Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/112231
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dc.contributorDepartment of Computing-
dc.creatorNg, PHF-
dc.creatorChen, PQ-
dc.creatorWu, ACH-
dc.creatorTai, KSK-
dc.creatorLi, C-
dc.date.accessioned2025-04-08T00:43:35Z-
dc.date.available2025-04-08T00:43:35Z-
dc.identifier.urihttp://hdl.handle.net/10397/112231-
dc.language.isoenen_US
dc.publisherInstitute of Electrical and Electronics Engineersen_US
dc.rights© 2024 The Authors. This work is licensed under a Creative Commons Attribution 4.0 License. For more information, see https://creativecommons.org/licenses/by/4.0/en_US
dc.rightsThe following publication P. H. F. Ng, P. Q. Chen, A. C. H. Wu, K. S. K. Tai and C. Li, "Reimagining STEM Learning: A Comparative Analysis of Traditional and Service Learning Approaches for Social Entrepreneurship," in IEEE Transactions on Learning Technologies, vol. 17, pp. 2212-2226, 2024 is available at https://dx.doi.org/10.1109/TLT.2024.3492352.en_US
dc.subjectConstructivist teachingen_US
dc.subjectService learning (SL)en_US
dc.subjectSocial entrepreneurshipen_US
dc.subjectSpecial education needsen_US
dc.subjectScienceen_US
dc.subjectTechnologyen_US
dc.subjectEngineeringen_US
dc.subjectAnd mathematics (STEM) educationen_US
dc.titleReimagining STEM learning : a comparative analysis of traditional and service learning approaches for social entrepreneurshipen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage2212-
dc.identifier.epage2226-
dc.identifier.volume17-
dc.identifier.doi10.1109/TLT.2024.3492352-
dcterms.abstractThis study examines a practical Teaching and Learning cycle tailored to integrate cutting-edge technologies (artificial intelligence (AI), machine learning,(ML) game development) and social entrepreneurship within a 'STEM with meaning' approach. This cycle, grounded in service learning and the 5E constructivist teaching model, aims to transcend the traditional lecture-based approach by fostering a comprehensive understanding of technology's societal impacts. Through a comparative analysis involving experimental and comparison groups, we evaluate the cycle's effectiveness in enhancing students' problem-solving skills, empathy, knowledge application, and sense of social responsibility-essential qualities for successful social entrepreneurs. This paper contributes to the burgeoning field of entrepreneurship education by demonstrating the value of a pedagogical approach that combines AI, machine learning, and game development with a strong emphasis on social entrepreneurship. Our results advocate a shift towards educational models that prepare students with technical skills and the awareness and capabilities needed to address complex social issues. Through this research, we highlight the critical role of innovative teaching methods in cultivating the next generation of socially responsible entrepreneurs, thereby enriching both the educational landscape and society at large.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationIEEE transactions on learning technologies, 2024, v. 17, p. 2212-2226-
dcterms.isPartOfIEEE transactions on learning technologies-
dcterms.issued2024-
dc.identifier.scopus2-s2.0-85208541633-
dc.identifier.eissn1939-1382-
dc.description.validate202504 bcrc-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextHong Kong Polytechnic Universityen_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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