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Session Overview
Location: Gilmorehill Halls (G12), 217B [Lower Ground]
Capacity: 20 persons
Date: Wednesday, 23/Aug/2023
9:00am - 10:30am16 SES 04 B: Using Chatbots and VR Displays
Location: Gilmorehill Halls (G12), 217B [Lower Ground]
Session Chair: Stefanie A. Hillen
Paper Session
 
16. ICT in Education and Training
Paper

Using Chatbots to Foster Students’ Self-Regulated Learning in a Flipped Classroom: A Mixed-Methods Study

Sharon Tan Bee Wah, David Kwok

Republic Polytechnic, Singapore

Presenting Author: Tan Bee Wah, Sharon

A flipped classroom is a blended instructional approach in which the in-class lecture is shifted to before-class learning using videos or other forms of online learning to free up in-class time for students to discuss issues, practise, or apply knowledge (Bergmann & Sams, 2014). A persistent problem with implementing flipped classroom is that, without proper guidance or assistance, students lacked the engagement and self-regulation skills to complete online learning activities before class, and hence failed to learn effectively in the following in-class lessons (Mason et al., 2013).

In an online learning environment, promoting students’ self-regulated learning (SRL) through planning, goal setting, organising, self-monitoring and self-evaluating during the learning process is imperative (Zimmerman, 1990). The theoretical framework of SRL is underpinned by three components of SDL identified as: (1) metacognitive strategies; (2) task management and control; and (3) cognitive strategies to learn the materials (Pintrich & DeGroot, 1990). Previous research has reported that motivational beliefs are positively associated with SRL (Credé & Phillips, 2011).

With the advancement of Artificial Intelligence (AI) technology, chatbot has gained prominence in education and regarded as a useful tool to provide personalised guidance, support or feedback to support students’ learning. There is a growing body of evidence on the use of chatbots to promote students’ SRL in an online environment (Du & Hew, 2021; Hew et al., 2022; Song & Kim, 2020). Other previous studies have reported that the use of chatbot-based learning have contributed to higher students’ learning achievements, self-efficacy, learning attitude (Lee et al., 2022), intrinsic motivation (Yin et al., 2021) and critical thinking (Chang et al., 2022).

In recent years, scholars have highlighted that there is a lack of studies to investigate the effectiveness of learning designs or learning strategies using chatbots (Chen et al., 2020). To date, there is a paucity of studies on chatbot-based learning which investigates the motivational factors that influence students’ SRL in the flipped classroom, particularly with using a critical thinking module and mixed-methods research methodology. Therefore, this present study is an attempt to address this gap in the literature by employing a chatbot combining with worksheet scaffold to investigate the extent to which motivational factors can influence students’ SRL before-class. Understanding the motivational factors that impact students’ SRL using chatbots in the flipped classroom is crucial for researchers and educators to reflect upon, and develop better learning approaches or interventions to support students’ learning in the future.

Specifically, we formulated the following research questions to guide in the data analysis:

RQ1: To what extent does the four motivational variables (i.e. intrinsic goal orientation, extrinsic goal orientation, task value and self-efficacy) correlate with SRL among students using chatbots?;

RQ2: To what extent do the four motivational variables (intrinsic goal orientation, extrinsic goal orientation, task value and self-efficacy) predict SRL for students using chatbots?;

RQ3: Based on the interviews, what are the students’ perspectives of their learning experiences in using chatbots?; and

RQ4: In what ways do the interview data reporting students’ perspectives of their learning experiences in using chatbots help to explain the quantitative results in the online questionnaire?


Methodology, Methods, Research Instruments or Sources Used
This study employed an explanatory sequential mixed-methods design, where data were collected in two phases via online questionnaires (N=72) and follow-up with individual semi-structured interviews (N=9). This research design allows the use of qualitative findings to provide an in-depth explanation of the quantitative findings (Creswell & Clark, 2018).

The self-report online questionnaire was intended to measure five variables i.e. intrinsic goal orientation, extrinsic goal orientation, task value, self-efficacy and SRL. Based on the expectancy-value theory and achievement goal theory, these five variables were measured using selected subscales in the Motivated Strategies for Learning Questionnaire (MSLQ) developed by Pintrich et al. (1991). In particular, the metacognitive self-regulation subscale in the MSLQ was adopted as a measure of SRL. It assesses the extent to which learners utilise planning, monitoring, and regulating strategies for learning. All items in the study variables were measured on a 7-point Likert scale ranging from “1 = strongly disagree” and “7 = strongly agree”.

Participants were first-year polytechnic students undertaking the Critical Thinking and Problem-Solving module. A flipped classroom approach was adopted for lesson 2 and 3 where students were required to complete a worksheet scaffold with the help of the chatbot to acquire an understanding of the learning content prior to the in-class lessons. The online questionnaire and semi-structured interviews were conducted at the end of lesson 3 and lesson 5 respectively.

Descriptive statistics, correlations, reliability, and regression were used for data analysis using SPSS Statistical Package 24.0. The qualitative data from the interviews were transcribed and coded by two researchers using Nvivo Version 12 software and analysed thematically.

Conclusions, Expected Outcomes or Findings
Preliminary analysis showed that the mean ratings of the five study variables ranged between 4.78 and 5.87 (0.94 ≤ SD ≤ 1.15). The Cronbach’s alphas of the 5 variables ranged between 0.78 and 0.95. There was no evidence of multicollinearity among the four predictor motivational variables (1.30 ≤ VIF ≤ 2.51). The Cohen’s kappa coefficient for inter-rater reliability was 0.72.

To answer RQ1, all the four motivational variables revealed significant correlations with SRL. Out of the four motivational variables, intrinsic goal orientation had the highest significant correlation with SRL (r=.63, p<.01), followed by task value (r=.60, p<.01). Extrinsic goal orientation correlated the least with SRL among the motivational variables (r=.29, p<.01). With regards to RQ2, self-efficacy (β =.34, p<.01) and intrinsic goal orientation (β = .27, p<.05) were the only two independent variables that significantly predicted SRL. A total of 48% of the variance in SRL was explained by the four motivational variables, and self-efficacy alone contributed to 6.8% of the variance. In relation to RQ3, the thematic analysis of the qualitative data identified four emerging themes on usability, task strategies, motivation and perceived usefulness. Concerning RQ4, the qualitative findings suggested that SRL can be enhanced when students perceived the benefits of using the chatbot combining with the worksheet scaffold as an interactive learning tool to help them gain confidence in deepening their understanding of the learning concepts. In addition, the students adopted various task strategies, including help-seeking, self-practice, and note-taking to support their SRL.

In conclusion, the study provided insights on the pedagogical affordances of the chatbots to enhance students’ SRL through a better understanding of the four motivational variables. Finally, implications of the findings, along with study limitations and directions for future research will be discussed in the paper.

References
Chang, C.-Y., Kuo, S.-Y., & Hwang, G.-H. (2022). Chatbot-facilitated Nursing Education. Educational Technology & Society, 25(1), 15-27. https://doi:/10.30191/ETS.202201_25(1).0002

Chen, X., Xie, H., Zou, D., & Hwang, G.-J. (2020). Application and theory gaps during the rise of artificial intelligence in education. Computers and Education: Artificial Intelligence, 1, 100002. https://doi:/10.1016/j.caeai.2020.100002

Credé, M., & Phillips, L. A. (2011). A meta-analytic review of the Motivated Strategies for Learning Questionnaire. Learning and Individual Differences, 21(4), 337-346. https://doi.org/10.1016/j.lindif.2011.03.002

Creswell, J. W., & Clark, V. L. P. (2017). Designing and conducting mixed methods research: Thousand Oaks, CA: Sage publications.

Du, J., & Hew, K. F. T. (2021). Using recommender systems to promote self-regulated learning in online education settings: current knowledge gaps and suggestions for future research. Journal of Research on Technology in Education, 54(4), 1-22. https://doi:/10.1080/15391523.2021.1897905

Hew, K. F., Huang, W., Du, J., & Jia, C. (2022). Using chatbots to support student goal setting and social presence in fully online activities: learner engagement and perceptions. Journal of Computing in Higher Education, 1-29. https://doi:/10.1007/s12528-022-09338-x

Lee, Y.-F., Hwang, G.-J., & Chen, P.-Y. (2022). Impacts of an AI-based chabot on college students’ after-class review, academic performance, self-efficacy, learning attitude, and motivation. Educational Technology Research and Development, 70(5), 1843-1865. https://doi:/10.1007/s11423-022-10142-8

Mason, G. S., Shuman, T. R., & Cook, K. E. (2013). Comparing the effectiveness of an inverted classroom to a traditional classroom in an upper-division engineering course. IEEE Transactions on Education, 56(4), 430-435. https://doi:/10.1109/TE.2013.2249066
Pintrich, P. R., Smith, D. A. F., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ): Ann Arbor, MI: National Center for Research to Improve Postsecondary Teaching and Learning.

Pintrich, P. R., & DeGroot, E. V. (1990). Motivational and self-regulated learning components of classroom academic performance. Journal of Educational Psychology, 82(1), 33–40. https://doi.org/10.1037/0022-0663.82.1.33

Song, D., & Kim, D. (2021). Effects of self-regulation scaffolding on online participation and learning outcomes. Journal of Research on Technology in Education, 53(3), 249-263. https://doi:/10.1080/15391523.2020.1767525

Yin, J., Goh, T.-T., Yang, B., & Xiaobin, Y. (2021). Conversation technology with micro-learning: The impact of chatbot-based learning on students’ learning motivation and performance. Journal of Educational Computing Research, 59(1), 154-177. https://doi:/10.1177/0735633120952067

Zimmerman, B. J. (1989). A social cognitive view of self-regulated academic learning. Journal of Educational Psychology, 81(3), 329. https://doi:/10.1037/0022-0663.81.3.329


16. ICT in Education and Training
Paper

A Comparative Analysis of Virtual Reality Displays for Training of Air Traffic Control: Head-mounted versus Desktop Displays

Weiling Xu, David Kwok

Republic Polytechnic, Singapore

Presenting Author: Xu, Weiling

Immersive virtual reality (VR) is increasingly used as a tool for vocational training, especially safety critical vocations such as mine rescuers’ safety and aviation safety where real-world training is often too complicated, costly, or risky (Pedram et al, 2020, Buttussi & Chittaro, 2017). VR has triggered innovative changes in education by allowing learners to acquire skills through repetition and practice in virtual learning systems. VR can provide real-time visualisation and interaction within a virtual world that closely resembles a real world (Chuan et al, 2018). This allows students to practise procedural skills and partake in decision making in an authentic and safe environment.

Very often, these VR learning environments require the use of head-mounted devices which are costly, fragile and not suitable for use over extended training sessions. Henceforth, the development of low-cost, high-resolution personal computers has made it feasible to offer 3D VR learning in school settings through desktop VR learning systems (Huang et al., 2016).

The delivery of VR through head-mounted devices are used in most VR systems to create a sense of immersion for users. On the other hand, desktop VR simulates a real environment or 3D representation of an abstract concept on the screen, which allows learners to interact with the virtual environment using a keyboard mouse, or other navigation/control devices (Merchant et al., 2012). Head-mounted VR offers a more immersive learning experience but the provision of head-mounted devices for every student is a challenge, especially for big classrooms and home-based learning. VR made accessible on any PC or laptop gives students the opportunity to practice and gain mastery of air traffic control skills at their own pace. This could be useful in vocations such as air traffic control where costly equipment are needed to train learners in procedural knowledge and skills.

