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1. Who benefits and who doesn't in virtual reality learning: An experimental study comparing two types of school.

2. Presenting points or rank: The impacts of leaderboard elements on English vocabulary learning through video lectures.

3. Competence development in collaborative hybrid learning among health sciences students: A quasi‐experimental mixed‐method study.

4. Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning.

5. Virtual reality application influences cognitive load‐mediated creativity components and creative performance in engineering design.

6. Evaluating the effectiveness of blended learning using the ARCS model.

7. The format of problem representation for in‐game learning supports.