“…This special issue focuses on how to improve universal access to educational data, with emphasis on (a) new technologies and associated data in educational contexts: artificial intelligence systems [ 70 ], robotics [ 71 – 73 ], augmented [ 74 – 76 ]and virtual reality (VR) [ 77 – 81 ], and educational data integration and management [ 82 ]; (b) the role of data in the digital transformation and future of higher education: Personal Learning Environments (PLE) [ 83 , 84 ], mobile PLE [ 85 , 86 ], stealth assessment [ 87 ], technology-supported collaboration and teamwork in educational environments [ 88 ], and student’s engagement and interactions [ 89 , 90 ]; (c) user and case studies on ICTs in Education [ 91 , 92 ]; (d) educational data in serious games and gamification: gamification design [ 93 – 96 ], serious game mechanics for education [ 97 , 98 ], ubiquitous/pervasive gaming [ 99 ], and game-based learning and teaching programming [ 100 , 101 ]; and (e) educational data visualization and data mining [ 102 ]: learning analytics [ 103 ], knowledge discovery [ 104 ], user experience [ 105 , 106 ], social impact [ 107 ], good practices [ 108 ], and accessibility [ 109 , 110 ].…”