This paper explains SAMO, an educational game for Spanish orthography. The game is an evolution of MITO, which was evaluated with real students. Using information obtained from th...
Cristina Carmona, David Bueno, Miguel A. Jim&eacut...
We study the performance of two representations of word meaning in learning noun-modifier semantic relations. One representation is based on lexical resources, in particular WordN...
: We consider socio-technical processes, i.e. processes where machines as well as humans participate. Typical examples occur in sales processes in e-commerce. Three modeling tasks ...
This study proposed the multi-user G-Math PeerTutoring System for facilitating students' tutoring strategies in math learning in the remedial instruction. The G-Math Peer-Tut...
We believe that with regard to the information technology applications in education, one student one computing device will be the future and long-term trend. Many related studies ...