SERIOUS GAMES AND VIRTUAL LEARNING ENVIRONMENTS.- Gamification Based on Disaster Education in Reducing Disaster Risk for Students in Disaster Prone Areas.- QRdice: QR-based Gamification Tool to Gamify Formative Assessment.- Virtual campuses with social learning environments: a future alternative for traditional campuses.- Knowledge Management Model in Virtual Classrooms to Measure Learning through Gaming.- Virtual Lab Workspace for Programming Computers - Towards Agile STEM Education.- LEARNING PRACTICES AND METHODOLOGIES.- Online examination - a case study.- Learning Loss Factors Dominance in Elementary School students: Online learning in Indonesia.- Model Concept Sentence Learning Based on Multiethnic Daycare to Facilitate the Translation Ability Mathematical Representations of Junior High School Students.- Pawai Budaya as a source of peace education in SingKawang city.- Educational Assessment Design for Web Programming Module to Create Awareness on Sustainability Development Goals among Information Technology Undergraduate Students.- LEARNING TECHNOLOGIES.- A Self-Diagnosis Medical Chatbot for H5N1 Virus.- Science to Life: User Experience in Children Science Book with Augmented Reality (AR).- An Interoperable License Management Component for Educational Content.- The Effectiveness of Integrated Online Problem-Based Learning (iON-PBL) Physics Module on Pre-university Students' Motivation and Problem-Solving Skills.- A Curriculum Framework for Introducing Hackathons in Engineering Studies.- LEARNING MEHTODOLOGIES AND MODELS.- CIRC Model based on Audiovisual Local Wisdom on Ability to Write Malay Pantun.- The students' perspective on assessment pattern catalog for a distant education.- A Study on Requirements for High School Teachers in Japan Based on the Regional Factors.- A Smart Pedagogical Framework Facilitated by Web Technologies for ICT Students' Motivation.- Educ-AI-ted - Investigating Educators' Perspectives Concerning the Use of AI in University Teaching and Learning.- The Planning and Practice of Online Philosophy Courses.- LEARNING TECHNOLOGIES PERFORMANCE.- Best-of-Breed: Service-Oriented Integration of Artificial Intelligence in Interoperable Educational Ecosystems.- Distance Learning Technology Acceptance, a case of Ph.D. students' experiences post COVID.- Influence of Using Electronic Textbooks and Language Immersion Teaching on Primary School Students' Interest in English Language Learning.- Lessons Learned: Measurement of the impact of Covid-19 post-pandemic.- How Teaching Quality and Students' Academic Emotions Influence University Students' Learning Effectiveness.- An analysis of online fatigue, problematic internet use, and perceived learning effectiveness among high school students in the Philippines.