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1. A Portable Multi-user Cross-Platform Virtual Reality Platform for School Teaching in Malawi

2. The Global Apprentice: Adaptable, Versatile and a Lifelong Learner

3. Skade – A Challenge Management System for Cyber Threat Hunting

4. A Comparison of E-government Services in Education Between Developed and Emerging Economies: A Study of Nigeria and the USA

5. Towards a Platform for Higher Education in Virtual Reality of Engineering Sciences

7. Predicting Students Answers Using Data Science: An Experimental Study with Machine Learning

8. Social Media and Health Care: Effectiveness of Education About COVID-19 Vaccination to Improve Knowledge and Attitudes in Students

9. Strategy for Continuous Training and Methodological Exchange for Public Accounting Students Through the I-Tournament Tool and Its Contribution to Management for the Business Sector

11. Archaeological Tourism in Pacto-Pichincha Based in a Tourist Educational Proposal

13. Adventure Tourism in Santo Domingo Province Based in an Educational Proposal

14. Developing a Safer Educational Environment that Preserves Users’ Privacy

16. Survey of AI Tool Usage in Programming Course: Early Observations

18. Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning Environment

19. Teachers’ Perceptions Towards the Use of Augmented Reality Smart Glasses in Their Teaching

20. Midwifery education in Pacific Island countries: A discussion paper.

21. Delivering Education on the Sustainable Aspects of Heritage

22. How Covid-19 Affected the Slovak and Czech Mathematics and Physics Teachers’ Use of Resources

24. New Universal Design Heuristics for Mobile Augmented Reality Applications

25. Specializations in Software Engineering Education

30. How to Gauge Students’ Ability to Collaborate?

31. The Potential of Education and Training in Additive Manufacturing

32. Plans for a Course on the History of Mechanisms and Machine Science

33. Contextual Ontology-Based Feature Selection for Teachers

34. Flipping the Laboratory in an Academic Course on Object-Oriented Paradigm

35. A Taxonomy and Gap-Analysis in Digital Privacy Education

37. 'Metro Map' Illustrating the Digitalisation in Industry

39. AI’s Role and Application in Education: Systematic Review

40. Tribal Capstone Project Course

41. Is ChatGPT 3 Safe for Students?

42. A Systematic Review of User Experience in Motivation and Education

43. The Application of KANO Model in the Design of Children’s Interactive Educational Products

48. Exploring the Use of Immersive Virtual Reality Games in a Formal School Environment

50. Transediting of Children’s Literature in the Age of Technology