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18. Exploration of Augmented Reality in Spatial Abilities Training: A Systematic Literature Review for the Last Decade

19. Collaborative Activities Recommendation Based on Students' Collaborative Learning Styles Using ANN and WSM

20. Personalized Feedback Enhanced by Natural Language Processing in Intelligent Tutoring Systems

21. Developing Novel Learning Spaces Through Social Media Channels for Sustainable CAD Engineering Education

22. Employing FFNN and Learning Styles to Improve Knowledge Acquisition in Educational Digital Games

23. Evaluating E-Learning Process on Virtual Classroom Systems Using an ISO-Based Model

24. Virtual Reality in Education: Reviewing Different Technological Approaches and Their Implementations

25. A 2D Platform Game Offering Personalized Guidance to Players to Promote Environmental Awareness

26. Modeling the Knowledge of Users in an Augmented Reality-Based Learning Environment Using Fuzzy Logic

27. Extended Technology Acceptance Models for Digital Learning: Review of External Factors

28. Revolutionizing Agricultural Education with Virtual Reality and Gamification: A Novel Approach for Enhancing Knowledge Transfer and Skill Acquisition

29. Empowering Responsible Digital Citizenship Through an Augmented Reality Educational Game

30. Developing and Accessing Policies in Maritime Education Using Multicriteria Analysis and Fuzzy Cognitive Map Models

31. A Conceptual Framework for a Critical Approach to the Digital World: Integrating Digital Humanities and Informal Learning into Educational Design

32. CoMoPAR: A Comprehensive Conceptual Model for Designing Personalized Augmented Reality Systems in Education

33. Augmented Reality for Enhancing Linguistic Skills of International Students in Preschool Education

34. Crafting Immersive Experiences: A Multi-Layered Conceptual Framework for Personalized and Gamified Virtual Reality Applications in Education

35. Exploring the Use of Augmented Reality in Teaching History to Students with Attention-Deficit Hyperactivity Disorder

37. Multi-Technique Comparative Analysis of Machine Learning Algorithms for Improving the Prediction of Teams' Performance

40. Mobile Game-Based Learning as a Solution in COVID-19 Era: Modeling the Pedagogical Affordance and Student Interactions

41. User Acceptance of Augmented Reality Welding Simulator in Engineering Training

42. Personalised Instructional Feedback in a Mobile-Assisted Language Learning Application Using Fuzzy Reasoning

45. Representation of Generalized Human Cognitive Abilities in a Sophisticated Student Leaderboard

46. XGBoost and Deep Neural Network Comparison: The Case of Teams’ Performance

47. A Novel Teaching Strategy Through Adaptive Learning Activities for Computer Programming

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