To date, there are limited studies on the effects of different types of displays on procedural knowledge and skills acquisition in air traffic control. In a study conducted on the effects of different types of virtual reality display on presence and learning in an aircraft safety training scenario (Buttussi & Chittaro, 2017), the types of VR display (desktop VR vs head-mounted VR with different field of view and degree of freedom) affected users’ sense of presence but did not significantly affect self-efficacy. According to Makransky and Lilleholt (2018), immersive VR provided significantly higher presence than desktop VR, a strong positive predictor of both motivation and enjoyment, which in turn positively predicted perceived learning effectiveness.

Hence, this study aims to compare differences in perceived learning effectiveness between VR Head-mounted Display (VR-HMD) and VR Desktop Display (VR-DD) for procedural training of air traffic control. In addition, the study examines the extent to which the variables, i.e. perceived ease of use, perceived usefulness and sense of presence will influence students’ perceived learning when using different VR displays.

The following research questions were formulated to guide the data analysis in this study:

1. To what extent does each predictor variable (perceived ease of use, perceived usefulness, sense of presence) correlate with perceived learning?

2. Are there significant differences on perceived ease of use, perceived usefulness, sense of presence and perceived learning between VR-HMD and VR-DD?

3. To what extent do perceived ease of use, perceived usefulness and sense of presence significantly predict perceived learning between VR-HMD and VR-DD?


Methodology, Methods, Research Instruments or Sources Used
This study employs a cross-sectional quantitative research design using an online questionnaire. Data were collected from 76 final-year students undertaking Airside Operations and Air Traffic Management module in the polytechnic. The intact group was split into two groups of students using different VR systems to acquire their knowledge and skills on aircraft take-off and landing procedure, i.e. VR-HMD (N=33) and VR-DD (N=43). A self-report questionnaire was administered to the participants after 3 weeks of learning with the VR systems. Self-report questionnaire was intended to measure students’ perceived ease of use, perceived usefulness, sense of presence and perceived learning. The scales on perceived ease of use and perceived usefulness were adapted from the Technology Acceptance Model (Davis et al., 1989) while sense of presence and perceived learning were adapted from Makransky & Petersen (2019) and Lee et al (2010) respectively. A total of 16 items with a 5-point Likert scale ranging from strongly disagree (1) to strongly agree (5) were included in the questionnaire. Demographic data such as gender, age and prior experience with VR systems were collected for the purpose of reporting the profiles of the participants.

Statistical analyses were performed using IBM SPSS version 24.0. Descriptive statistics, correlations, Independent-samples T-test, and regression analyses were employed in the data analysis. In addition, the regression model was tested using hierarchical linear modelling.

Conclusions, Expected Outcomes or Findings
Preliminary analysis showed that all the study variables had mean ratings, ranged between 4.05 and 4.25, above 4.00 on a 5-point Likert scale. This indicates favorable responses from the participants pertaining to evaluation of the study variables. The Cronbach’s alpha coefficient which is a measure of internal consistency reliability for the 4 variables ranged between .91 and .96, all above the threshold value of .70 (Nunnally & Bernstein, 1994). No multicollinearity issues were found in the regression analyses as the variance inflation factor (VIF) values, ranged between 1.77 and 2.69, were significantly lower than the recommended value of 10.0 (Hair et al., 2009).

For RQ1, all the study variables are positively and significantly correlated with perceived learning (.76 ≤ r ≤ .80, p< 0.01). In terms of RQ2, perceived usefulness (M= 4.50, SD = .50) in VR-HMD is significantly higher than VR-DD (M = 4.06, SD = 1.02) with p<.05 at medium effect size. Regarding RQ3, perceived ease of use (β = .38, p < .01) and perceived usefulness (β = .42, p < .01) were the significant predictors of perceived learning in VR-DD. However, for VR-HMD, perceived ease of use and sense of presence were significant predictors of perceived learning with sense of presence being the higher significant predictor (β = .56, p < .001), followed by perceived ease of use (β = .29, p < .1). Sense of presence contributed to 15% of variance in perceived learning for VR-HMD but is not a significant determinant of perceived learning for VR-DD.

In conclusion, this study provided insights on the variables which impact perceived learning between VR-HMD and VR-DD. The results of the study will provide insights for educators to help them better understand the factors influencing students’ perceived learning, which could aid in the instructional design of VR learning contents as well as choice of technology use. The implications of the findings, limitations of study and future research will be discussed in the presentation.  

*Special thanks to Mr Mathivaanan S/O Vedaraj from the School of Engineering for his contribution in developing VR content for both VR-HMD and VR-DD and collecting data for this study.

References
virtual reality, head-mounted display, desktop display, perceived learning


16. ICT in Education and Training
Paper

An Exploratory Study on the Use of Chatbots in Higher Education as Support for Teachers’ Assessment of Written Midterm Assignments

Stefanie A. Hillen

University of Agder, Norway

Presenting Author: Hillen, Stefanie A.

Chatbots are tools that have been developed to improve the machine-human interface for better communication and interaction as well as for more efficient and cost-reducing services. They are well known in and for online business approaches. Its use has been started and is discussed in education as well, but the application is sometimes seen as a potential or even a threat that might compromise proper learning opportunities for students. One might see similar and additional effects with the introduction of digital media seen as an environmental condition, where one can recognize that the average IQ of students has decreased in the last years (Bratsberg & Rogeberg, 2018). Another main concern is the risk to open the backdoor for plagiarism by developing text in learning contexts by students themselves. However, reviews (Okonkwo & Ade-Ibijola, 2021, Pérez & Daradoumis & Puig 2020, Cunningham-Nelson et al., 2019) on chatbots/AI applications in education called edubots show the variation of and the potential quality of its use in the educational sector. Efforts and initiatives are on their way to improve their architecture for educational purposes (Sjøstrøm et al., 2018).

Whereas applications for students are implemented and under research for instance in Learning Management Systems (Lee et al., 2020) to assist students learning, applications for teachers specifically on assessment are less in focus with some exceptions. Just 6 % of the edubots support assessment activities (Okonkwo & Ade-Ibijola, 2021, p.5-6). An eclective literature search in Oria (Norwegian electronic library tool) used here as an example of the research and publication distribution has shown that the search on ‘edubots’ resulted in 93 hits, whereas just 19 were related to ‘edubots & teachers’ as well and just 11 hits on the search topics of ‘edubots, teachers, and assessment’.

Roots of the edubots for teachers one can see in the tutorial systems (TS) in the 1960 (Opwis, 2001) which have later become intelligent, supported by AI called ITS. At that time computerized assessment was an equal part of it, but rather or mostly from a quantitative point of view.

Therefore, this paper will focus on the potential to support better qualitative assessment which lies in the learning potential of written feedback. This is not meant to replace the teachers’ educational autonomy and duty in doing assessment tasks him/herself. The intention is to reduce the workload of routine tasks in assessment whereas more room and time is given for more specific detailed written feedback. As one knows, feedback can lead to cognitive dissonance, that is, disagreement (Goldring, 2015) so that feedback needs to be given with consideration. To summarize the research intention: The project is done from the perspective of typical university teachers to be able to provide edubot-supported, improved specified feedback on students’ written midterm assignments.

Research question: What kind of support can edubots provide for teachers working on written feedback reports?


Methodology, Methods, Research Instruments or Sources Used
An exploratory study will be conducted. A university course on the bachelor’s level in international education will be used as a platform. The students’ midterm assignments will be used as input for the written edubot-supported feedback. Before starting this exploratory study, we will do a pilot as a feasibility study using two different edubots on written assignments from the last year’s term and discuss these results. As well the teachers who have been responsible for the last term will be included.  Then the exploratory study will make use of the actual assignments and the students’ deliveries of the spring semester in 2023 due for hand-in in March this year.
The feedback itself which will be delivered to the students will be twofold. On the one hand, the feedback on the written assignment will be generated by an open access edubot. On the other hand, the teachers will be asked to give additional feedback on the assignment from his /her point of view to ensure the quality of the feedback. This combined-written feedback will be delivered as in one piece to the student. The students will be asked if the written feedback was helpful as well as they should specify what was actually contributing to their insights or learning progress. If possible, we will use this approach in another course for VET teachers as well to expand the databases. In addition, we will conduct semi-structured interviews with the teachers experiencing the feedback and assessment process by edubot support.

Conclusions, Expected Outcomes or Findings
The results expected are to show that the edubot is not just a tool for students to improve learning opportunities but as well enriches the teachers’ opportunities for improved feedback on regular midterm assignments. Specifically, this exploratory approach will reveal in which different ways feedback can be provided as well as it might ‘free’ the teacher from writing similar responses. This happens for university teachers on a regular basis, because of the fact that examination often asks about the same problem, project, or phenomenon. Hence, the teacher can specify on the one hand based on his/her specific knowledge and competence the feedback which is to be provided encouraging and motivating as well (Hattie & Timperley, 2007; Goldring et al., 2015) because one knows that this will influence the way it will be used for further learning.

References
Raquel Aguayo, Yadira Quiñonez, Víctor Reyes and Jezreel Mejia (2023). A New Proposal for Virtual Academic Advisories Using ChatBots in, New Perspectives in Software Engineering, vol. 576, pp.233.
Bernt Bratsberg and Ole Rogeberg (2018). Flynn effect and its reversal are both environmentally caused. Proceedings of the National Academy of Sciences. 115-26, pp 6674–6678. https://www.pnas.org/doi/abs/10.1073/pnas.1718793115
Sam Cunningham-Nelson, Wageeh Boles, Luke Trouton, and Emily Margerison (2019). A review of chatbots in education: Practical steps forward. In 30th Annual Conference for the Australasian Association for Engineering Education (AAEE 2019): Educators Becoming Agents of Change: Innovate, Integrate, Motivate. Engineers Australia, Australia.
Edubots (n.d.). Best Practices of Pedagogical Chatbots in Higher Education.Reference Number: 612466-EPP-1-2019-1-NO-EPPKA2-KA, https://www.edubots.eu
Ellen B. Goldring, Madeleine Mavrogordato, & Kathrine Taylor Haynes (2015). Multisource Principal Evaluation Data: Principals’ Orientations and Reactions to Teacher Feedback Regarding Their Leadership Effectiveness. Educational Administration Quarterly, 51(4), 572–599. https://doi.org/10.1177/0013161X14556152
John Hattie & Helen Timperley (2007). The power of feedback, Review of Educational Research, Vol. 77 No. 1, pp. 81-112.
L. -K. Lee, Y. -C. Fung, Y. -W. Pun, K. -K. Wong, M. T. -Y. Yu and N. -I. Wu,(2020). "Using a Multiplatform Chatbot as an Online Tutor in a University Course," 2020 International Symposium on Educational Technology (ISET), Bangkok, Thailand, 2020, pp. 53-56, doi: 10.1109/ISET49818.2020.00021.
Carmen Lizarraga, Chinedu Wilfred Okonkwo, Abejide Ade-Ibijola (2021). Chatbots Applications in Education: A Systematic Review” Computers and Education: Artificial Intelligence.
Klaus Opwis (2001). Instructional Technology: Cognitive Science Perspectives, (Eds), Neil J. Smelser, Paul B. Baltes, International Encyclopedia of the Social & Behavioral Sciences, Pergamon, pp. 7573-7577, https://doi.org/10.1016/B0-08-043076-7/01476-5. https://www.sciencedirect.com/science/article/pii/B0080430767014765
José Quiroga Pérez, Thanasis Daradoumis, Joan Manuel Marquès Puig (2020). Rediscovering the use of chatbots in education: A systematic literature review. Computer Applications in Engineering Education, 28(6), 1549–1565. https://doi.org/10.1002/cae.22326
Jonas Sjöström, Nam Aghaee, Maritha Dahlin, and Pär J. Ågerfalk(2018). DESIGNING CHATBOTS FOR HIGHER EDUCATION PRACTIC" (2018). Proceedings of the 2018 AIS SIGED International Conference on Information Systems Education and Research. 4. https://aisel.aisnet.org/siged2018/4
 
1:30pm - 3:00pm16 SES 06 B: Design of Digital Applications and Learning Environments
Location: Gilmorehill Halls (G12), 217B [Lower Ground]
Session Chair: Peter Bergström
Paper Session
 
16. ICT in Education and Training
Paper

Design Principles of Transversal Media Education in Primary School, Developing an Interactive Digital Storytelling System

Michael Schlauch

Free Unversity of Bolzano, Italy

Presenting Author: Schlauch, Michael

Initiatives for media education and digital skills in schools have long been a priority in national (KMK, 2016, 2016; MIUR, 2015) and international agendas (European Commission, 2020). The UNESCO recognizes it as an integral part of ensuring quality education for all (Broadband Commission for Sustainable Development, 2017). However, research needs to examine further what constitutes viable resources, approaches and practices for education in the digital age. Digital storytelling has accrued significant interest over the last decade (Ohler, 2013; Robin, 2008; Yang & Wu, 2012). Proponents indicate benefits such as blending digital, oral and written literacies, enhanced potentials for engagement, reflection, deep learning and project-based learning across multiple subjects (Wu & Chen, 2020).

