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1. Comparative Analysis between a STEM-Based Learning Process and Traditional Teaching

2. Attitudes towards the Development of Good Practices with Augmented Reality in Secondary Education Teachers in Spain

4. Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms

5. Elaboration and Validation of the Scale to Measure the Experience on Gamification in Education (EGAMEDU)

6. Metaverse Learning: A New Frontier for Education

10. Flipped Learning and Good Teaching Practices in Secondary Education

11. Augmented Reality in Education. A Scientific Mapping in Web of Science

12. Uses and Integration of Augmented Reality in the Educational Cooperatives of Andalusia (Spain)

13. Makey Makey as an Interactive Robotic Tool for High School Students' Learning in Multicultural Contexts

14. Analytical Competences of Teachers in Big Data in the Era of Digitalized Learning

15. Projection of the 'Flipped Learning' Methodology in the Teaching Staff of Cross-Border Contexts

21. Systematic Review on Digital Competence in the Spanish Context

28. Co-Word Analysis and Academic Performance from the 'Australasian Journal of Educational Technology' in Web of Science

29. STEAM in Education: A Bibliometric Analysis of Performance and Co-Words in Web of Science

32. Chatbots in Education

37. Análisis de la actividad física y la alimentación en estudiantes de Ecuador y la influencia del apoyo familiar e institucional.

40. EL INFORME HORIZON.

48. TIC-TAC

49. TEACHING DIGITAL COMPETENCE

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