Deep dives
This was the anchor of Lerman’s Scoop.it work: a very large record of classroom technology chosen for practical use, not novelty alone. In its later phase, the topic followed generative AI closely, from Google Gemini across the curriculum to prompts, chatbots, and teacher training.
30+ Ways to Use Google Gemini AI Across the Curriculum by Dr. Bruce Ellis
The distinctive thread was implementation. Posts about AI were often paired with learner independence, equitable classroom design, rubrics, journals, and assessment for learning. The archive treated tools as supports for better teaching decisions rather than substitutes for pedagogy.
Leveraging AI to Save Time Architecting Equitable, Student-centered Learning Experiences :: Kaitlin Tucker
It also carried a steady note of caution. Safety, privacy, teen well-being, fake apps, and federal AI policy sat beside the how-to material, giving the topic a balanced record of excitement and restraint.
FACT SHEET: President Biden Issues Executive Order on Safe, Secure, and Trustworthy Artificial Intelligence
In this topic, Lerman followed writing as a craft teachers could make visible. Rubrics, writing workshops, journals, summaries, argument, and feedback appeared as reusable classroom structures, with the emphasis on helping learners practice rather than simply produce.
Make Writing Rubrics Work for You :: Thoughtful Learning
As AI entered writing instruction, the archive did not frame it only as a threat. It gathered pieces on voice, style, detection, and responsible use, asking how teachers and writers might understand the new tools before judging them.
How to Train ChatGPT to Write Like You :: MakeUseOf
The topic also widened writing into digital storytelling. Picture prompts, podcasts, audiobooks, video tools, and transmedia resources showed a broad view of composition: words, images, sound, and classroom imagination working together.
Once Upon a Picture
This earlier topic showed Lerman’s interest in immersive technology as an educational medium. The emphasis was not consumer spectacle, but classroom use: apps for learning, teacher guides, and resources that could make abstract experiences more concrete.
Top 18 Virtual Reality Apps That Are Changing How Kids Learn
The framing stayed pragmatic. Posts asked what technology could and could not replace in the classroom, keeping VR and AR tied to instructional judgment rather than treating headsets as magic.
What Technology Can & Cannot Replace In The Classroom
The topic also kept an eye on the broader XR field through industry and resource lists. That made the archive useful both as a classroom doorway and as a snapshot of how immersive learning was being discussed at the end of the 2010s.
State of XR (Extended Reality) project - Resource list 2019