Nevertheless, according to a metareview conducted by Chang and Chu (2022, p. 2), little research has examined technology-enhanced digital storytelling. An emerging research field is concerned with interactive digital storytelling (Koenitz et al., 2015), where researchers explore how computational systems afford nonlinear storytelling and new kinds of aesthetic experiences. Yet, due to its different origin as a field, applications in education are still underresearched.

This research aims to investigate possible interventions for collaborative, guided storytelling that provide natural opportunities for media education with children aged 9-11. The research pursues the double goal of developing a design solution and theory-building by adopting the educational design research (EDR), or design-based research (DBR) approach. As an EDR project, the research starts from the stage of analysis and exploration and continues with design and construction, and evaluation and reflection. This paper focuses on the design and construction of an interactive storytelling tool.


Methodology, Methods, Research Instruments or Sources Used
With a focus on the specific research question "What design propositions can be drawn from what is known to design a learning arrangement for guided storytelling?", the research examines what technology-enhanced digital storytelling means in the context of media education in primary school. The development study aims at creating a tool that uses storytelling to generate curiosity and interest in complex topics, enables children to self-express and identify with their work, promotes ample digital literacy practices, encourages children to engage creatively with digital media and values the role and competence of teachers in curating and shaping the learning environment. The development study employs various methods including cooperative inquiry (Druin, 1999) with a small group of children, an extensive literature review of related work and design principles as well as conjecture mapping (Sandoval, 2014).
Conclusions, Expected Outcomes or Findings
The resulting browser-based storytelling tool embodies several design principles developed in the previous research literature, such as cognitive load theory, universal design for learning, and constructionism. Conjecture mapping has been a crucial technique to specify underlying theoretical and design conjectures. Thus, this contribution resulted in a set of design-principles, grouped in the categories ’objects-to-think-with’, ’inclusive instructional design’, ’student agency’, ’interactivity’, ’curriculum guidance’, ’flexibility’ and ’community learning’. With the example of the designed tool and a preliminary analysis of observed child interactions during subsequent evaluation, this paper presents how these design principles have been enacted in a real-world application.
References
Broadband Commission for Sustainable Development. (2017). Working group on education: Digital skills for life and work New York, United Nations Educational, Scientific; Cultural Organization. https://unesdoc.unesco.org/ark:/48223/pf0000259013
Chang, C.-Y., & Chu, H.-C. (2022). Mapping digital storytelling in interactive learning environments Sustainability, 14(18), 11499. https://doi.org/10.3390/su141811499
Druin, A. (1999). Cooperative inquiry: Developing new technologies for children with children In Proceedings of the sigchi conference on human factors in computing systems.
European Commission. (2020). Shaping europe’s digital future Publications Office. https://doi.org/doi/10.2759/091014
KMK. (2016). Bildung in der digitalen welt. strategie der kultusministerkonferenz https://www.kmk.org/themen/bildung-in-der-digitalen-welt/strategie-bildung-in-der-digitalen-welt.html
Koenitz, H., Ferri, G., Haahr, M., Sezen, D., & Sezen, T. I. (2015). Interactive digital narrative: History, theory and practice Routledge.
MIUR. (2015). Piano nazionale scuola digitale [[Accessed 2019-04-30]]. http://www.istruzione.it/scuola_digitale/allegati/Materiali/pnsd-layout-30.10-WEB.pdf
Ohler, J. B. (2013). Digital storytelling in the classroom: New media pathways to literacy, learning, and creativity Corwin Press.
Robin, B. R. (2008). Digital storytelling: A powerful technology tool for the 21st century classroom Theory into practice, 47(3), 220–228.
Sandoval, W. (2014). Conjecture mapping: An approach to systematic educational design research Journal of the learning sciences, 23(1), 18–36.
Wu, J., & Chen, D.-T. V. (2020). A systematic review of educational digital storytelling Computers &amp; Education, 147, 103786. https://doi.org/10.1016/j.compedu.2019.103786
Yang, Y.-T. C., & Wu, W.-C. I. (2012). Digital storytelling for enhancing student academic achievement, critical thinking, and learning motivation: A year-long experimental study Computers & education, 59(2), 339–352.


16. ICT in Education and Training
Paper

Design and Programming Procces of an Educational Video Game in Primary Education

Blas González-Alba, Pablo Cortés-González, Deseada Ruiz-Ariza, Ana Carolina Alix-González, Moisés Mañas-Olmo

university of Malaga, Spain

Presenting Author: González-Alba, Blas

The incorporation of new technologies into the field of education has meant a transformation (Gómez-Galán, 2020) and a challenge for teachers. The continuous appearance of applications and technological devices requires teachers committed to their use and in continuous training.

In this context of technological innovation and even though there are many researchers and teachers who claim the enormous educational potential that video games have (Holbert and Wilensky, 2019) in psychomotor development (Liu et al., 2020), cognitive, communicative (Hartanto et al., 2018) and social (García et al., 2019), there are few formative experiences that use videogames as a learning tool in Primary and Middle School. In this regard, and as perceived in various investigations, the use of video games in schools contributes to the acquisition of content in subjects such as mathematics (Baek et al., 2020), language and literature (Gee, 2003), natural sciences, physics and chemistry (Baek and Touati, 2017), geology (Sharp, 2017) or social sciences (García-Fernández and Medeiros, 2019) and the improvement of memory (Jiménez and Díez, 2018) or attention and reasoning (Green and Seitz, 2015).

In this line, the so-called "serious games" are used because they have an educational purpose (Michael and Chen, 2006) that is characterized by contributing to the acquisition of curricular and attitudinal content (Del Moral et al., 2012). Likewise, the appearance in recent years of tools for the development of video games such as Game Maker, Torque Game Builder, Golden T Game Engine, The Game Creators or 3D Game Studio, among others, have allowed people not to create video games. professionals (Denner et al., 2012), that is, it allows them to perform the functions of designer, scriptwriter and programmer (Robertson and Howells, 2008).

Also the studies by Robertson and Howells (2008) and Vos, Van der Meijden and Denessen (2011) point out the benefits it has in the development of computational and creative thinking, expressive capacity, imagination, complex and systematic thinking, design skills, programming and digital storytelling, In the school, research such as Maloney, Peppler, Kafai, Resnick and Rusk (2008) or Wilson, Connolly, Hainey and Moffat (2011) in which students have used the Scratch software and the software developed by Kahn (2004) stand out. with the ToonTalk app.

This contribution collects an experience of creating a "serious game" video game in a multilevel classroom of a rural school located in the province of Malaga (Spain) during the 2018/19 school year. We have used a qualitative methodology with the objective of knowing the limitations, weaknesses and potentialities inherent to a project of this complexity and to analyze the perceptions, learning and educational experiences of the students,


Methodology, Methods, Research Instruments or Sources Used
In order to answer the research questions and establish a logical link between the aims and the procedure we have proposed a qualitative evaluation based on a case study. To specify this, we have used interviews, documentary review, participant observation and focus groups discussion with the purpose of using multiple methods to collect information -method triangulation-.

Considering this research approach, the aims of the present study are:

- Know the limitations, weaknesses and strengths that the teaching staff pose to develop an educational video game in a Primary Education classroom in Andalusia.
- Analyze the perceptions, learning and educational experiences of the students.
- Evaluate the role of external agents in the development of video game design and making experience in the mentioned primary school.

Throughout the 2018/19 school year, we conducted in-depth interviews, focus groups discussion and meetings with the participants (teachers and students), with the aim of having in-depth information from all the agents involved. The research was developed in two phases, in which a total of 12 interviews and six discussion and reflection groups were carried out. We used audio recorders and making field notes during observations as data collection instruments.  

During the first phase, we visited the primary school five times (October and December 2018-, February, March and April 2019). During these meetings (1) the students were observed working on the video game; (2) in-depth interviews were conducted with the teaching staff; (3) focus group discussions were held with the students.

In a second phase, and once the field work was completed -May and June 2019-, we went to the school three times again, with the aim of conducting (1) an in-depth interview with each of the students and teaching staff; (2) a focus groups discussion with the teaching staff (3), a final feedback session and focus groups discussion with the students and the teaching staff.

Once the fieldwork-transcription-return process was completed (October 2019), and with the Nvivo software in its version 11.0, both researchers have categorized the texts into thematic blocks (November-December 2019) following a deductive process- inductive (Strauss and Corbin, 2002) for the construction of emerging and common analysis categories -descriptive-


Conclusions, Expected Outcomes or Findings
Considering (a) the proposed aims, (b) the analysis and interpretations derived from this work, and, (c) the linking from the research questions with the research conclusions, we think that it is necessary: (1) to expand the offer and improve the quality training of teachers -initial and continuous- in relation to the use of educational technology in general, and videogame design and programming tools in particular; (2) to increase educational actions that promote the design and programming of video games in schools; and, (3) promote the development of projects that promote the participation of agents in and outside the school and multidisciplinary professionals.

In accordance with the objectives set out in this research, these three axes show us some of the limitations, potentialities and challenges of developing a project as complex as the design and development of an educational video game in a Primary Education classroom.

Considering these dimensions and despite the fact that tools such as Game Maker, Torque Game Builder, Golden T Game Engine, The Game Creators or 3D Game Studio allow students to create their own video games, the main conclusion of our study is that we need programming tools with virtual work environments adapted to the capacities of primary school students.

However, and according to the results, the educational innovation and transformation process requires pragmatic, expanded, shared, active, flexible, holistic and transversal educational micro-actions that allow us to overcome an educational model anchored in the curriculum and in more traditional teaching. The creation of the video game “Las prehistóricas aventuras de Daniela” responds to a particular educational experience that challenges the school to be a space permeable to other experiences, and other actors, in which knowledge is also, and must be constructed and shared under an integrating logic, cooperative and transdisciplinary platform.

References
Baek, Y. y Touati, A. (2017). Exploring how individual traits influence enjoyment in a mobile learning game. Computers in Human Behavior, 69, 347–357.

