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1. Integrating educational robot and low-cost self-made toys to enhance STEM learning performance for primary school students.

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

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

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

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

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

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

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

9. Free access to scientific literature and its influence on the publishing activity in developing countries: The effect of Sci‐Hub in the field of mathematics.

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