Abstract is missing.
- Analysing Student Engagement Through the Definition of Educational Escape RoomsMiguel Á. Conde, Juan Alberto García-Esteban, Jesús Ángel Román Gallego, Sonsoles López-Pernas. 3-14 [doi]
- The Impact of Gamification on Reading Comprehension: Transforming Literacy Skills Among High School Students in Puyo, EcuadorÁlvaro Marcelo Moyano-Barahona, Carlos Alberto Espinosa-Pinos, Paulina Magally Amaluisa Rendón. 15-26 [doi]
- Societal Responsibility in Educational Game Making: Gender Presentation in Cyber Security GamesCatlyn Kirna, Birgy Lorenz. 27-40 [doi]
- Game On: Leveraging Gamification in CS0 to Boost Preparedness and Persistence for CS1Havana Rika, Moshe Leiba, Yogev Shani, Anat Ben-Yaacov. 41-58 [doi]
- Active Learning Strategies in Geometry: Effectiveness of a Gamified Digital Application at the Upper Basic LevelAndrés Roberto Ruiz-Vega, Carlos Alberto Espinosa-Pinos, María Giovanna Núñez-Torres. 59-68 [doi]
- Becoming Fei: An Educational Game for AI and Data Science Education for Novice LearnersNing Wang, Boxi Fu, Betul Dincer, Omkar Masur, David Faizi, Harshul Ravindran, Julia Wang, Devashish Lai, Chirag Merchant. 69-79 [doi]
- An Analysis of the Fun Elements in Gamification Design for Mobile Learning ApplicationsQiuyue Zhao, Yang Liu, Xinying Wang. 80-93 [doi]
- Proposing the Character Interaction Design Strategy to Improve the Educational Attributes of DEGsXi Zhou, Joan Ong Xin Tong, Xiaowen Gu. 94-110 [doi]
- AtletismoRV: Navigating the Complexity of Developing a Virtual Reality Application for Physical Education Teaching in Brazilian Elementary SchoolsÂngelo Amaral, Carolina de Carvalho Amaral, Soellyn Elene Bataliotti. 113-121 [doi]
- A French Foreign Language Lesson for Children with German as a Second Language in Virtual Reality: A Case StudyKarin Bolliger, Thomas Keller 0006, Britta Massie. 122-135 [doi]
- Application of Augmented Reality in Cultural Education: A Case Study of Enhancing Aesthetic Education for Elementary Students Using AR Pop-Up Books on Xiguan CultureYing Guo, Ouyang Li, Jinrong Liu. 136-150 [doi]
- From Ideas to Concepts: Exploring Virtual Reality Usage Patterns and Technology Adoption in Design EducationZida Han, Qingchuan Li. 151-166 [doi]
- Generating Sensory Vocabulary Cues for Describing Scents in Olfactory-Enhanced Second Language Vocabulary LearningYudai Honda, Kenta Tanizawa, Katsutoshi Masai, Yugo Nakamura, Hyuckjin Choi, Shogo Fukushima. 167-184 [doi]
- Educational Effectiveness of VR/2D Videos Produced Using Equivalent Conventional 2D Video Production MethodKikuka Miura, Yasuhito Sawahata, Yuji Ujihashi, Masahiro Usui, Kodai Kikuchi, Masaru Tanaka, Masaru Miyazaki, Kazuteru Komine, Hironori Egi. 185-197 [doi]
- Teachers' Attitudes Towards the Use of Augmented Reality and a Socially Assistive Robot in EducationChristina Pasalidou, Anna-Maria Velentza, Nikolaos Fachantidis. 198-214 [doi]
- Exploring the Role of VTubers in Enhancing Campus Engagement: A Case Study of Kaku Kamu at National Taichung University of EducationHsiwen Fan, Cheng-Chih Hsieh. 217-232 [doi]
- Supporting AI Literacy Through Experiential Learning: An Exploratory StudySarah Gnoth, Jasminko Novak. 233-251 [doi]
- Mind the Gap: Understanding Diverse Student Experiences with AI Through GAAIS AnalysisMartha Hubertz, Alisha Janowsky. 252-269 [doi]
- AI-Generated Content-Supported Collaborative Rural Mural Creation: A Training Framework for University and School Students, Educators, and Community MembersJie Ling, Nahua Huang, Aini Xue, Zhuohong Ma, Hongye Li, Jiayi Wu, Ouyang Li. 270-292 [doi]
- Addressing Brownfield Projects in Software Engineering Courses Using a Shared Interactive Workspace: An Experience ReportMaíra Marques, Sergio F. Ochoa. 293-304 [doi]
- Analyzing Changes in Participants' Thinking During a Discussion by Examining the Abstractness Distribution of Words in Their Pre and Post-Discussion MemosRyosuke Nakamura, Ryunosuke Nishimura, Hironori Egi. 305-316 [doi]
- Voices of Change: How Student Input Drives Educational TransformationErnica Noel, Glenda Gay. 317-328 [doi]
- Let Me Share My Groupware: An Analysis of Groupware as a Remote Collaboration MediumFatih Oztank, Mohsen Bahrami, Selim Balcisoy. 329-345 [doi]
- Measuring and Reducing Presentation Stress in Educational ContextsAlberto Real-Fernández, Manuel Fernández-Alcántara, Faraón Llorens-Largo, Rafael Molina-Carmona, Catalina Iliescu-Gheorghiu, Vanesa Dimitrova-Spiridonova. 346-357 [doi]
- Did We Learn Anything? Teachers' Learning Technology Use in the Classroom in a Post-Covid EraJosé Reyes-Rojas, Jaime Sánchez 0001. 358-369 [doi]
- Improving Tutorial Action and Learning Self-regulation: Linking Quantitative Variables and Qualitative Dimensions in First-Year University StudentsDavid Simón, David Fonseca 0001, Marian Aláez, Susana Romero 0001, Carlos Fresneda Portillo. 370-384 [doi]
- Experiences with Flipped Classroom Interventions in a Practical Software Engineering CourseGeorge Adrian Stoica, Talha Mahboob Alam, Robin Støckert. 385-401 [doi]
- Enhancing Inquiry-Based Learning in Human Factors Engineering with Generative AI: A Case Study in Industrial Design EducationTzu-No Tseng, Tung-Ming Lee, Jo-Yu Kuo. 402-414 [doi]
- Interactive Methods to Enhance Attention in Java Learning for Underprivileged Children: A Case Study from Singapore's Code for All ProgramYiyi Wang. 415-428 [doi]