Baek, Y., Min, E. y Yun, S. (2020). Mining Educational Implications of Minecraft. Computers in the Schools, 37(1), 1-16.

del Moral Pérez, M. E., Villalustre, L. M., Yuste, R. M. y Esnaola, G. (2012). Evaluación y diseño de videojuegos. RED, 33(1), 1-17.

Denner, J., Werner, L. y Ortiz, E. (2012). Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts?. Computers & Education, 58(1), 240-249.

García-Fernandez, J. & Medeiros, L. (2019). Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft. Heritage, 2(3), 2262-2274.

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.

Gómez-Galán, J. (2020). Media Education in the ICT Era: Theoretical Structure for Innovative Teaching Styles. Information, 11(5), 276.

Green, C. S. y Seitz, A. R. (2015). The impacts of video games on cognition. Policy Insights from the Behavioral and Brain Sciences, 2(1), 101-110.

Hartanto, A., Toh, W. X. & Yang, H. (2018). Context counts: The different implications of weekday and weekend video gaming for academic performance in mathematics, reading, and science. Computes and Education, 120, 51-63.

Holbert, N. & Wilensky, U. (2019). Designing educational video games to be objects-to- think-with. Journal of the Learning Sciences, 28(1), 32-72

Jiménez, A. M. P. y Díez E. M. (2018). Impacto de videojuegos en la fluidez lectora en niños con y sin dislexia. El caso de Minecraft. RELATEC, 17(1), 78-90.

Liu, W., Zeng, N., McDonough, D. J. & Gao, Z. (2020). Effect of Active Video Games on Healthy Children’s. International Journal of Environmental Research and Public Health, 17(21), 8264.

Maloney, J. H., Peppler, K., Kafai, Y., Resnick, M. y Rusk, N. (2008). Programming by choice: urban youth learning programming with scratch. En Proceedings of the 39th SIGCSE (pp. 367-371).

Michael, D. y Chen, S. (2006). Serious Games: Games that Educate, Train and Inform. Thomson Course Technology.

Robertson, J. y Howells, C. (2008). Computer game design: opportunities for successful learning. Computers & Education, 50(2), 559–578.


Sharp, L. (2017). The Geology of Minecraft. Teachingscience, 68(1), 14–18.

Vos, N., van der Meijden, H. y Denessen, E. (2011). Effects of constructing versus playing an educational game. Computers & Education, 56(1), 127– 137.


16. ICT in Education and Training
Paper

Learning Science Supported by a Digital Learning Environment

Norbert Erdmann, Mirjamaija Mikkilä-Erdmann

University of Turku, Finland

Presenting Author: Erdmann, Norbert

In our society today, there are many big issues like climate change, biodiversity, and energy supply where good understanding of physics, biology and other environmental studies are required. The basis for understanding these complex phenomena is already laid at school, starting in primary education. Furthermore, digital development with the internet has found its way into school life. Compared to traditional textbooks used in schools the Internet offers an immense wealth of information, views, and reflections. According to current curricula in Europe like in Finland (see Finnish National Board of Education 2016), the students are expected to cope with the great amount of information and learn to find relevant information for learning purposes in schools. (Magliano et. al. 2017). Hence, it is important in science education both to learn scientific content like facts and concepts but also online inquiry skills (Goldman et.al., 2012). Online-inquiry involves skills such as finding and evaluating different sources, recognizing the main relevant ideas their relationships and connections from the different sources, and synthesizing knowledge from various sources (e.g., Frerejean et al. 2019). Learning these skills does not occur naturally but is often challenging and needs to be practiced in school already in primary education.
In this study we investigate how online inquiry skills can be facilitated by using a learning environment, Kidnet, which is designed to practice the whole cycle of online inquiry in a flexible way in an authentic classroom. During online inquiry student constructs different kinds of mental models (Rouet et al. 2017). First the student constructs a context model and perceives the context of the inquiry task, for example the topic and the functioning of the learning environment. Furthermore, the student constructs a task model and plans the strategy for example how to search, what sources are relevant, when to search more sources, how to write a synthesis etc. In an online science inquiry, the student has not only to learn science content, concepts and causal and temporal relations, but also skills. These skills are understanding the inquiry task, choosing search strategies, searching, and locating information, scanning and evaluating the information, finding and selecting the main ideas and synthesizing these ideas into a coherent model, and writing a synthesis (Brand-Gruwel et al. 2009). The KidNet environment comprises all phases of online inquiry from the task to writing a synthesis. It is a closed environment so that all actions made by the student are stored into a file, in the log data. In KidNEt environment there are precisely defined files relating to each task. Thus the log data can be analysed, for example, the sources, which the student used, and the main ideas, which the student copied into the personal clipboard to use them by writing the synthesis.

Furthermore, we used the approach of science capital (Archer et at. 2015) to describe students attitudes towards science, engagement with science-related activities, and access to science-related resources and opportunities. (Archer et al. 2015). In sum we aim to support students to gain a more comprehensive understanding of science topics, learn skills in digital environment and investigate attitudes towards science.

Hence, this case study deals with the following research questions:

- How do students learn online inquiry skills by using digital learning environment KidNet?

- What kind of science capital students have

- How is students’ science capital is linked to online inquiry skills?


Methodology, Methods, Research Instruments or Sources Used
The case study was performed as an intervention using a pre- and a post-test design. The participants were 30 six-graders aged from 12 to 13 years from a primary school in an urban area of Finland. After a general introduction and online questionnaire for science capital the performance-oriented skill- test for online inquiry with KidNet was performed. The intervention was led by the teacher in five 90-minutes lessons. The topic in the intervention was “Animal Adaptation and challenges with the climate change”. Furthermore, online inquiry skills were systematically taught and practiced. There were three assignments concerning the topic in the KidNet. Log data was collected and analysed concerning, how many relevant sources the student detected, how many relevant main ideas the student had copied into the personal clipboard, and how many relevant ideas the student wrote in the synthesis.  
The science capital questionnaire consisted of 26 Likert scale items (1-5; 1= strongly agree to 5 = strongly disagree).
Findings
Our preliminary results indicate that students´ performance in finding relevant sources did not improve from pre-to post-test. However, students learned to detect more main ideas in the relevant sources statistically significantly (p = .03), from pre-test (M=4.4;SD=3.3) to post-test (M =6.3;SD = 3.1). Results concerning science attitudes revealed that students perceived their self-efficacy in science as neutral (M = 3, SD= ). The support from teachers to learn science was seen rather negative (M = 3.2; SD =. 8). A future career in science was not considered as a good possibility (M = 3.4; SD=.8), although a science qualifications in general was perceived as useful (M = 2.6; SD = .7). Parents seems to support this attitude to study for science qualification ( M = 2.7; SD=.7). Dependencies between the outcomes of the intervention and the factors of the science capital could not be found.

Conclusions, Expected Outcomes or Findings
The case study has brought some interesting and pedagogically meaningful findings. The environment seems to be promising while it supports students to learn online inquiry skills. The science capital approach seems to fit well together with online inquiry with complex science topics. The questionnaire seems to work also in the Finnish context. However, the role of the teacher can be elaborated a little better in this context of primary education. Furthermore, it can be assumed that in online inquiry assignments attention should be paid to a more positive contextualisation. This can be achieved, for example, through an appropriate framework like a storyline to enhance the personal connection to the science topic. However, we have considered the small sample of our case study as a limitation.
Furthermore, KidNet can be seen as a promising learning environment. However, the potential is far from exhausted especially regarding the analysis of the log file. Furthermore, the function of the clipboard to prepare the main ideas for the synthesis writing must offer more support. Finding the main ideas seems to be well supported, but the support for using the selected main ideas for writing the synthesis must be improved. One can think in the direction of concept maps, which KidNet can offer. In the primary education the solution should be a very simplified form of concept map. Furthermore, more process data from the log file as well as the synthesis can be analysed in other ways.  

References
Archer, L., Dawson, E., DeWitt, J., Seakins, A., & Wong, B. (2015). “Science capital”: A conceptual, methodological, and empirical argument for extending bourdieusian notions of capital beyond the arts. Journal of research in science teaching, 52(7), 922-948.
Brand-Gruwel, S., Wopereis, I., & Walraven, A. (2009). A descriptive model of information problem solving while using internet. Computers & Education, 53, 1207–1217.
Finnish National Board of Education (2016). National Core Curriculum for Ba¬sic Education 2014. Helsinki, Finland: Finnish National Board of Edu¬cation.
Frerejean, J., Velthorst, G. J., van Strien, J. L., Kirschner, P. A., & Brand-Gruwel, S. (2019). Embedded instruction to learn information problem solving: Effects of a whole task approach. Computers in Human Behavior, 90, 117–130.
Goldman, S. R., Braasch, J. L., Wiley, J., Graesser, A. C., & Brodowinska, K. (2012). Comprehending and learning from Internet sources: Processing patterns of better and poorer learners. Reading research quarterly, 47(4), 356-381.
Magliano, J. P., McCrudden, M. T., Rouet, J. F., & Sabatini, J. (2017). The modern reader: Should changes to how we read affect research and theory?. In The Routledge handbook of discourse processes (pp. 343-361). Routledge.
Rouet, J. F., Britt, M. A., & Durik, A. M. (2017). RESOLV: Readers' representation of reading contexts and tasks. Educational Psychologist, 52(3), 200-215.
 
3:30pm - 5:00pm16 SES 07 B: Virtual and Augmented Reality
Location: Gilmorehill Halls (G12), 217B [Lower Ground]
Session Chair: Stavros Nikou
Paper Session
 
16. ICT in Education and Training
Paper

Preservice teachers’ Physics Education: A Design-Based Learning Augmented Reality case study

Stavros Nikou

University of Strathclyde, United Kingdom

Presenting Author: Nikou, Stavros

Augmented Reality (AR) superimposes virtual objects to the physical environment, enabling augmented experiences to users. AR has been applied to a variety of fields including education offering immersive, authentic, and meaningful learning experiences to students. Research reports that AR, if it is applied appropriately, can have a positive impact on educational settings. AR enables visualisation of abstract concepts, enhances long-term retention, increases learning motivation and engagement and can improve learning achievement (Akçayır, & Akçayır, 2017; Garzón, Pavón, & Baldiris, 2019). Immersive technologies have the potential to transform education by enabling learning experiences that otherwise are inaccessible, expensive, or even dangerous (Jesionkowska, Wild, & Deval, 2020). According to the “VR/AR Industrial Coalition: strategic paper” published be the European commission (2022), AR/VR is very much related to the development of pupils and students, and with its potential as a tool for remote learning, it can support education in remote and rural areas, improving access to education. As declared in the Future of Education Briefing Notes (UN Secretary-General, 2022) released during the Transforming Education Summit 2022, in order for the digital transformation of education to happen, teachers should harness the power of technology and be able to be become micro-curriculum designers and content developers. While AR can offer new opportunities and transform education, its use in classrooms is rather limited. There are numerous challenges associated with the integration of AR in education. Two of these challenges are the lack of teachers’ digital skills to use AR in the classroom (Nikou, Perifanou, Economides, 2022) and the lack of experience in employing AR in the learning design (Ibáñez & Delgado-Kloos, 2018). Teacher education should build the technological and instructional design capacity of preservice teachers enabling them to “be at the frontlines of helping students to navigate their changing world in contextually relevant and age-appropriate way” (UN Secretary-General, 2022). However, while AR technology has come popular in areas such as mathematics and science, few teachers use this technology in science classes (Perifanou, Econmides & Nikou, 2023) and little research exists on how to introduce and integrate AR with specific pedagogical methods to teach science (Arici et al 2019). The current study investigates the use of AR in a Design-Based Learning (DBL) approach to teach Physics in preservice teachers’ education. The study is aiming also at exploring preservice teachers’ views about the integration of AR in Physics teaching. Design-Based Learning is a student-based learning approach, grounded in constructionism that requires students to use their theoretical knowledge to develop an artifact or a solution to a real-life problem (Ariff, & Nurulaini, 2022; Han & Bhattacharya, 2001). The rationale of choosing the DBL approach is because it promotes critical thinking and creativity (Gómez Puente, van Eijck, & Jochems, 2013) and it is appropriate for science teaching (Ibáñez & Delgado-Kloos, 2018). The DBL process typically consists of four main phases: problem understanding, information gathering, solution generation, and evaluation (Puntambekar & Kolodner, 2005). The current study is aiming to investigate the use of AR in a design-based learning approach to teach Physics to pre-service teachers. Specifically, the study aims to answer the following questions:

  1. How Design-Based Learning Augmented Reality can be deployed in preservice teachers’ Physics education?
  2. What are preservice teachers’ views about Design-Based Learning Augmented Reality in teaching Physics?

