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Table of Contents
Part I. Education 4.0
Devising a Prototype Model for Assessing Digital Competencies Based on the DigComp Proficiency Levels
Low Cost and User Friendly IoT Laboratory: Design and Implementation
Curriculum Based Accessible Learning for Schools Using ICT Methods
An Assessment of the Pedagogical Style of Online Software Courses
The Role of Competency Development in the Implementation of Portfolio-Based Education in Higher Education
Education 4.0: Remote Learning and Experimenting in Laboratory for Automation
Developing Workforce Skills for Industry 4.0
Work-in-Progress: Gamification and Design Thinking-A Motivational Analysis of an International, Interdisciplinary, Team-Based University Course
Part II. Collaborative Learning Environments (15 papers)
Part III. Innovation and Issues in Education (8 papers)
Part IV. Technology Based Collaborative Learning (8 papers)
Part V. Practical Experiences in Blended Learning (7 papers)
Part VI. Experiences in Rapid Transition to Remote Learning (10 papers)
Part VII. Digital Technology in Sports (5 papers).
Devising a Prototype Model for Assessing Digital Competencies Based on the DigComp Proficiency Levels
Low Cost and User Friendly IoT Laboratory: Design and Implementation
Curriculum Based Accessible Learning for Schools Using ICT Methods
An Assessment of the Pedagogical Style of Online Software Courses
The Role of Competency Development in the Implementation of Portfolio-Based Education in Higher Education
Education 4.0: Remote Learning and Experimenting in Laboratory for Automation
Developing Workforce Skills for Industry 4.0
Work-in-Progress: Gamification and Design Thinking-A Motivational Analysis of an International, Interdisciplinary, Team-Based University Course
Part II. Collaborative Learning Environments (15 papers)
Part III. Innovation and Issues in Education (8 papers)
Part IV. Technology Based Collaborative Learning (8 papers)
Part V. Practical Experiences in Blended Learning (7 papers)
Part VI. Experiences in Rapid Transition to Remote Learning (10 papers)
Part VII. Digital Technology in Sports (5 papers).