through a Software with User-centric Design.
209:Assessing the Engagement of Primary Learners with the Math Kids Application: A Digital Learning Exploration
210:Semantic based Distractor Generator for Coding Quizzes
212:Analysis of Engagement and Retention in 3D E-learning Environment
213:The significance of Technology-Enhanced Learning towards Enhancing Engineering Education
216:Role of reflective prompting in shift in students’ positional framing and productive uncertainty management
218:Comparative Study of Engagement in Online Learning Environments with Competitive and Collaborative Elements of Gamification in Higher Education
219:Reprogramming Virtual Laboratories for an Open-Source Ecosystem in Higher Education
220:Developing and Deploying Open Access Web-Based Educational tools for Teaching Data Preprocessing in Bioinformatics.
223:Implementing a Student-Centric Free and Open-Source Virtual Laboratory in Bioinformatics and Computational Biology
225:Mindspark Social Sciences
226:Personalized Question Generation & Examination System
227:Reflections on learner-generated video as an assessment tool in management education
229:Imagining Pedagogical Agency vis-à-vis the Rise of Digital Parda (Veil): Understanding Gender and Blended Learning in Rural Haryana
232:Gamification of Reading Texts: Student Perceptions on Engagement, Motivation, Reading Stamina and Reading Skills.
234:Tech Shock and the New (Digital) Normal: Blending and Mending Higher Learning Approaches
237:Impact of Learner Interactions on Online Learning Self-Efficacy among Students
238:Designing UDL-Informed Online Learning with Digital Tools
240:Improving teacher adoption of personalised adaptive learning (PAL): Strategies for effective integration
243:Enhancing student engagement in graduate level environmental awareness course using Google lens technology
244:Impact of Experiential learning on Mechanical Engineering Graduates
246:Encompassing the Technology for Student-Centric Creative Activities for Student Engagement in a Strenuous Course
247:Project-Based Learning for Predictive Analytics
248:Implementation of Project-based Learning in Materials Engineering Course: An Experiential Approach
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Select second paper for which you are making the payment (ID:Title)
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10:An Analysis of Flipped Classroom Model for the course ‘Analysis and Synthesis of Mechanisms’
16:Visualization of Learners eBook Interaction Streams for Traversing Platform Engagement
18:Perceived Benefits and Challenges of MOOCs: A Teacher's Perspective in Higher Education
19:Hobby Based Learning for Automata theory and computability
29:INNOVATION IN ACTION: EXPLORING THE EFFECTIVENESS OF A MOOC IN TEACHER EDUCATION
30:Role of state ICTs in countering cyber-crimes against students of Kerala: An analysis
32:EduXpert – Student Guidance and Intelligent E-learning Platform
34:Touchy Pinchy Integers: Exploring how embodied interaction with integer manipulatives enhance students' conceptual understanding of operations on integers
36:The Ingress of Digitalization and its Fall Out on the Students at Cotton University : A case study
39:Industrial Context Mapped Instructional Material-A Framework to bridge Industry - Academia gap
41:Students' Preferences: An Assessment of Biology Textbook
42:TOWARD SCAFFOLDING DOCTORAL STUDENTS in THEIR STUDY: A TELT-based CONCEPTUAL MODEL
43:Gamification: A Paradigm shift during and beyond Covid-19 in learning of HCF and LCM
44:Fostering Engagement in MOOCs: Leveraging a Community of Practice for Discussion Forum Moderators
45:What Supports do Teachers Need for Effective Learning Designs while Integrating Technology? A Mixed Methods Study
46:Immersive Technology and some Engineering Methodologies along with few Disciplines of Archaeology as tools to Protect and Pass on the Greatness of Heritage sites by Providing a Time Travel like Experience.
