Standout Papers
Citation Impact
Citing Papers
Virtual World as a Resource for Hybrid Education
2020 Standout
Continual lifelong learning with neural networks: A review
2019 Standout
Learning to communicate computationally with Flip: A bi-modal programming language for game creation
2014
AI technologies for education: Recent research & future directions
2021 Standout
Applying Adverse Outcome Pathways (AOPs) to support Integrated Approaches to Testing and Assessment (IATA)
2014 Standout
Analyzing Octopus Movements Using Three-Dimensional Reconstruction
2007
DeepLabCut: markerless pose estimation of user-defined body parts with deep learning
2018 Standout
STEAM in education: a bibliometric analysis of performance and co-words in Web of Science
2021 Standout
An automated tracking system for Caenorhabditis elegans locomotor behavior and circadian studies application
2007
Inactivation of Conserved C. elegans Genes Engages Pathogen- and Xenobiotic-Associated Defenses
2012 StandoutNobel
Intrinsic motivation, curiosity, and learning
2016
Temporal Analysis of Stochastic Turning Behavior of SwimmingC. elegans
2009
Genome-Wide Analysis of Light- and Temperature-Entrained Circadian Transcripts in Caenorhabditis elegans
2010 StandoutNobel
Quantitative Characterization and Classification of Leech Behavior
2004
Software techniques for two- and three-dimensional kinematic measurements of biological and biomimetic systems
2008 Standout
Caenorhabditis elegans: An Emerging Model in Biomedical and Environmental Toxicology
2008
Strategies for automated analysis of C. elegans locomotion
2008
An image analysis toolbox for high-throughput C. elegans assays
2012 StandoutNobel
A Differentiated Discussion About AI Education K-12
2021
Automated Tracking of Animal Posture and Movement during Exploration and Sensory Orientation Behaviors
2012
Neuronal control of leech behavior
2005 Standout
Teaching Programming in Secondary School: A Pedagogical Content Knowledge Perspective
2011
The programmers’ collective: fostering participatory culture by making music videos in a high school Scratch coding workshop
2015
The Wheels on the Bot go Round and Round: Robotics Curriculum in Pre-Kindergarten
2013
Enhancing teachers' ICT capacity for the 21st century learning environment: Three cases of teacher education in Korea
2012
The flipped classroom: A review of its advantages and challenges
2018 Standout
Review on teaching and learning of computational thinking through programming: What is next for K-12?
2014
Conceptualizing AI literacy: An exploratory review
2021 Standout
The impact of social factors on pair programming in a primary school
2016
STEAM in practice and research: An integrative literature review
2018 Standout
Agri-food 4.0: A survey of the supply chains and technologies for the future agriculture
2020 Standout
Empirical studies on the Maker Movement, a promising approach to learning: A literature review
2016 Standout
A new way of teaching programming skills to K-12 students: Code.org
2015 Standout
Design and Evaluation of Computer Programming Education Strategy using Arduino
2014
Optimists’ Creed: Brave New Cyberlearning, Evolving Utopias (Circa 2041)
2016
Challenges in the online component of blended learning: A systematic review
2019 Standout
A systematic literature review on prototyping with Arduino: Applications, challenges, advantages, and limitations
2021 Standout
Theorizing the nexus of STEAM practice
2017
Mobilising funds of identity in and out of school
2016 Standout
Behavior
2006
Gentle Introduction to Artificial Intelligence for High-School Students Using Scratch
2019
Robotics in the early childhood classroom: learning outcomes from an 8-week robotics curriculum in pre-kindergarten through second grade
2015 Standout
Artificial Intelligence in Education: A Review
2020 Standout
The Tailored Practice of Hobbies and Its Implication for the Design of Interest-Driven Learning Environments
2012
The technology acceptance model (TAM): A meta-analytic structural equation modeling approach to explaining teachers’ adoption of digital technology in education
2018 Standout
The Appropriateness of Scratch and App Inventor as Educational Environments for Teaching Introductory Programming in Primary and Secondary Education
2017
LearningML: A Tool to Foster Computational Thinking Skills Through Practical Artificial Intelligence Projects
2020
Toward the Use of Technology and 21st Century Teaching-learning Approaches: The Trend of Development in Malaysian Schools within the Context of Asia Pacific
2015 Standout
Reading Across Mediums: Effects of Reading Digital and Print Texts on Comprehension and Calibration
2016 Standout
Comparing novice programing environments for use in secondary education: App Inventor for Android vs. Alice
2017
Flipping the Flipped Classroom: A Study of the Effectiveness of Video Lectures Versus Constructivist Exploration Using Tangible User Interfaces
2015
Changing a Generation’s Way of Thinking: Teaching Computational Thinking Through Programming
2017
Adolescents' information‐creating behavior embedded in digital M edia practice using scratch
2013
The Effects of Teaching Programming via Scratch on Problem Solving Skills: A Discussion from Learners' Perspective
2014
Game-based Learning and 21st century skills: A review of recent research
2016 Standout
El trabajo colaborativo como estrategia didáctica para la enseñanza/aprendizaje de la programación: una revisión sistemática de literatura
2018 Standout
The Maker Movement in Education
2014 Standout
Problem solving by 5–6 years old kindergarten children in a computer programming environment: A case study
2012
Defining Computational Thinking for Mathematics and Science Classrooms
2015 Standout
Expanding computer science education in schools: understanding teacher experiences and challenges
2016 Standout
SoEasy: A Software Framework for Easy Hardware Control Programming for Diverse IoT Platforms
2018
Works of Jay Silver being referenced
Using machine vision to analyze and classify Caenorhabditis elegans behavioral phenotypes quantitatively
2002
Scratch
2009 Standout