Methodology, Methods, Research Instruments or Sources Used
This is a work-in-progress study conducted in the context of a 3rd year undergraduate module on teaching Science in the Primary classroom. The study, after having granted ethics approval from the School of Education Ethics Committee, has started during the fall semester 2022 and it is ongoing. The current proposal aims to report preliminary results from an initial stage. Twenty-five pre-service teachers (eighteen females and seven males) participated in a two-hours session on using AR to develop a digital artefact to teach Physics to primary class pupils. Participants had never had before any experience with AR expect general information about this technology. However, they had already had a class on the Physics topic under discussion (Forces). The overall learning objective of the session was to design a simple AR experience on teaching forces to primary school pupils. The instructional method used was learning-by-design: pre-service teachers actively engaged in a meaningful construction of an AR experience, reflecting their cognitive artifact (i.e., their knowledge and skills) for their target audience (Sarfo, 2012). During the first hour of the session, participants have been given a tutorial on the AR creation platform BlippAR (https://www.blippar.com/). The tutorial covered the basic steps of the AR building process: introduction to the development environment, how to upload assets, how to resize and move objects around the stage, how to create simple animations and how view the AR project on a mobile device. During the second hour of the session, participants were asked to create a simple AR experience demonstrating the impact that forces have when apply to objects. i.e.to set a still object in motion, to change its velocity (magnitude and/or direction) or to change its shape. Participants worked in groups or individually. To facilitate the process, the graphics files with the objects used and the triggers to be recognised by the application (images with gravitational and electric forces) were made available to participants along with instructions.  Participants developed various scenarios demonstrating the impact that forces (gravitational of electrostatic) can have on objects.  In order to capture teachers’ views on the use of AR in teaching Physics, we have developed and used an online questionnaire with open-ended questions (Yin, 2003). An inductive content analysis followed searching for evidence on the use of AR in DBL and teachers’ views. Preliminary results of the analysis of the open-ended questions are presented.
Conclusions, Expected Outcomes or Findings
The open-ended survey questionnaire gathered participants’ views about the use of AR in design-based learning to teach Physics. Preliminary findings revealed that a few patterns emerge. Regarding the open question “What educational opportunities AR can offer to students to stimulate and support their learning?” most participants agreed that AR can generate feelings of immersion and presence and can motivate and engage students. It can support interactivity and playfulness and thus can make learning fun, motivating and engaging. Participants agreed that AR can be a complementary method to teach Physics and they would be willing to use AR to teach primary school Physics. However, they emphasized the need for the proper infrastructure and support as well as teacher training that can facilitate the use of AR in the classroom.  Our findings agree with previous studies on intention to use educational AR (Perifanou, Econmides & Nikou, 2023; Mikropoulos, Delimitros, & Koutromanos, 2022). The analysis of data is ongoing. We are also aiming to gather more data to extend our analysis and strengthen our findings. Current research (Ibáñez & Delgado-Kloos, 2018) suggests that more qualitative research is needed to obtain more in-depth information on the use of AR in science education.  Our study will provide extra evidence on preservice teachers’ views on using AR to teach Physics. Moreover, it is aiming at proposing an AR-based design-based learning approach in the context of teaching Physics to preservice teachers. Findings can be useful to educators, instructional designers and AR developers to design appropriate educational AR applications.
References
Akçayır, M., Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: a systematic review of the literature. Educ. Res. Rev. 20, 1–11.

Arici, F., Yildirim, P,. Caliklar, S. & Yilmaz,R.M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis, Computers & Education, 142, 103647.

Ariff, A.S., & Nurulaini. A.S. (2022). Design-Based Learning as a Pedagogical Approach in an Online Learning Environment for Science Undergraduate Students, Frontiers in Education, 7.

European Commission, Directorate-General for Communications Networks, Content and Technology, Vigkos, A., Bevacqua, D., Turturro, L. (2022). VR/AR Industrial Coalition : strategic paper, Publications Office of the European Union. https://data.europa.eu/doi/10.2759/197536

Garzón, J., Pavón, J. & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality 23, 447–459.

Gómez Puente, S.M., van Eijck, M., & Jochems, W. (2013). A sampled literature review of design-based learning approaches: A search for key characteristics, International Journal of Technology and Design Education, 23, 717.

Han, S., & Bhattacharya, K. (2001). Constructionism, learning by design, and project-based learning. In M. Orey (Ed.), Emerging perspectives on learning, teaching, and technology. Bloomington, IN: Association for Educational Communications and Technology.

Ibáñez, M.B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review, Computers & Education, 123, 109-123.

Jesionkowska, J. Wild, F. & Deval, Y. (2020). Active Learning Augmented Reality for STEAM Education—A Case Study. Educ. Sci.  10, 198.

Mikropoulos, T.A., Delimitros, M. & Koutromanos, G. (2022). Investigating the Mobile Augmented Reality Acceptance Model with Pre-Service Teachers, 2022 8th International Conference of the Immersive Learning Research Network (iLRN), Vienna, Austria, pp. 1-8.

Nikou, S.A., Perifanou, M., & Economides, A.A. (2022). Towards a Teachers’ Augmented Reality Competencies (TARC) Framework. In: Lecture Notes in Networks and Systems, 411. Springer, Cham. https://doi.org/10.1007/978-3-030-96296-8_19

Perifanou M., Economides A.A., & Nikou S.A. (2023). Teachers’ Views on Integrating Augmented Reality in Education: Needs, Opportunities, Challenges and Recommendations, Future Internet, 15(1), 20. https://doi.org/10.3390/fi15010020

Puntambekar, S., & Kolodner, J. L. (2005). Toward implementing distributed scaffolding: Helping students learn science from design. Journal of Research in Science Teaching, 42(2), 185-217.

Sarfo, K.F. (2012). Learning by Design. In: Seel, N.M. (eds) Encyclopedia of the Sciences of Learning. Springer, Boston, MA.

UN Secretary-General (2022). Future of Education Briefing Notes, Transforming Education Summit, 2022.

Yin, R.K. (2003). Case Study Research: Design and Methods, 3rd ed.; Applied Social Research Methods Series V. Sage Publications: Thousand Oaks, CA, USA.


16. ICT in Education and Training
Paper

Managing Stressful Situations and Promoting Teachers' Well-being Through Somatic-Cognitive Experience in a Responsive Computer Simulation

David Kosatka

Masaryk University, Czech Republic

Presenting Author: Kosatka, David

The paper explores the possibilities of a simulated virtual reality (VR) environment to support novice teachers in developing competencies for coping with stressful situations. The topic is part of dissertation research that focuses on 1) the stress management strategies of novice teachers in a VR training environment; 2) the design and evaluation of pedagogical VR simulations in an adaptive learning platform. The main research question is: What is the possibility of virtual reality in preparing novice teachers to cope with stressful situations?
Some fields of study for teacher preparation have limited opportunities to prepare for unexpected situations and social and other classroom-specificities (Butler & Monda-Amaya, 2016). Virtual simulated environments can address the need for practice in preparing novice and experienced teachers and provide different variations of learning environments, instant feedback, metrics (which are not obtainable in a real classroom), and a safe space for preparation (Dieker et al., 2015; Lamb & Etopio, 2020; McGarr, 2020)
Social, political, economic and accelerating technological challenges (e.g. distance education in times of pandemic or social inclusion of children from Ukraine in Czech schools) brings increased demands on novice teachers. They are a professional group at risk of stress loads leading to leaving the profession or burnout.
Through the presented research, we aim to contribute by engaging VR technology to train potential stressful teaching situations. A secondary aim of the research is to explore the potential for practising interactions in VR between the teacher and networks of support actors. These include the teaching assistant, the school psychologist, the social and special educator, the school prevention methodologist or the tandem teacher.
VR simulations are used in many different industries. A coherent methodology for implementing this technology in schools still needs to be included in a pedagogical context. Faculties educating teachers would get the opportunity of repeated training in a safe environment and the spectrum of social scenarios (various pedagogical situations) that VR technology offers. As disseminators of knowledge, teachers are vital actors in transferring work with this technology. The opportunity to reinforce (and simultaneously evaluate) novice teachers coping strategies in simulations might promote well-being and resilience (Ungar & Theron, 2020).
In the presented research, we understand VR as the illusion of being present in a digitally generated learning environment where we can act realistically and experience different situations (Radianti, et al. 2020). We do not understand the VR experience as a substitute for the real classroom but rather as an experience that can be integrated into the curriculum to support future teachers' development concerning developing different pedagogical strategies. It can also provide new practice opportunities.
VR simulations will provide a large amount of multidisciplinary data and metrics that will enhance humanities-oriented research, particularly on the negotiation strategies of educators and other educational support actors.
Furthermore, the research aims at a methodological concept of VR education, which needs to be noticed for the widespread dissemination of an attractive form of education through VR technology in schools (still significantly underrepresented in the Czech Republic). The design of scenarios in education will promote social-emotional learning.
The critical approaches to embracing VR in education are experimentalism, constructivism, somatic epistemology and cognitivism. The research pursues contemporary challenges, both methodological and technological (what and how features to incorporate into immersive VR to implement to make the simulation believable; e.g., eye contact of avatars using eye visualization - Eyetracking), as well as domain-oriented (what types of scenarios to create)


Methodology, Methods, Research Instruments or Sources Used
The research design combines qualitative and quantitative approaches to data collection and integrates knowledge from the humanities with design methods and analytical measurement of VR data.    
Quantitative data from measurements (gaze trekking, stress level) are being complemented by interviews, focus groups and self-reflection of the somatic-cognitive VR experience (qualitative). The data will help reveal hidden correlations and variables within interactions (formal and informal) in the simulation.  
Pre-test and post-test questionnaires are used to assess subjectively (evaluative and self-evaluative methods) one's pedagogical abilities or stress levels in different pedagogical situations.  
These data are collected over time and compared with each other. First and second-year students were contacted (outreach to approximately 600 learners); approximately 40 are involved in the data collection. The selection criteria were 1.) Willingness to engage in 2) Motivation to train in VR; 3) Length of teaching experience.  
At the current research stage, third-party software is being used, and the development of a custom VRTeach application is planned where applied research and human-computer interaction (HCI) design will be used. The software will be developed in an agile methodology using iterative and incremental principles to respond to changes and suggestions from participants and senior lecturers throughout the development cycle.  
VR scenarios (situations that novice teachers can experience) are designed on expert research and consultation with research participants. They will later be incorporated through a prototyping and interaction design method (user testing of the VR application) to maximize the authenticity of the proposed virtual environment.  
Each participant takes part in the simulation repeatedly over time. The analysis and interpretation of the data will lead to the development of a methodology in addition to the research itself.  
We see the following potential limitations of the research: The level of interactions in VR will not achieve sufficient plausibility to make the teachers exhibit behavioural patterns identical to those in a real classroom - for example, it will fail to detect automated behavioural patterns that are not socially desirable. Furthermore, the control of the application may create artificial barriers and, therefore, sources of frustration, so teachers will not be able to immerse themselves sufficiently in the situation. Another aspect is handling challenging/stressful interactions scenarios if the interactions are, for example, too flat, with low dynamics, or, vice versa, unrealistically dramatic.