47:Innovative Pedagogy for Experience-based Learning of Engineering Mathematics
48:Fostering Computational Thinking (CT) Skills in middle school students using CT@Home mobile application
49:Educational and Psychological Effectiveness of MOOCs During and After the Pandemic : A Case Study of NPTEL LC 474
50:Evaluating the Effects of Activity-Based Learning on Attainment of Course Outcomes for Third-Year B.Tech Biotechnology Students: A Case Study
52:An analytical assessment methodology to assess engineering undergraduates through the course and program outcomes allied to the affective domain
53:Nurturing Algorithmic Literacy: A Case Study on the Trends and Challenges of Artificial Intelligence and Machine Learning Education in Schools
55:Right Design of Assessment can facilitate Students to take more Responsibility for their Learning
56:Effectiveness of Flipped Classroom Strategy for Enhancing Achievement among Student Teachers at Bachelors level in the State of Kerala
57:Effectiveness of Game-Based Learning in Constructivist Classrooms
58:A Systematic Review of Theoretical Perspectives and Technology-Based Strategies for Fostering Critical Thinking Skills in the Age of Misinformation
61:Detecting Affective States in Engineering Design Problem using Interaction data from TELE
63:The Impact of Blended Learning; A Study of English Language Teacher’s Perspectives
64:Revealing students' intuitive ideas through Drawings: Insights for Technology-Driven Instructional Designs
65:A Case Study on Implementation of Festival of Examinations
68:Empowering Teachers to Identify Quality Game Based Learning Solution
69:MWP-T5: Fine-tuning with Numeracy for Math Word Problem Generation
73:Orchestrating Active Learning in Hybrid Classroom: A Case Study and Recommendations For Instructors
74:Effective Use of Padlet as a Tool to Enhance Students’ Engagement with the Concept Learning: A Case Study
77:Exploring the synergy of virtual internships, collaboration with academia and industry to train future energy professionals: A case study from India
79:Problem Design and Technology for a Problem Based Learning Algorithmic Course
80:Impact on Students' Academic Performance in Blended Learning Using MOOCs
81:CodeC: A Competitive and Cooperative Gamified Learning Platform for Educators
82:Promoting Individualized Learning: The Effectiveness of Peer Teaching Pedagogy.
83:Building Inclusive Learning Environments: A Pedagogical Strategy for Educational Equity
85:Machine Learning Models for Scaffolding Undergraduate Students in a Project-Based Learning Course
86:What Really Matters: Reflections from Large-Scale Online Learning Implementation on FramerSpace
87:Blended POGIL and Developer Blog Learning for Senior Project Implementation
88:Designing a constructionist epidemiology curriculum with Agent-based Models: An exploratory study
89:Survey on Innovative Technology Integration in Teaching among Teachers of Higher Education in Kerala
90:Sustaining Learner Engagement: Integrating Project-Based Learning & Cross-Cohort Approach
92:From Theory to Practice: Bridging the Gap in Traditional Computer Networks through Cisco Packet Tracer for Effective Conceptual Learning and Network Deployment.
93:Sign Buddy: An Innovative Sign Language App for Communication and Language Learning
94:Students' Point Of View of Real Life Project Based Learning
95:Pre-Service Teachers' Approaches to Quantitatively-Rich Mathematics Problems: Implications for Mathematical Knowledge for Teaching
97:Demystifying of Multimodal Framework for Outcome-Based Education and Student-Centered Learning Approach for Sustainable Education
98:STUDENTS ASSESSMENT THROUGH GAME BASED LEARNING PLATFORM
99:Reading between and beyond Cumulative Frequency Curves: Insights from In-Service Secondary School Mathematics Teachers
100:Unraveling the Factors Affecting Students' Success in an Online Introductory Programming Course: A Case Study
101:Literature survey on usage of IOT, AI/ML in Educational Environment with A Case study on Recommender for suitable learning strategy
103:Augmented Reality Intervention to Teach English Alphabets to a Moderate Intellectually Disabled Child: A Case Study Conducted in Kerala
104:GaMINLab – A Redesign of science inquiry simulation labs based on meaningful gamification
105:Dynamic Role of Cognitive, Emotional and Behavioral Engagement during Student-Faculty Interaction in Higher Education: Novel SEM Approach
106:StarQuestAR: A mobile-based augmented reality application to learn concepts in astronomy.
