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1. Gamification improves learning: Experience in a training activity of computer programming in higher education.

2. Enhancing concrete structures education: Impact of virtual reality on motivation, performance and usability for undergraduate engineering students.

3. Experimenting with computational thinking for knowledge transfer in engineering robotics.

4. Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement.

5. AI literacy curriculum and its relation to children's perceptions of robots and attitudes towards engineering and science: An intervention study in early childhood education.

6. Moving lab‐based in‐person training to online delivery: The case of a continuing engineering education program.

7. Digital‐first assessments: A security framework.

8. Browsing to learn: How computer and software engineering students use online platforms in learning activities.

9. Examining virtual reality as a platform for developing mental models of industrial systems.

10. The effect of virtual reality media characteristics on flow and learning transfer in job training: The moderating effect of presence.

11. Towards automatic annotation of collaborative problem‐solving skills in technology‐enhanced environments.

12. Emotional and cognitive effects of learning with computer simulations and computer videogames.