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2. HProgramming: a Helping Tool for Teach and Learn Programming

3. Using Exergames to Promote Healthy Habits in Schools

4. A Cross-Cultural Study on the Influence of Cultural Values and Teacher Beliefs on University Teachers' Information and Communications Technology Acceptance

6. The Influence of University Students' Learning Beliefs on Their Intentions to Use Mobile Technologies in Learning: A Study in China and Spain

7. A Meta-modeling Approach to Take into Account Data Domain Characteristics and Relationships in Information Visualizations

8. Usability Study of CARTIER-IA: A Platform for Medical Data and Imaging Management

11. Aggregation Bias: A Proposal to Raise Awareness Regarding Inclusion in Visual Analytics

12. An Online Sales System to Be Managed by People with Mental Illness

13. Exchanging Challenge Based Learning Experiences in the Context of RoboSTEAM Erasmus+ Project

14. Global Impact of Local Educational Innovation

15. Facilitating Access to the Role Models of Women in STEM: W-STEM Mobile App

16. Generating Dashboards Using Fine-Grained Components: A Case Study for a PhD Programme

17. AI-Driven Assessment of Students: Current Uses and Research Trends

19. Exploring the Unknown: The Effect of Resistance to Change and Attachment on Mobile Adoption among Secondary Pre-Service Teachers

20. A Model to Define an eHealth Technological Ecosystem for Caregivers

21. Addressing Fine-Grained Variability in User-Centered Software Product Lines: A Case Study on Dashboards

22. Study of the Usability of the WYRED Ecosystem Using Heuristic Evaluation

23. Measuring Students’ Acceptance to AI-Driven Assessment in eLearning: Proposing a First TAM-Based Research Model

24. An App to Support Yoga Teachers to Implement a Yoga-Based Approach to Promote Wellbeing Among Young People: Usability Study

26. RoboSTEAM Project

29. How Different Versions of Layout and Complexity of Web Forms Affect Users After They Start It? A Pilot Experience

31. Micro Flip Teaching with Collective Intelligence

32. Usability Test of WYRED Platform

33. Human Interaction in Learning Ecosystems Based on Open Source Solutions

34. Application of Domain Engineering to Generate Customized Information Dashboards

35. A Deep-Learning-Based Proposal to Aid Users in Quantum Computing Programming

42. Interaction Design Principles in WYRED Platform

43. Improving Success/Completion Ratio in Large Surveys: A Proposal Based on Usability and Engagement

44. Can We Apply Learning Analytics Tools in Challenge Based Learning Contexts?

45. Adaptive and Cooperative Model of Knowledge Management in MOOCs

46. ECoLab: A Cooperative System to Improve Training Processes

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