Conclusions, Expected Outcomes or Findings
Initial research data show that 1) Gaining experience in VR technology might enable teachers to work more effectively with this platform, given the growing trend of the Metaverse and other socio-technological challenges (2) VR technology allows the involvement of different actors through remote collaboration via network connections, (3) The collection of data (Learning Analytics) allowed to support learning through the interpretation of metrics that are not commonly available in the real interactions.
The ability to remotely access a simulation has the potential to overcome various barriers associated with the need to be present or present in a particular physical space. The presented thus emphasizes the possibilities of extending competencies through VR to groups of people for whom this would otherwise be very difficult or completely inaccessible.
Furthermore, with higher levels of immersion, VR avatars (digital representations of the user character in the simulation) can faithfully represent different physical attributes or socio-cultural backgrounds and thus support a diverse classroom environment.  
This research topic could overlap with other levels. As education is often feminized, the possibility of VR simulations enables the extension of pedagogical competencies to women (teachers) who, for example, have found themselves outside the teaching profession or undergraduate education due to maternal responsibilities.
Compared to existing simulators, which usually allow only simple real-time or recorded observation or subjective feedback from teachers or visiting colleagues on the lessons, the research brings a sophisticated way of linking technologies that allow designing metrics and ways of evaluating them that give educators a basis for self-reflection based on "hard data": for example, the position of the headset, eye movements, responsiveness to students' verbalized requests. It also turns out that by analyzing these missing data in pedagogical research, we can reciprocally strengthen the systemic undergraduate training of actors in education, e.g. in faculties of education.

References
Butler, A., & Monda-Amaya, L. (2016). Preservice Teachers’ Perceptions of Challenging Behavior. Teacher Education and Special Education: The Journal of the Teacher Education Division of the Council for Exceptional Children, 39(4), 276–292. doi:10.1177/0888406416654212    

Dieker, L. A., Hynes, M. C., Hughes, C. E., Hardin, S., & Becht, K. (2015). TLE TeachLivETM: Using Technology to Provide Quality Professional Development in Rural Schools. Rural Special Education Quarterly, 34(3), 11–16. https://doi.org/10.1177/875687051503400303  

Lamb, R., & Etopio, E. A. (2020). Virtual Reality: a Tool for Preservice Science Teachers to Put Theory into Practice. Journal of Science Education and Technology, 29(4), 573–585. doi:10.1007/s10956-020-09837-5  

McGarr, O. (2020) The use of virtual simulations in teacher education to develop pre-service teachers’ behaviour and classroom management skills: implications for reflective practice, Journal of Education for Teaching, 46(2), 159–169.  https://doi.org/10.1080/02607476.2020.1724654

Radianti, J., T, Majchrzak, T., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778.  

Ungar, M., & Theron, L. (2019). Resilience and mental health: how multisystemic processes contribute to positive outcomes. The Lancet Psychiatry. doi:10.1016/s2215-0366(19)30434-1


16. ICT in Education and Training
Paper

Using a Virtual Reality Solution for Discussing Moral Dilemmas in Upper Secondary Education Level: Preliminary Results

Manuel Joaquin Fernandez Gonzalez, Tamara Pīgozne, Anna Sidorova, Reinis Vējiņš

University of Latvia, Latvia

Presenting Author: Pīgozne, Tamara

Technological developments are influencing the evolution of learning styles from verbal to visual to virtual (Sholihin et al., 2020). This also applies to the resolution of moral dilemmas as a decision-making paradox without unambiguously acceptable or preferable options (Niforatos et al., 2020) in virtual reality (VR).

There are conflicting research results on virtual reality (VR) in the context of learning. On the one hand, the results of several studies show that the use of VR makes learning motivating, interesting and increases learning effectiveness (Makransky, Bonde, et al., 2016; Makransky, Thisgaard, & Gadegaard, 2016; Thisgaard & Makransky, 2017), increases ethical efficacy by improving self-efficacy (Ding et al., 2020), and ultimately influences ethical behaviour (Huang & Lin, 2019; Fischbach, 2015).

The advantages of VR include, firstly, the acquisition of multiple experiences in action, including from another person's perspective, where moral judgements may depend not on the outcome but rather on the action involved in achieving the outcome (Slater et al., 2020). Second, in VR-based learning environments, the learning experience is achieved by providing a virtual environment that is similar to real-life situations (Huang, Rauch, & Liaw, 2010; Yusoff et al., 2011), thus VR allows participants to become an active part/subject of the learning process (Yusoff et al., 2011). Third, in addition to providing an experience, VR can provide operational feedback: using VR, it is possible to model situations with the aim of learning how people might behave in specific circumstances, rather than how they think/predict they might behave in practice, as they would in response to a questionnaire (Skulmovskis et al., 2014). VR may have a positive impact on academic achievement, as research shows that students with VR-based and traditional learning experiences have higher achievement compared to students with only traditional learning experiences (Goetz, 2014).

In addition, learners' emotional reactions to learning can also have a significant impact on academic achievement (Pekrun, 2016), and, when using VR to solve a moral dilemma, study participants showed higher anxiety and stress (Terbeck, 2001) and had an increased heart rate compared to those in the paper-based experiment, possibly indicating greater emotional engagement (Francis et al., 2016).

The importance of moral education at school is widely recognized (OECD, 2021; UNESCO, 2021). One of the objectives of the Latvian Council of Science project "Effectiveness research of an online curriculum for virtue education in Latvian educational institutions (from grades 1 to 12) - eTAP+" is the development, validation, and improvement of a methodology for using a VR solution for discussing moral dilemmas. In cooperation with a VR company (Vividly) and an upper secondary education school, a moral dilemma for secondary school students on career choice was developed.

This study presents the preliminary results of the piloting of a VR solution for discussing moral dilemmas in upper secondary education level, addressing two research questions:

-What are the benefits and challenges of using VR in the context of moral dilemmas?

-What pedagogical conditions contribute to a successful moral learning experience using VR in the context of moral dilemmas?

The research is based on the theory of the “relational-self-of-virtue” (Fernández González, 2019a, 2019b), which considers four components in the development of a moral self: 1) understanding of character growth; 2) commitment to virtue growth; 3) practical involvement in virtuous behaviour; and 4) personal and social recognition/identity. Those four components were operationalized in the structure of the research addressing the benefits, challenges, and pedagogical conditions of a successful moral learning experience using VR in the context of moral dilemmas.


Methodology, Methods, Research Instruments or Sources Used
To answer the research questions, a qualitative research design was chosen for this pilot study. Data collection and analysis is planned in Spring 2023:
First, two groups of 6 pupils each (grade 11) will receive jointly a simple introduction to moral dilemma methodology. Then the groups will split: one group will experience the moral dilemma in VR (6 pupils with a VR set each), and simultaneously the second group will solve the same moral dilemma on paper in another room. After that, each group will have a separate focus group discussion of 45 minutes about their experience solving the moral dilemma.
This discussion will be used for collecting the data, integrating the questions relevant for the research into the structure of the discussion. The discussion will therefore be structured for both groups identically, in 6 sections, with specific prompts:
Introduction (general issues);
Discussion on the decision-making process;
Discussion on the specific choice;
Discussion of the rationale for the choice;
Discussion of other possible choices;
Reflection on the lesson as a whole.

The discussion will be audio taped and analysed with qualitative analysis software AQUAD 7. Based on the four identified criteria for the development of a moral self, a framework of content codes was already developed, which can be completed with emerging codes during the analysis:  
When analysing the moral understanding aspect, the focus will be on how young people demonstrate and verbalise their understanding of moral aspects of the dilemma resolution, including indicators such as formulation of new insights, argumentation during the discussion, and rationale for their decision.
The analysis of the commitment to engage in one's own moral growth will focus on how pupils consider the consequences of the decision they made; and on the importance they give to ethical decision-making and to the desire to become a better person.
The criteria “practical involvement in virtuous behaviour” will be analysed in the context of the decision making about career choice; ability of seeking support for facing difficulties; and everyday decision-making experiences.
When analysing “moral identity”, the focus will be on how pupils reflect on their own emotions (internal recognition) and how they perceive external recognition regarding the concrete dilemma and in general.
The discussion will address also other questions such as students' feelings right after using the VR solution, the methods they use for facing decision-making challenges every day; factors influencing and facilitating decision-making; and lessons learned.

Conclusions, Expected Outcomes or Findings
The data of both groups (VR and paper) will be compared for understanding the specific benefits and challenges of using VR for discussing moral dilemmas. Based on the pilot results, we expect to be able to present at the conference:
1) A list of benefits of using VR in the context of moral dilemmas
2) A reflection on the challenges of using VR in the context of moral dilemmas and how to address them
3) A set of practical pedagogical recommendations for enhancing a successful moral learning experience using VR in the context of moral dilemmas?
We will be able to recognize better also the limitations of VR as an assessment method for moral education.
The project was funded by the Latvian Council of Science project “Effectiveness research of an online curriculum for virtue education in Latvian educational institutions (from grades 1 to 12)”, project no. lzp-2021/1-0385

References
Ding, D., Brinkman, W. P., & Neerincx, M. A. (2020). Simulated thoughts in virtual reality for negotiation training enhance self-efficacy and knowledge. International Journal of Human-Computer Studies, 139, 102400.
Fernández González, M.F. (2019a). Relational-self-of-virtue: Classical, modern and Christian perspectives in moral education. In L. Daniela (Ed.), Human, technologies and quality of education, 2019 (pp. 22–32). The University of Latvia Press. DOI: https://doi.org/10.22364/htqe.2019.02
Fernández González, M.F. (2019b). At the heart of virtue growth: 'Self-of-virtue' and 'Virtue identity'. Estudios sobre Educación, 36, 9–29. DOI: http://dx.doi.org/10.15581/004.36.9-29
Goetz, T., Frenzel, A. C., Hall, N. C., Nett, U. E., Pekrun, R., & Lipnevich, A. A. (2014). Types of boredom: An experience sampling approach. Motivation and Emotion, 38, 401-419.
Niforatos, E., Palma, A., Gluszny, R., Vourvopoulos, A., & Liarokapis, F. (2020, April). Would you do it?: Enacting moral dilemmas in virtual reality for understanding ethical decision-making. In Proceedings of the 2020 CHI conference on human factors in computing systems (pp. 1-12).
OECD. (2021). Embedding Values and Attitudes in Curriculum: Shaping a Better Future. OECD Publishing. https://doi.org/10.1787/aee2adcd-en.
Pekrun, R. (2016). Academic emotions. In Handbook of motivation at school (pp. 120-144). Routledge.
Rezer Т. М. (2021). Social Values of Students in Conditions of Digitalization of Education and COVID-19. Integration of Education, 25(2), 226-243. https://doi.org/10.15507/1991-9468.103.025.202102.226-243
Sholihin, M., Sari, R. C., Yuniarti, N., & Ilyana, S. (2020). A new way of teaching business ethics: The evaluation of virtual reality-based learning media. The International Journal of Management Education, 18(3), 100428.
Slater, M., Gonzalez-Liencres, C., Haggard, P., Vinkers, C., Gregory-Clarke, R., Jelley, S., ... & Silver, J. (2020). The ethics of realism in virtual and augmented reality. Frontiers in Virtual Reality, 1, 1.
UNESCO. (2021). Reimagining Our Futures Together: A New Social Contract for Education. Report From the International Commission on the Futures of Education. https://unesdoc.unesco.org/ark:/48223/pf0000379707
 
Date: Thursday, 24/Aug/2023
9:00am - 10:30am16 SES 09 B: Media Use And Online Identity
Location: Gilmorehill Halls (G12), 217B [Lower Ground]
Session Chair: Peter Feher
Paper Session
 
16. ICT in Education and Training
Paper

Discourses of online identity: A qualitative study with Spanish and Moroccan adolescents in Spain

Pilar Bayona, Verónica C. Cala, Encarnación Soriano-Ayala, Rachida Dalouh

Universidad de Almeria, Spain

Presenting Author: Bayona, Pilar; C. Cala, Verónica

Identity in the digital age is being transformed through the configuration of new identities in the virtual world. Online identity is defined by Veale (2017) as the representation of a person online, composed of a variety of attributes, characteristics, information and content that can be used to identify a person online. What is characteristic of this identity, as opposed to offline identity, is that it is constructed according to the logics of interaction that govern virtual sociability (Murillejo et al., 2015; Torres, 2016).

