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Li, Kam Cheong; Wong, Billy Tak-Ming – Interactive Technology and Smart Education, 2022
Purpose: This paper aims to present a comprehensive review of the present state and trends of smart education research. It addresses the need to have a systematic review of smart education to depict its research landscape in view of the growing volume of related publications. Design/methodology/approach: A bibliometric analysis of publications on…
Descriptors: Electronic Learning, Artificial Intelligence, Technology Uses in Education, Bibliometrics
Kerimbayev, Nurassyl; Beisov, Nurbol; Kovtun, ?natoly; Nurym, Nurdaulet; Akramova, Aliya – Education and Information Technologies, 2020
Nowadays robotics is one of promising avenues in the sphere of emerging technologies. In the teaching/learning environment we deal with educational robotics, which is a mixture of theory and practice, knowledge of computer technology, Mathematics and Physics. The two vectors are combined in educational robotics: the educational vector and the…
Descriptors: Robotics, Technology Uses in Education, Educational Technology, Interdisciplinary Approach
Koroleva, D. O.; Kochervey, A. I.; Nasonova, K. M.; Shibeko, Yu. V. – Russian Education & Society, 2016
The gaming culture of modern childhood takes place not only in real space, but in a virtual one too. These two components (two planes of development) are often viewed in isolation from one another. This study investigates the completely new phenomenon of augmented reality gaming through the lens of "Pokemon Go," and it describes how the…
Descriptors: Computer Games, Popular Culture, Cross Cultural Studies, Computer Oriented Programs