Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 3 |
Descriptor
Author
| Chiu, Thomas K. F. | 1 |
| Eleonora Barelli | 1 |
| Huang, Fang | 1 |
| Laura Branchetti | 1 |
| Lee, Yoonhee N. | 1 |
| Michael Lodi | 1 |
| Olivia Levrini | 1 |
| Sing, Chai Ching | 1 |
| Teo, Timothy | 1 |
| Xing wei, Wang | 1 |
| Zhu, Meina | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 2 |
| Reports - Evaluative | 1 |
Education Level
| Secondary Education | 2 |
| Elementary Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Sing, Chai Ching; Teo, Timothy; Huang, Fang; Chiu, Thomas K. F.; Xing wei, Wang – Educational Technology Research and Development, 2022
As Artificial Intelligence (AI) is rapidly integrated into existing technologies which has brought forth the fourth industrial and learning revolution, designing curriculum for AI education has become an important strategic development for education authorities throughout the world. Framed broadly from the Theory of Planned Behavior, this study…
Descriptors: Secondary School Students, Intention, Technology Uses in Education, Artificial Intelligence
Eleonora Barelli; Michael Lodi; Laura Branchetti; Olivia Levrini – Science & Education, 2025
In a historical moment in which Artificial Intelligence and machine learning have become within everyone's reach, science education needs to find new ways to foster "AI literacy." Since the AI revolution is not only a matter of having introduced extremely performant tools but has been determining a radical change in how we conceive and…
Descriptors: Artificial Intelligence, Science Education, Cognitive Development, Cultural Influences
Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement

Peer reviewed
Direct link
