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3. Improving Language Learning Activity Design through Identifying Learning Difficulties in a Platform Using Educational Robots and IoT-based Tangible Objects

6. The Syncretic Effect of Dual-Source Data on Affective Computing in Online Learning Contexts: A Perspective from Convolutional Neural Network with Attention Mechanism

7. Applying Smart Glasses in Situated Exploration for Learning English in a National Science Museum

8. The Effects of the Badminton Teaching-Assisted System Using Electromyography and Gyroscope on Learners' Badminton Skills

9. Supporting Dyadic Learning of English for Tourism Purposes with Scenery-Based Virtual Reality

10. Automatic Modeling Learner's Personality Using Learning Analytics Approach in an Intelligent Moodle Learning Platform

11. The Secret Thoughts of Social Network Sites Users: A Scale for the Measurement of Online Knowledge-Hiding in a Knowledge Exchange (KE) Context

12. Developing and Validating an Authentic Contextual Learning Framework: Promoting Healthy Learning through Learning by Applying

13. The Effect of Wearable Technology on Badminton Learning Performance: A Multiple Feedback WISER Model in Physical Education

14. Primary School Students' Foreign Language Anxiety in Collaborative and Individual Digital Game-Based Learning

15. Teacher Development in Robot and IoT Knowledge, Skills, and Attitudes with the Use of the TPACK-Based Support-Stimulate-Seek Approach

17. A Systematic Review of Technology-Supported Peer Assessment Research: An Activity Theory Approach

22. Analyzing the Educational Goals, Problems and Techniques Used in Educational Big Data Research from 2010 to 2018

23. Outcomes-Based Appropriation of Context-Aware Ubiquitous Technology across Educational Levels

24. The Effects of an Augmented-Reality Ubiquitous Writing Application: A Comparative Pilot Project for Enhancing EFL Writing Instruction

25. The Effects of Interaction Types on Learning Outcomes in a Blog-Based Interactive Learning Environment

26. Development of a Badminton Teaching System with Wearable Technology for Improving Students' Badminton Doubles Skills

28. Effects of Mobile-Supported Task-Based Language Teaching on EFL Students' Linguistic Achievement and Conversational Interaction

29. Designing an Authoring System of Robots and IoT-Based Toys for EFL Teaching and Learning

30. The Effects of a Learning Analytics Dashboard on Teachers' Diagnosis and Intervention in Computer-Supported Collaborative Learning

34. The Effects of Using Audience Response Systems Incorporating Student-Generated Questions on EFL Students' Reading Comprehension

36. A Systematic Review on Robot-Assisted Special Education from the Activity Theory Perspective

37. Effect of the Flipped Classroom on the Mathematics Performance of Middle School Students

38. Knowledge Hiding in Higher Education: Role of Interactional Justice and Professional Commitment

39. The Impact of Student Engagement on Learning Outcomes in a Cyber-Flipped Course

49. Head in the Clouds: Some of the Possible Issues with Cloud Computing in Education

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