Although there is a broad academic consensus that supports the existence of a relationship between online and offline identity, the type and degree of relationship between the two is controversial. For some authors there is a total hybridisation between the two (Martinez, et al., 2021; Espluga, 2021) while others emphasise the differences and the distance between both. There is also a gap in the cultural differences that exist in the constitution of online identities between different groups of diverse socio-cultural backgrounds. Thus, the aim of the research is to find out how young Moroccan immigrants and Spanish immigrants describe their online identities, to identify the main differences between online and offline identities and to understand the socio-cultural factors that are identified in the construction of their online identities.

Among the results obtained, the following stand out:

  1. Young people report that they spend most of their time online on social networks tik tok, instagram and whatsapp. Their motivations for using them include communicating with other people they know and do not know, keeping up to date with what friends and celebrities are doing and "gossiping". They recognise that they are constantly monitoring and controlling other people's lives.
  2. Among the positive aspects of their virtual socialisation, they express the ease of communication between distant people. However, they underline numerous negative effects: (1) exhibitionism of intimate life and female hypersexualisation in order to increase their virtual popularity, (2) frustration, decrease of self-esteem due to the underestimation of the perfect life and (3) the feeling of diminishing or wasting time.
  3. They find difficult to define their online identities because they are not very stable. They recognise they want to show the good side of things, the positive, the perfect, the idyllic. In this sense, they applaud having a greater ability to decide what to show and what to hide about themselves than in the offline world. This idealisation of the virtual self is justified by the need to generate good opinion in others, favouring their social acceptance and admiration- "showing their best version"-. The aspects they value most in the construction of virtual identity are physical beauty, creativity and popularity or sociability.
  4. When comparing online and offline identities, they most claim to appear natural, while they identify falsehood, deception and imposture in the profiles and avatars of their peers.
  5. Finally, it is recognised that socio-cultural factors affecting online identity vary according to young people's backgrounds. Although peers are fundamental in the construction of both young's identities (Davis,2014), different cultural patterns are recognised. Spaniards are more active in networks and give more importance to the number of followers. They also do not limit themselves as much when it comes to publishing certain content. On the other hand, Moroccans do not perceive that social networks waste their time; they give priority to enjoying time with family, friends and offline hobbies before being online. They also report giving less importance to appearance. They also reveal less personal and intimate information. In terms of the elaboration, they give more importance to religion and national identity (while spaniards give it to leisure).

Methodology, Methods, Research Instruments or Sources Used
1.Design: is a qualitative research using the semi-structured interview method.
2. Participants: The population selected for this research are boys and girls between the ages of 13 and 19, of Moroccan and Spanish origin, in southeastern Spain. Specifically, the persons investigated are: 6 Spaniards (two boys and four girls) and 6 adolescents of Moroccan origin (4 boys and two girls) currently residing in Spain. The Moroccans have mainly arrived in Spain through family reunification at a very early age, and therefore understand Spanish even better than their parents.
3.Procedure: These participants were chosen by purposive sampling according to the selection criteria: defined by age range and socio-demographic characteristics. For this purpose, an announcement was published on social networks in which the research being carried out and its subject matter were briefly explained. Once the informants had been selected, the individual interviews were carried out in person. All interviews were conducted with the prior consent of the families. The sessions were delivered over two months in 60-minute sessions. All interviews were transcribed and subsequently anonymised.
4. Data analysis: Content analysis of the open-ended interviews was carried out using Atlas.ti.9 software.
5. Ethical aspects: The project was submitted to the Bioethics Commission of the University of Almeria, with reference UALBIO2020/003. All ethical criteria contemplated in human social science studies were met.

Conclusions, Expected Outcomes or Findings
As a result of the analysis of the interviews conducted, it is confirmed that social networks are a means of communication and identification for adolescents, regardless of their nationality. As a consequence, an online identity is created, which in turn influences the offline identity, observing that the two go hand in hand (Bolander, 2016).
Virtual identity is described under different logics from offline identity, basically linked to the possibility of showing and hiding information, playing with anonymity or fictionalising and perfecting avatars. This aspect means that it is recognised as a place that can provide enormous quotas of pleasure, recognition and popularity, when virtual capital is maximised, while at the same time generating enormous frustrations, mental health problems and feelings of falseness in links.
The construction of virtual identities is not exactly the same across different background groups, implying that there is offline-online permeability and internal virtual subcultures related to ethno-racial, socio-cultural and religious profiles. This study reflects differences identified between Spanish and Moroccan immigrants.  

References
Bolander, B. (2017). Language and Identity on Facebook. En Thorne, S. y May, S. (ed.), Language, Education and Technology. Encyclopedia of Language and Education [pp. 143-154] Springer. https://doi.org/10.1007/978-3-319-02237-6_11
Brittany, D y Adam, J. (2021). Shape Shifting Across Social Media. Social Medial + Society, 7(1). https://doi.org/10.1177/2056305121990632
Davis, K. (2014).Youth Identities in a Digital Age: The Anchoring Role of Friends in Young People’s Approaches to Online Identity Expression, 11-25.
Espluga, E. (2021). No seas tú mismo: Apuntes sobre una generación fatigada. Ediciones Paidós.
Martínez, M.C., Martínez, L.C y Ospina, J.T. (2021). Construcción de la identidad offline y online en la interacción entre los jóvenes y los videojuegos. Trabajo Fin de Grado. Universidad Santo Tomás de Bogotá. https://doi.org/10.1057/9781137287021_2
Murillejo, N.C., Cárdenas, G y Rodríguez, H. (2015). Online tourism, virtual identity and sexual exploitation. Revista Latina de comunicación social, 70, 381-402. https://doi.org/10.4185/RLCS-2015-1051.
Torres, C. (2016). La representación virtual del yo en los jóvenes. Realidad: Revista de Ciencias Sociales y Humanidades, (147), 153-168.
Veale, M. (2017). Digital Identity: An Overview. Oxford Internet Institute, Oxford University.


16. ICT in Education and Training
Paper

WHITDRAWN Use of Mobile Phones in Classrooms and Digitalisation of Educational Centres in Barcelona

Pablo Rivera-Vargas, Judith Jacovkis, Diego Calderón, Cristina Alonso

Universidad de Barcelona, Spain

Presenting Author: Rivera-Vargas, Pablo

The evolution of mobile phones in the world has been explosive since the first call was made from the first mobile phone in 1973 [Holguin, 2020]. Today, recent studies on mobile technology show that its use has been actively intensifying [Ally et al., 2014; INE, 2021] and that this phenomenon will continue to grow. The main uses of these mobile devices are far from just making phone calls. Today, this evolution has meant that mobile phones can perform a huge number of simultaneous functions, boosted by the momentum and reach of the Internet, as well as the development of countless applications and the use of social networks.

While this is not a new phenomenon, the truth is that with the Covid-19 pandemic the use of mobile devices has only grown, especially among the younger population. According to the recent report by Common Sense [ 2021], the use of mobile phones by children aged 12 to 18 has increased by 17% since the pandemic began, and much more among adolescents (13 to 18 years). In the case of Spain, the most recent data states that Internet use is practically universal (99.7%) among people aged 16 to 24 and that 68.7% [INE, 2021] of children aged 10 to 15 have a mobile phone.

Unlike other digital technologies, such as personal computers or laptops, which have been introduced and promoted as useful tools for learning and for the personal and professional development of students in the near future, mobile phones today pose a challenge when it comes to integrating them into the classroom [Calderón-Garrido et al., 2022]. While their ubiquity, their socialising function and their role in the development of digital skills are recognised, there is a clear fear that smartphones, due to their individualised and difficult to control usage, generate social inequalities and distractions that undermine the efforts of teachers [Selwyn et al., 2017).

In Spain, the lack of consensus on the issue at hand is also observed in the different political stances of the autonomous communities. Mellado-Moreno et al [2022] refers to the existence of three different discourses. While the communities of Madrid, Castilla-La Mancha and Galicia have opted for prohibition, other autonomous communities have softened their positions, such as the Valencian Community and Aragon. Catalonia, on the other hand, through the mòbils.edu plan is committed to promoting the use of mobile devices as a strategic educational tool for curriculum development, competence work, inclusive education, tutorial action and the management of coexistence and human relations to promote educational success [Mellado-Moreno et al., 2022].

In this context, the project "US'MOV: Young people and mobiles in the classroom. Discourses and dynamics of prohibition, promotion and indeterminacy" came about, and whose main objective was to identify and analyse the discourses, practices and positions of educational administrations, teachers, young people, families and companies in the sector on the use of mobile phones in compulsory secondary schools in Spain. Ten case studies were conducted in compulsory secondary schools in four autonomous communities in Spain (Catalonia, Valencia, Madrid and Castilla-La Mancha)

In the case of Catalonia, the fieldwork was carried out in three schools in the province of Barcelona and one in the province of Girona. This article presents the results of the three cases developed in secondary schools in the province of Barcelona (two public and one state-subsidised) that, in the first instance, were positioned as centres in favour of the use of mobile phones in the classroom and that had an explicit commitment to include mobile technology to promote learning processes and access to knowledge.


Methodology, Methods, Research Instruments or Sources Used
The main research questions addressed in this article are: (1) Is there any promotion of the pedagogical or educational use of mobile phones in the classrooms of the schools analysed in the province of Barcelona? (2) Is there congruence between the schools' policies and regulations on the use of mobile phones (Discourses) and the practices carried out by teachers (Practices)?
This communication is the result of a qualitative research based on the development of three case studies (descriptive-interpretative) carried out in secondary schools in Barcelona, in which, according to [Yin, 2018], a contemporary phenomenon (the “case”) is investigated in depth and within its real-world context, especially when the boundaries between the phenomenon and the context may not be clearly evident.
The process of designing the research instruments was based on collaborative work among the project participants. The starting point was the general research objectives and the specific
objectives of each phase of its development. From there, the initial dimensions of analysis were defined and agreed upon by all members of the team, integrating the various contexts of implementation of policies and regulations (meso/institutional and micro/classroom). Subsequently, indicators were designed for each dimension to account for all the aspects to be investigated in the case studies, and these were specified in a matrix of dimensions and base indicators to elaborate the relevant items for each research instrument.
The design of the instruments contemplated the integration of various sources of information, which allowed us to include the voices of the main educational agents in the case studies (Table 2) in order to subsequently carry out a triangulation of both sources of information and instruments and techniques for collecting information. In this sense, the items of each instrument were designed and adapted for each of the agents or sources of information: management team, teachers and students.
The data analysis was conducted by means of a content analysis understood as the set of techniques of analysis of the communications tending to obtain indicators (quantitative or not) by systematic and objective procedures of description of the content of the messages, allowing the inference of knowledge relative to the conditions of production/reception (social context) of these messages [Andreu, 2002].

