Facing the challenges of 'digital competence' a Nordic agenda for curriculum development for the 21st century

O Erstad, S Kjällander, S Järvelä - Nordic Journal of Digital Literacy, 2021 - idunn.no
Digital technology has become increasingly central in curriculum plans during the last
decade, but there is hardly any research about the curriculum in the digital age, nor about …

[HTML][HTML] Developing students' digital competences through collaborative game design

NL Laakso, TS Korhonen, KPJ Hakkarainen - Computers & Education, 2021 - Elsevier
Background This exploratory study engaged teams of elementary and middle school
students in the collaborative design of digital games. Game design is theoretically examined …

[HTML][HTML] Future-oriented skills and knowledge in game jams, a systematic literature review

R Aurava, K Sormunen - Computers and Education Open, 2023 - Elsevier
Game jams, events for co-creating digital or non-digital games, are connected to learning in
several ways: learning is a common motivation for participation and various learning results …

Applying multimodal learning analytics to examine the immediate and delayed effects of instructor scaffoldings on small groups' collaborative programming

F Ouyang, X Dai, S Chen - International Journal of STEM Education, 2022 - Springer
Background Instructor scaffolding is proved to be an effective means to improve
collaborative learning quality, but empirical research indicates discrepancies about the …

Students' multimodal knowledge practices in a makerspace learning environment

A Kajamaa, K Kumpulainen - International Journal of Computer-Supported …, 2020 - Springer
In this study, we aim to widen the understanding of how students' collaborative knowledge
practices are mediated multimodally in a school's makerspace learning environment. Taking …

Examining computational thinking processes in modeling unstructured data

S Jiang, Y Qian, H Tang, R Yalcinkaya… - Education and …, 2023 - Springer
As artificial intelligence (AI) technologies are increasingly pervasive in our daily lives, the
need for students to understand the working mechanisms of AI technologies has become …

[HTML][HTML] Sociomateriality of collaboration within a small team in secondary school maker-centered learning project

V Mehto, S Riikonen, K Kangas… - International Journal of …, 2020 - Elsevier
In this article, we examine the dynamic, active role of materiality in collaborative maker-
centered learning and propose a systematic way of analyzing it. Learning by making …

Cross-age peer tutoring in a technology-enhanced STEAM project at a lower secondary school

S Tenhovirta, T Korhonen… - International Journal of …, 2022 - Springer
The present investigation examined cross-age peer tutoring in the context of organising a
technology-enhanced STEAM project aimed at bringing elements of maker culture to a lower …

Teachers' creative behaviors in STEAM Activities with modular robotics

A Leroy, M Romero - Frontiers in Education, 2021 - frontiersin.org
As STEAM activities require both the teachers and learners to be creative, it is important to
train teachers to instruct and guide creativity not only when students begin a task, but also …

[HTML][HTML] Democratizing technology in a public library: A nexus analytical inquiry into a Hebocon maker activity

ED Gazulla, A Kajamaa, M Kinnula, N Iivari… - Library & Information …, 2024 - Elsevier
Despite a proliferation of digitally enhanced makerspaces in public libraries, there is an
acute need for libraries to explore new strategies to broaden the engagement of diverse …