A Gamified Approach to Automated Assessment of Programming Assignments.- A Smart Learning Environment for Environmental Education.- An interdisciplinary Framework for Designing Smart Learning Environments.- Application Development on Tablet to Promote a Classroom Research Skills for SSRU' Students.- Constructing a Smart Chinese International Learning Environment Based on Learning Analytics Technology.- Effects of Reciprocal Feedback on EFL Learners' Communication Strategy Use and Oral Communicative Performance.- Exploring General Morphological Analysis and Providing Personalized Recommendations to Stimulate Creativity with ReaderBench.- Higher Cognitive Items Generation Algorithms.- Innovative Maker Movement Platform for K-12 Education as a Smart Learning Environment.- Smart Interactions for the Quantified Self.- Smart watches for making EFL learning effective, healthy, and happy.- A Tool for Visualizing Students' Collaborations in a Social Learning Environment.- The Edutainment Interactive Storytelling Relying on Semantic Similarity.- The effects of student interaction with blog-based course content on learning performance.- The Objective Assessing the Progress of a Music Task.- Visualizing and Understanding Information literacy Research Based on the CiteSpaceV.- Open Research and Observational Study for 21st Century Learning.- An educational role-playing game for modeling the learner's personality.- Annotation Recommendation for Online Reading Activities.- Big Data Analytics and Smart Service "Smart Learning Partner" Platform.