| 2019 | A Museum Guiding and Learning System Based on Augment Reality and Wearable Technology. | Huai-Ling Chang, Kai-Yi Chin |
| 2019 | Virtual World and Quests Creation on MEGA World (Multiplayer Educational Game for All). | Maiga Chang |
| 2019 | Investigating the Strategy of Kindergarten Teachers Integrate Technology into Block Learning Area. | Wan-Chen Chang |
| 2019 | A Tool for Learning of Cognitive Process by Analysis from Exemplar Documents. | Wasan Na Chai, Taneth Ruangrajitpakorn, Thepchai Supnithi |
| 2019 | Impact of the STEM Program on Information Technology College Students' Goals: Perspectives from the Philippines. | Jypzie M. Catedrilla, Josephine de la Cuesta, Ma. Rowena R. Caguiat |
| 2019 | A Comparison of Chinese EFL Learners' Listening Comprehension in Dictation and Dicto-comp. | Hongxia Cao |
| 2019 | Beyond Just Following Data: How Does Visualization Strategy Facilitate Learning Analytics Design? | Jiaxin Cao, Yanjie Song |
| 2019 | Introduction of Educational Technology Engagement Model. | Ibrahim Hakki Bulut, mer Delialioglu |
| 2019 | A Usability Study on Shape Shape Hooray: an Adaptive Educational Game Associating 3D Geometric Shapes to Daily Objects. | Winna Mia Victoria D. Buenviaje, Ma. Anniela B. Dela Cruz, Ingrid Marie Therese P. Fadriquela |
| 2019 | Can "Stag-and-Hare Hunt" Behavior be Modeled using Interaction Data from a Mobile-Supported Collaborative Learning Application? | Rex Perez Bringula, Ma. Mercedes T. Rodrigo |
| 2019 | Identifying Reading Styles from E-book Log Data. | Ivica Boticki, Hiroaki Ogata, Karla Tomiek, Gkhan Akapinar, Brendan Flanagan, Rwitajit Majumdar, Mohammad Nehal Hasnine |
| 2019 | Augmented reality research output from 1990-2018: A bibliometric analysis. | Kaushal Kumar Bhagat |
| 2019 | An Investigation of Affect within Ibigkas!: An Educational Game for English. | Michelle P. Banawan, Raul Vincent W. Lumapas, Jaclyn L. Ocumpaugh, Ma. Mercedes T. Rodrigo |
| 2019 | Examining the Effect of Gamification in Information Science, Computer and Engineering Education: A Meta-analysis of Student Learning Performance. | Shurui Bai, Khe Foon Hew, Biyun Huang |
| 2019 | Examining the Effects of Leaderboards in Gamified Learning Environment. | Shurui Bai |
| 2019 | Digital Learning Transformation for One-room Schoolhouses in Rural Pakistan. | Faisal Badar, Jon Mason |
| 2019 | Digital Multi-Grade One-room Schoolhouses for underprivileged communities in rural Pakistan. | Faisal Badar |
| 2019 | Novel Writing Support System by Target Readers' Story Arcs and Characters' Emotional Changes. | Atsushi Ashida, Masataka Tokumaru, Tomoko Kojiri |
| 2019 | Reading Assistance for EFL Readers with Kit-build Concept Map with Source-connection. | Banni Satria Andoko, Yusuke Hayashi, Tsukasa Hirashima, Atiqah Nurul Asri |
| 2019 | Exploring the Relationships between Students' Engagement and Academic Performance in the Digital Textbook System. | Gkhan Akapinar, Mohammad Nehal Hasnine, Rwitajit Majumdar, Brendan Flanagan, Hiroaki Ogata |
| 2019 | An Investigation of the Impact of Gamification on Novice Programmers' Achievement and Learning Experience. | Jenilyn Agapito |
| 2019 | Reciprocal Kit Build Approach for Peer-to-peer Communication: Relationship between Similarities on Knowledge, Transfer of Knowledge, and Affective Responses. | Lia S. Adita, Tsukasa Hirashima, Yusuke Hayashi, Pedro Gabriel Fonteles Furtado, Kasiyah Junus, Harry Budi Santoso |
| 2019 | Effectiveness of using an Immersive and Interactive Virtual Reality Learning Environment to Empower Students in Strengthening Empathy and Mastery Learning. | Rhodora Abadia, James Calvert, Ratna Dasika |
| 2019 | Modeling Self-Planning and Promoting Planning Skills in a Data-Rich Context. | Huiyong Li, Yuanyuan Yang, Rwitajit Majumdar, Gkhan Akapinar, Brendan Flanagan, Hiroaki Ogata |
| 2019 | Enhancing Hong Kong Secondary Students' English Grammar Learning and Collaborative Problem-solving Skills with Productive Failure Instructional Design in a MCSCL Environment. | Yanjie Song, Yin Yang |