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1. Supporting collaborative classroom networks through technology: An actor network theory approach to understanding social behaviours and design.

2. Examining socially shared regulation and shared physiological arousal events with multimodal learning analytics.

3. Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction.

4. Let's teach Kibot: Discovering discussion patterns between student groups and two conversational agent designs.

5. A multidimensional repertory grid as a graphic organizer for implementing digital games to promote students' learning performances and behaviors.

6. Cardiopulmonary resuscitation training for high school students using an immersive 360‐degree virtual reality environment.

7. Integrating interactive learner‐immersed video‐based virtual reality into learning and teaching of physical geography.

8. Tablet‐based AR technology: Impacts on students' conceptions and approaches to learning mathematics according to their self‐efficacy.

9. The effect of surprising events in a serious game on learning mathematics.