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Qi Lang; Minjuan Wang; Minghao Yin; Shuang Liang; Wenzhuo Song – IEEE Transactions on Learning Technologies, 2025
Generative artificial intelligence (GAI) has demonstrated remarkable potential in both educational practice and research, particularly in areas, such as personalized learning, adaptive assessment, innovative teaching methods, and cross-cultural communication. However, it faces several significant challenges, including the comprehension of complex…
Descriptors: Educational Change, Artificial Intelligence, Technology Uses in Education, Educational Trends
Mersand, Shannon – TechTrends: Linking Research and Practice to Improve Learning, 2021
This literature review identifies the content and scope of empirical academic research on making, makerspaces, and fablabs. Using an overview approach, 150 peer reviewed studies were analyzed using expanded activity theory as a framework to examine how researchers have explored various components in a makerspace (subjects, tools, community, rules,…
Descriptors: Shared Resources and Services, Educational Research, State of the Art Reviews, Outcomes of Education
da Cruz Pinheiro, Fernando; Gresse von Wangenheim, Christiane; Missfeldt Filho, Raul – Informatics in Education, 2018
Diverse initiatives have emerged to popularize the teaching of computing in K-12 mainly through programming. This, however, may not cover other important core computing competencies, such as Software Engineering (SE). Thus, in order to obtain an overview of the state of the art and practice of teaching SE competences in K-12, we carried out a…
Descriptors: Computer Software, Engineering, Computer Science Education, Elementary Secondary Education
Boehm, Patricia – School Library Monthly, 2009
In this article, the author provides an overview of and her reflections on the new American Association of School Librarians (AASL) program guidelines, "Empowering Learners: Guidelines for School Library Media Programs" (2009). At just sixty-four pages, this publication is easy to browse and ready for investigation. As to be expected from…
Descriptors: School Libraries, Guidelines, State of the Art Reviews, Library Associations
Tang, Stephen; Hanneghan, Martin – Journal of Interactive Learning Research, 2011
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
Descriptors: Computer Software, Educational Technology, Teaching Methods, Computer Uses in Education