108:Making active teachers: Effects of a teacher training program for making-based active pedagogies
109:Additive Manufacturing for Inclusive Games: How can Additive Manufacturing technology assist in the learning of the Visually Impaired
111:Laying the Foundation: Student Perceptions on Extended Orientation Programme for Creating Holistic Engineers
112:Mining Student Coding Behaviors in a Programming MOOC: There Are No Actionable Learner Stereotypes
113:Does learner mindset matter while learning programming in a computer-based learning environment?
114:Manipulable Harmonic Oscillators: Enacting Dynamicity as a Way to Facilitate Representational Competence and Numerical Modeling in a Physics Classroom
115:Effectiveness of Virtual Flipped Classroom in Teaching of Science at Secondary Level
116:Academic Self-efficacy and Motivation of Students Using Tablets in Afterschool Centres in Rural India
119:Identification of influencing factors for new users in a online gamified learning environment: An Exploration study
121:Implementing AQAD (ASSET-Question-A-Day) for Large scale impact through Enhanced Learning Insights and Concept Addressing
123:Investigating Effective Learning Approaches: A Comparative Analysis of Educational Tools and Platforms for Introducing Artificial Intelligence and Machine Learning to Young Minds
124:Augmented Reality and Virtual Reality based Experiential Learning for Social and Emotional Learning in Higher Education
125:Unleashing Innovative Engagement in Programming Education
127:Embedding Technology in Good Teaching Practice: A Pilot
128:Technology Enabled Career Counseling: AI Enabled Counselling Platform to Enhance Career Awareness among High School Students
129:Effectiveness of a MOOC on Game-Based Learning for Educators in Classroom Environment
131:Integrating SEL Principles into a Chatbot to Create Awareness about Domestic Violence in Marathi Language
132:Unfolding Features of Gamification Pedagogy
135:Beyond technical knowledge: Identifying training program elements for educational robotics competitions
136:Unveiling the Hidden Reality: Evaluating the Impact of an Online Webinar on Womens Legal Rights Awareness and Knowledge of Domestic Violence Act 2005 among Women and Girls in India"
138:A Temporal Model of Learner Behavior in an Immersive Virtual Reality Learning Environment Using Process Mining
139:Developing high-quality assessment tool - The key to achieve the broad objectives of e-learning platforms
143:Design and Implementation of an Assessment Procedure to Combine Benefits of Collaborative Learning with 3-2-1 Strategy
144:VR-based Scaffold Assembling Simulator for Construction Industry Training and Its Evaluation for Usefulness and Immersiveness with Experts
145:Inclusive learning model for technology-enhanced vocational education through culturally responsive pedagogy
146:EXPERIENCES OF EARLY CAREER EDUCATORS ON PEDAGOGICAL STRATEGIES AND INTERVENTIONS IN MATHEMATICS
148:ICT in education – understanding the relationship among students attitudes and learning readiness
150:Blended Learning for Women's Business Development in Rural India: Enhancing Technology Adoption and Bridging the Gender Digital Divide
152:Evaluation of a Video Script Writing Tool Through Expert Testing
154:Analysis of In-Service Mathematics Teachers’ Subject Knowledge and Misconceptions on Primary and Middle Grade Mathematics Concepts
155:Strategies for effective monitoring of Short term decentralized Skill Development Programs (SDPs)
159:The Effect of Outcome-based Education on Academic Performance in Higher Education
160:Optimizing Onboarding Boot Camps and Role Progression Programs by Leveraging Learning Design Principles for False Beginners to Enhance TAT and Success Ratios
162:Enhancing Aptitude Skills: Development and Expansion of the Apti-Trainer Android App
163:SkillsGoGo: Empowering Education through a Mobile App for Seamless Learning, Collaboration, and Knowledge Sharing
164:Enhancing Engineering Students’ Learning through a “Writing Intervention”
165:COMPASSION DRIVEN COMMUNITY ENGAGEMENT FOR DISASTER RECOVERY
167:Hybrid Simulation for Health Care Education using Wearable and Web-Based Technologies: A Theoretical Framework
