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1. Simulating Classroom Interactions at Scale for the Improvement of Practice-Based Teacher Education. WCER Working Paper No. 2022-3

2. CALL and Professionalisation: Short Papers from EUROCALL 2021 (29th, Online, August 26-27, 2021)

3. Exploring Gender-Based Effects of Virtual Laboratory against Paper-Based Practices towards Real Chemistry Practical in Tanzanian Secondary Schools

4. Interactive Books for Preschool Children: From Traditional Interactive Paper Books to Augmented Reality Books: Listening to Children's Voices through Mosaic Approach

6. Creating Accessible Spaces for Experiential Learning in an Online Environment

7. A Qualitative Comparison of Mathematics Teachers' and Students' Experiences in a Virtual Reality Algebra Application

8. Order selection for heterogeneous semiparametric hidden Markov models.

9. Value of a Mobile Game-Based App towards Education for Sustainability

10. Web Viewers for Educational VR Contents

11. SpEakWise VR: Exploring the Use of Social Virtual Reality in Telecollaborative Foreign Language Learning between Learners of English and German

12. Learning Episodes in an Intercultural Virtual Exchange: The Case of Social High-Immersion Virtual Reality

13. Verbal and Nonverbal Communication in High-Immersion Virtual Reality for Language Learners

14. Using Augmented Reality for Collaborative Multimodal Storytelling

15. Exploring Complex Biological Processes through Artificial Intelligence

16. Solute imbibition in paper strip: Pore-scale insights into the concentration-dependent permeability.

17. An Empirical Study on Immersive Technology in Synchronous Hybrid Learning in Design Education

18. Augmented Reality in Education: An Overview of Research Trends

19. Raising Students' Awareness about Nature Conservation: From the Park to the City

20. Effects of an Immersive, Multilinear Future Scenario for Education Purposes

21. Ready Student One! Exploring How to Build a Successful Game-Based Higher Education Course in Virtual Reality

22. Motivation and Reading in High-Immersion Virtual Reality

23. Comparing Lexical Complexity Using Two Different VE Modes: A Pilot Study

24. Immersive Virtual Reality versus Webcam in an Online Language Course

25. Design-Based Research as a Framework for Developing and Deploying Augmented Reality Applications and Scenarios for Intercultural Exchange

26. Coordinating Modalities of Mathematical Collaboration in Shared VR Environments

27. University Students' Opinions on the Use of 3D Holograms in Learning Organic Chemistry

28. Numerical Simulation and Calculation of Resistance of Laminated Paper-Impregnated Insulation of Power Cables.

29. Numerical simulation of heat pump drying system for paper exhaust hood.

30. Generalisable Methods for Early Prediction in Interactive Simulations for Education

31. Promoting Covariational Reasoning with the Aid of Digital Technology = Promoviendo el razonamiento covariacional con apoyo de la Tecnología digital

32. How Transitions between Related Artifacts Support Students' Covariational Reasoning

33. Introduction of Computer-Based Simulated Experiments in University Psychology Class: A Class Practice of Learning Dual Storage Model of Human Memory

34. Reflections of Metaverse-Based Education on E-Learning

35. The AI Teacher Test: Measuring the Pedagogical Ability of Blender and GPT-3 in Educational Dialogues

36. E-Learning Course of Software for Textile Design

37. Training CT with Augmented Reality-Based Resources--An Experiment in a Classroom

38. Virtual and Immersive Learning Environments Using ArtSteps: Exploratory Study with Teachers

39. Findings from a Field Experiment with a VR Learning Unit

40. Serious Video Game to Promote Earthquake Prevention in Children

41. GPU-accelerated Bloch simulations and MR-STAT reconstructions using the Julia programming language.

42. HIV estimation using population-based surveys with non-response: A partial identification approach.

43. A fast bootstrap algorithm for causal inference with large data.

44. Design and sample size determination for multiple-dose randomized phase II trials for dose optimization.

45. Interchangeability of generic drugs for subpopulations: Bioequivalence simulation from a nonparametric PK model of gabapentin generic drugs.

46. A Theoretical Comparison of Alternative Male Mating Strategies in Cephalopods and Fishes.

47. Weighting estimation in the cause-specific Cox regression with partially missing causes of failure.

48. How Much More Efficient Are Adaptive Platform Trials Than Multiple Stand-Alone Trials? A Comprehensive Simulation Study for Streamlining Drug Development During a Pandemic.

49. Promoting Common Ground Building in L2 Cross-Cultural Conversations

50. Reflections on 21st Century Skill Development Using Interactive Posters and Virtual Reality Presentations