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1. Gamification in Recommendation Systems a Systematic Analysis

2. Analysing the Challenges and Opportunities of Smart Cities

4. Determining Parents' Level of Awareness about Safe Internet Use

6. Gamification Applications in E-Learning: A Literature Review

7. Knowledge Sharing Technologies in Higher Education: Preferences of CIS Students in Cyprus

8. An Overview to Research on Education Technology Based on Constructivist Learning Approach

9. Attitudes and Opinions of Special Education Candidate Teachers Regarding Digital Technology

10. The Impact of M-Learning Activities on the IT Success and M-Learning Capabilities of the Special Education Teacher Candidates

11. Flipped Classroom Approach

12. Features and Characteristics of Problem Based Learning

13. A Systematic Literature Review of Soft Skills in Information Technology Education.

14. Evaluating the Combined Use of Artificial Intelligence and Virtual Reality in Higher Education: A Bibliometric and Systematic Analysis.

15. An Evaluation of Open Source Learning Management Systems According to Administration Tools and Curriculum Design

16. An Evaluation of Open Source Learning Management Systems According to Learners Tools

17. Mobile Government Use and Crisis Management: The Moderating Role of Techno-Skepticism.

21. Positive and Negative Impacts of Gamification on the Fitness Industry

24. M-Learning Adequacy and Perceptions of Students and Teachers in Secondary Schools

29. Online and Blended Learning Approach on Instructional Multimedia Development Courses in Teacher Education

31. The Relationship of Computer Games and Reported Anger in Young People

32. The Communicative Competences of Students and Teachers in Different Levels of Education in North Cyprus

48. Teacher Candidates' Opinions Regarding Instructional and Safe Use of Social Networks and Internet Addiction Risk Levels

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