168:IMPEDIMENTS TO INCLUSIVE EDUCATION: AN EXPLORATORY ANALYSIS OF THE FUNCTIONING OF NIOS IN KOLKATA, DELHI, AND JODHPUR
171:Step-by-Step Conduction of Online Laboratory Sessions using Simulators and Interactive Programming Platforms
172:Different methods of participative/active learning for the course Computer Networking
175:Smart Laboratories : Learning Data Structures through Games
179:Qualitative Analysis of Metacognitive Knowledge generated through Cooperative Learning Strategies
180:Appraisal of MOODLE LMS Based Education Platform in Karnataka State
182:OTEACH: Empowering Teachers for Effective Technology Integration in Resource Constrained schools
183:I don’t always use memes, but… On use of memes in the classroom
184:Automatic Question Generation from Video
185:Leveraging LLM and Prompt Engineering in Teaching and Learning: Enhancing Student Engagement and Learning Outcomes
187:Virtual Learning Community for an Online Undergraduate Writing Course to Promote Learners’ Interactions and Self-learning
189:Notes Generation From Videos
190:Designing the future: Investigating budding instructional systems designers’ sense of agency, and learning in a multi-cohort complex community
192:Technology-Based Pedagogical Approaches for Teaching and Learning
193:Gaming Intervention for developing Wisdom in Students
195:Teachers As Troubleshooters: Making ICT Lab in School an Active Space for Innovative Teaching And Learning
197:AlgoComp: Visualization Tool for Path Finding Algorithms
198:Mini-Games for Assessing Computational Thinking – A Usability Evaluation
200:Evaluating Effectiveness of Training Students in Prompt Engineering for Generative AI Chatbots
203:Investigating the Pedagogical Benefits of Augmented Reality in Facilitating Visual Communication Between Students and Professors in Architecture
207:The OpenFOAM GUI Project: Enhancing Learnability of OpenFOAM through a Software with User-centric Design.
209:Assessing the Engagement of Primary Learners with the Math Kids Application: A Digital Learning Exploration
210:Semantic based Distractor Generator for Coding Quizzes
212:Analysis of Engagement and Retention in 3D E-learning Environment
213:The significance of Technology-Enhanced Learning towards Enhancing Engineering Education
216:Role of reflective prompting in shift in students’ positional framing and productive uncertainty management
218:Comparative Study of Engagement in Online Learning Environments with Competitive and Collaborative Elements of Gamification in Higher Education
219:Reprogramming Virtual Laboratories for an Open-Source Ecosystem in Higher Education
220:Developing and Deploying Open Access Web-Based Educational tools for Teaching Data Preprocessing in Bioinformatics.
223:Implementing a Student-Centric Free and Open-Source Virtual Laboratory in Bioinformatics and Computational Biology
225:Mindspark Social Sciences
226:Personalized Question Generation & Examination System
227:Reflections on learner-generated video as an assessment tool in management education
229:Imagining Pedagogical Agency vis-à-vis the Rise of Digital Parda (Veil): Understanding Gender and Blended Learning in Rural Haryana
232:Gamification of Reading Texts: Student Perceptions on Engagement, Motivation, Reading Stamina and Reading Skills.
234:Tech Shock and the New (Digital) Normal: Blending and Mending Higher Learning Approaches
237:Impact of Learner Interactions on Online Learning Self-Efficacy among Students
238:Designing UDL-Informed Online Learning with Digital Tools
240:Improving teacher adoption of personalised adaptive learning (PAL): Strategies for effective integration
243:Enhancing student engagement in graduate level environmental awareness course using Google lens technology
244:Impact of Experiential learning on Mechanical Engineering Graduates
246:Encompassing the Technology for Student-Centric Creative Activities for Student Engagement in a Strenuous Course
247:Project-Based Learning for Predictive Analytics
248:Implementation of Project-based Learning in Materials Engineering Course: An Experiential Approach
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