We performed several research studies on various technologies such as automated tutoring and GPS-assisted systems as well as Computer Assisted Design, Augmented Reality, and 3D Printing solutions; with various groups of teacher educators, teachers, students and parents. The selected technologies offered different opportunities and developed varied skills for each stakeholder group. This poster outlines our technology ecosystems with different target groups and core findings of our studies
The language arts as foundational for science, technology, engineering, art, and mathematics. Can K-...
The growing demand for combining digital technology with learning practices has surpassed the use of...
In this paper, we offer three examples from our research projects on both technological and pedagogi...
We performed several research studies on various technologies such as automated tutoring and GPS-ass...
Teams of students creating digital artefacts using crafts, 3D printing, electronics, microcontroller...
In elementary schools in Luxemburg, sciences and mathematics are generally taught in class based ess...
Science, technology, engineering, arts and math (STEAM) learning is a promising way to engage learne...
This research explored how K-16 educators learned physical computing, and developed as maker-educato...
Nowadays, companies are demanding better-prepared professionals to succeed in a digital society, and...
Due to the COVID-19 pandemic it was impossible to carry out on-campus teaching and examinations as p...
AbstractThe writing of this paper aims to explain how to answer the challenges of advancing science ...
Recent advances in arts education policy, as outlined in the latest National Core Arts Standards, ad...
The graphics calculator (GC) is a hand-held technology. With it, students visualize and understand c...
Teaching science as part of STEAM education has gained momentum over the past decade with the aim of...
Digital technology is becoming more integrated and part of modern society. As this begins to happen,...
The language arts as foundational for science, technology, engineering, art, and mathematics. Can K-...
The growing demand for combining digital technology with learning practices has surpassed the use of...
In this paper, we offer three examples from our research projects on both technological and pedagogi...
We performed several research studies on various technologies such as automated tutoring and GPS-ass...
Teams of students creating digital artefacts using crafts, 3D printing, electronics, microcontroller...
In elementary schools in Luxemburg, sciences and mathematics are generally taught in class based ess...
Science, technology, engineering, arts and math (STEAM) learning is a promising way to engage learne...
This research explored how K-16 educators learned physical computing, and developed as maker-educato...
Nowadays, companies are demanding better-prepared professionals to succeed in a digital society, and...
Due to the COVID-19 pandemic it was impossible to carry out on-campus teaching and examinations as p...
AbstractThe writing of this paper aims to explain how to answer the challenges of advancing science ...
Recent advances in arts education policy, as outlined in the latest National Core Arts Standards, ad...
The graphics calculator (GC) is a hand-held technology. With it, students visualize and understand c...
Teaching science as part of STEAM education has gained momentum over the past decade with the aim of...
Digital technology is becoming more integrated and part of modern society. As this begins to happen,...
The language arts as foundational for science, technology, engineering, art, and mathematics. Can K-...
The growing demand for combining digital technology with learning practices has surpassed the use of...
In this paper, we offer three examples from our research projects on both technological and pedagogi...