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2. Re-contextualizing Built Environments: Critical and Inclusive HCI Approaches for Cultural Heritage
3. 'To Adopt or Not to Adopt, That is the Question': Are Social Marketing Strategies Effective to Stimulate Animal Adoption?
4. Use of the Student Engagement as a Strategy to Optimize Online Education, Applying a Supervised Machine Learning Model Using Facial Recognition
5. Undergraduate Student Groups’ Types of Online Collaborative Learning Engagement and Their Relation to Discussion Content
6. Assessing Engagement of Students with Intellectual Disabilities in Educational Robotics Activities
7. Using Fiction in Physics’ Laboratories to Engage Undergrad Students
8. The Learning Analytics System that Improves the Teaching-Learning Experience of MOOC Instructors and Students
9. Construction of an Instrument for the Quantitative Assessment of Experience in the Use of Conversational Agents
10. Effects of Computer-Based (Scratch) and Robotic (Cozmo) Coding Instruction on Seventh Grade Students’ Computational Thinking, Competency Beliefs, and Engagement
11. Display Placement and Design: Impact on Engagement with Social Object Labels in a Gallery Environment
12. Classroom Engagement Evaluation Using Multi-sensor Fusion with a Camera View
13. Description of Boys and Girls' Nonverbal and Verbal Engagement With Electronic and Paper Books.
14. Randomised Controlled Cross-Over Trial Measuring Brain-Computer Interface Metrics to Characterise the User Experience of Search Engines When Ambiguous Search Queries Are Used
15. Playing (in) a Crisis Simulation : What is the Playful Engagement in a Serious Simulation Made of?
16. Social Media in Higher Education: A Review of Their Uses, Benefits and Limitations
17. Utilization of Human-Robot Interaction for the Enhancement of Performer and Audience Engagement in Performing Art
18. Tableware: Social Coordination Through Computationally Augmented Everyday Objects Using Auditory Feedback
19. The Impact of Mobile Augmented Reality Design Implementation on User Engagement
20. Limiting Off-Task Behavior on Laptops in Classrooms Increases Student Engagement: Use It, or They Will Abuse It
21. Retention of University Teachers and Doctoral Students in UNIPS Pedagogical Online Courses
22. A User-Centric Framework for Educational Chatbots Design and Development
23. Position Paper: Gamification in the Learning Process.
24. Role of Perseverance and Persistence for Retaining and Stimulating MOOC Learners
25. Social Network Advertising Classification Based on Content Categories
26. Wider Research Applications of Dynamic Consent
27. Engaging Automation at Work – A Literature Review
28. Online Gamified Learning Platforms (OGLPs) for Experiential Learning
29. Using Theoretical and Methodological Triangulation to Study Motivation in the Science Classroom
30. Participation and Learner Trajectories in Computing Education
31. 'I Am a Warrior': Self-Identification and Involvement in Massively Multiplayer Online Role-Playing Games
32. The effect of the motion attributes of spokes-characters on app launch pages on brand memory
33. Enhancing employees’ quality of work life and engagement to foster corporate social responsibility: a data mining approach
34. Perceived Online Learning Environment and Students’ Learning Performance in Higher Education: Mediating Role of Student Engagement
35. The Effects of Debriefing on the Performance and Attitude of Japanese University Students
36. Patient’s Empowerment and Behaviour Change: Complementary Approaches in EU Projects PALANTE and PEGASO
37. Sustainable Scenarios for Engaged Manufacturing: A Literature Review and Research Directions
38. Ageing Positively with Digital Games
39. Co-presence in the Real and the Virtual Space: Interactions Through Orientation
40. Using immersive technologies to enhance the student learning experience
41. Measuring levels of family stress and engagement in child protection social work: an explorative analysis of parental stress and social worker practice skills
42. Synergy for Digital Transformation: Person’s Multiple Roles and Subject Domains Integration
43. When Learning Analytics Meets MOOCs - a Review on iMooX Case Studies
44. Technology scoping paper
45. Narrative comprehension and engagement with e-books vs. paper-books in autism spectrum condition
46. GAMEDUCATION: Using Gamification Techniques to Engage Learners in Online Learning
47. CALONIS: An Artificial Companion Within a Smart Home for the Care of Cognitively Impaired Patients
48. Critical observations on and suggested ways forward for healthcare communication during COVID-19: pEACH position paper
49. Optimizing differentiated podcasts to promote students’ self-regulation and engagement, self-efficacy and performance in asynchronous learning
50. Unlocking young people’s engagement with online news: affective or cognitive?
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