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1. Using E-textiles to Design and Develop Educational Games for Preschoolaged Children.

2. Learning Analytics and Educational Data Mining in Practice: A Systematic Literature Review of Empirical Evidence.

3. Empowering Students in the Process of Social Inquiry Learning through Flipping the Classroom.

4. Application-driven Educational Game to Assist Young Children in Learning English Vocabulary.

5. From MMORPG to a Classroom Multiplayer Presential Role Playing Game.

6. The Development and Implementation of Scaffolding-Based Self-Regulated Learning System for e/m-Learning.

7. Adaptable Learning Pathway Generation with Ant Colony Optimization.

8. A Maturity Model for Assessing the Use of ICT in School Education.