Conclusions, Expected Outcomes or Findings
The conclusions have been organised in order to answer the two main questions posed in the introduction and which have guided the development of this article.
1)About the first question: We can affirm that even though the schools were initially selected based on their explicit stance in favour of the use of technology and mobile phones, which can be found in their regulations, we can conclude that there is no clear attitude to promote the use of these devices, largely due to the uncertainties generated by their management with the pupils, and because it is considered to be a distracting element in the classroom. In fact, their use is limited to certain sporadic pedagogical actions, which are not systematic and are not reflected in the curriculum or the teachers’ continuous educational planning.
It is also observed that the mobile phone has been losing prominence in the classroom. Schools tend to prohibit the use of mobile phones and prefer computers to work with digital platforms and media.
2) About the second question. In the development of this research, we have been able to appreciate that there is a gap between (1) what is established in the autonomous regulations of Catalonia and in the guidelines of the schools themselves, and (2) what happens concretely in teaching practice. From our initial hypothesis, which stated that there was a promotion of the use of mobile phones in schools supported by regional policies and their regulation, we see that, in reality, what generally exists is a ban on the use of mobile phones. On the other hand, their use is only promoted when a pedagogical objective is defined by the teaching staff, which is something unusual in the development of teaching practices.

References
Holguin, A. Breve historia: Del “Aló” al celular. Cuad. Unimetanos. 2020, 41, 69–76. Available online: https://link.gale.com/apps/doc/A686823816/IFME?u=anon~5127ebe1&sid=googleScholar&xid=af597979 (accessed on 23 November 2022).
Ally, M.; Grimus, M.; Ebner, M. Preparing teachers for a mobile world, to improve access to education. Prospects 2014, 44, 43–59.
INE. Encuesta Sobre Equipamiento y Uso de Tecnologías de Información y Comunicación en los Hogares Año 2021. Instituto Nacional de Estadística. 2021. Available online: https://www.ine.es/prensa/tich_2021.pdf (accessed on 23 November 2022).
Common Sense. The Common Sense Census: Media Use by Tweens and Teens. 2021. Available online: https://www.chconline.org/resourcelibrary/the-common-sense-census-media-use-by-tweens-and-teens-downloadable/#:~:text=Between%202019%20and%202021%2C%20the,to%208%3A39%20among%20teens (accessed on 23 November 2022).
Calderón-Garrido, D.; Ramos-Pardo, F.; Suárez-Guerrero, C. The use of mobile phones in classrooms: A systematic review. Int. J. Emerg. Technol. Learn. 2022, 17, 194–210.
Selwyn, N.; Nemorin, S.; Bulfin, S.; Johnson, N.F. Left to their own devices: The everyday realities of one-to-one classrooms. Oxf. Rev. Educ. 2017, 43, 289–310
Mellado-Moreno, P.C.; Patiño-Masó, J.; Ramos-Pardo, F.J.; Estebanell Minguell, M. El debate en redes sociales sobre el uso educativo del móvil. Discursos de promoción y prohibición. Reidocrea 2022, 11, 649–658.
Yin, R. Case Study: Research and Applications; SAGE Publications: Thousand Oaks, CA, USA, 2018.
Andréu, J. Las Técnicas de Análisis de Contenido, Una Revisión Actualizada; Fundación Centro de Estudios Andaluces: Sevilla, Spain, 2002.


16. ICT in Education and Training
Paper

How the Net Generation Changed in the Last Decade: Two Research in Hungary

Peter Feher, Dora Orsolya Aknai

ICT MasterMinds Research Group, Hungary

Presenting Author: Feher, Peter; Aknai, Dora Orsolya

The aim of this research was to re-investigate, explore and analyze the new characteristics of Hungarian Netgeneration. (In this case, we use this term to labeling students born after 2006.) This paper offers empirical data on several features and characteristics of Hungarian students (13-17 years old).
Overview
There are many debates among educational researchers about the phenomenon 'Digital natives' since Prensky's first article (Prensky, 2001). Many critical studies have been published in the literature, with more founded arguments (Helsper, E. J. & Eynon, R. (2010); Zur, O., & Walker, A. (2011); ).
We are agree with Kischner's statement: "As has been shown, there is quite a large body of evidence showing that the digital native does not exist nor that people, regardless of their age, can multitask. This corpus of research also shows that though learners in this generation have only experienced a digital connected world, they are not capable of dealing with modern technologies in the way which is often ascribed to them (i.e., that they can navigate that world for effective and efficient learning and knowledge construction)." Kirschner, P. A. & De Bruyckere, P. (2017). Several studies have analyzed the learning habits of Digital Natives or so-called Net generation students in recent years (Gallardo-Echenique1, E. E., Marqués-Molías, L., Bullen, M. and Strijbos, J-W. (2015); Cilliers, (2017); Shtepura, A. (2018); Zenios, M. & Ioannou, E. (2018); Dastane & Haba, (2023); Fleury, S. & Richir, S. (2023)), however, few large-scale studies analyze the change during and after the Covid-19 situation.
In our recent research project, we investigate the change in so-called 'Netgeneration' students in comparison to the Netgeneration-2010 study (has been conducted in Hungary, 2010).
The main research questions were the following:
How did ICT and Internet usage habits and skills change for these students (compared to preliminary research Netgeneration 2010)?
How do they relate to new social media applications (Facebook, Tiktok, Instagram etc.)?
How did they feel ourself during online learning (Covid-era)? What is their opinion regarding this type of learning?
Are they reading more digitally than traditional paper-based sources (books etc.?
What type of evidence can be found about the digital creativity of this generation (webpages, blogs, youtube channels etc.)?


Methodology, Methods, Research Instruments or Sources Used
Samples and methods of the study:
This study is based on data from two large-scale research projects at the end of 2022. The sample of the first one (called Netgeneration 2022A) composed of 1200 respondents (N=1200, 46% is female) was representative (by gender, age and school-type) of Hungarian students between 13-16 in 2022. An email invitation, with the link to the students' questionnaire, was sent to the school principals, whose emails were chosen from the Hungarian schools’ database. The online questionnaire was available from September 2022 to the beginning of November 2022. The second sample (called Netgeneration 2022B) consists of 3447 students (N=3447, 45% is female) between 13-17, with convenience sampling. This online questionnaire was available from the mid-November of 2022 to the end of 2022. (The respondents filled out questionnaires voluntarily and anonymously.) We assumed (one of our hypotheses), that this sample will not differ significantly from the first representative one.
We have used the online questionnaire (Google Form), mostly the same as 2010 research with updated questions about mobile learning and online learning during Covid19-era. The revised questionnaire was divided into seven sections (45 questions): 1. Demographics: age, gender, school place and type, family background etc. 2. ICT tools used (and owned) by participants. 3. Internet and computer usage habits of students (a five-point likert-scale format questions) 4. Learning habits, favorite subjects in school etc. 5. Using smart devices in learning/mobile learning. 6. Reading habits of participants. (with some open-ended questions) 7. Questions about the leisure time of students. (with some open-ended questions again).
The collected data is processed with the following software: R Statistics and R Programming Environment. Among several statistical methods applied, clustering is planned to classify the students based on their habits regarding the use of ICT, mobile devices, internet sources etc.
At the beginning of 2023, we plan to expand the collected data through personal interviews. The results will be presented in the conference presentation.

Conclusions, Expected Outcomes or Findings
The results of this study show that Netgeneration students have changed since 2010 in many ways. The most significant change is the decreased usage computer/notebooks, because students prefer smart mobile overall. It has advantages and disadvantages also, the pro is just always online feeling and fast access to the sources; the cons, for example, an inadequate solution for solving problems in many situations.
Here we mention just some results:
99% of respondents have internet access at home, mostly broadband or mobile.
Students' internet usage: 46% more than 5 hours per day, 36% more than 2 hours per day.
More than 60% use the internet by smartphone, in most cases.
About 65% prefer online learning in opposition to traditional face-to-face learning.
The most popular websites/applications for this generation are the following: Instagram, Tiktok, Facebook, Youtube, Netflix, Messenger, Wikipedia.
56% of students answered liked reading. (Girls' result is significantly better: 73%, p<0.05) One of the consequences is that they use primarily online sources in many situations, most uncritically.
We have found some significant differences between boys and girls in several questions.
To finish, our results show that serious re-evaluation of teaching and learning methods are necessary in schools to increase students' performance and well-being. This study provides teachers and researchers a better understanding of this generation and presents empirical evidence that students' requirements for learning have significantly changed.


References
Cilliers, E. J. (2017). The challenge of teaching Generation Z, International Journal of Social Sciences, 3(1), pp. 188-198.
Dastane, O., & Haba, H. F. (2023). The Landscape of Digital Natives Research: A Bibliometric and Science Mapping Analysis, FIIB Business Review
David, H. (2022). Digital immigrants, digital natives and digital learners: Where are we now? Journal for the Education of Gifted Young Scientists, 10(2), pp. 159-172.
Fehér, P. & Hornyák, J. (2011). 8 hours of work, 8 hours of relaxation, 8 hours of fun, or the Experiences of the Netgeneration 2010 Research (in Hungarian), Ollé, J. (ed.): III. Education and Information Technology Conference Proceedings. Budapest. pp. 101-109.
Fleury, S. & Richir, S. (2023). The End of The Digital Generation Gap. J Ergonomics Stud Res 2: 101
Gallardo-Echenique1, E. E., Marqués-Molías, L., Bullen, M. and Strijbos, J-W. (2015). Let’s Talk about Digital Learners in the Digital Era, International Review of Research in Open and Distributed Learning 16(3), pp. 156-187.
Helsper, E. J. & Eynon, R. (2010). Digital Natives: Where Is the Evidence? British Educational Research Journal 36(3), pp. 1-18.
Kirschner, P. A. &  De Bruyckere, P. (2017). The myths of the digital native and the multitasker, Teaching and Teacher Education 67, pp. 135-142.
Prensky, M. (2001). Digital Natives, Digital Immigrants, From On the Horizon, MCB University Press, 9(5) pp. 1-6.
Shtepura, A. (2018). The Impact of Digital Technology on Digital Natives’ Learning: American Outlook Comparative Professional Pedagogy 8(2), pp. 128-133.
Zenios, M. & Ioannou, E. (2018). Digital Natives and Digital Immigrants Revisited: A Case of CALL In book: Learning and Collaboration Technologies. Learning and Teaching, pp. 99–110.
Zur, O., & Walker, A. (2011). On Digital Immigrants and Digital Natives: How the Digital Divide Affects Families, Educational Institutions, and the Workplace, Zur Institute - Online Publication. http://www.zurinstitute.com/digital_divide.html
 
3:30pm - 5:00pm16 SES 12 B: Social Interactions in Digital Environments
Location: Gilmorehill Halls (G12), 217B [Lower Ground]
Session Chair: Louise Mifsud
Paper Session
 
16. ICT in Education and Training
Paper

Digital Distraction Dilemmas: Appeasing the Student-as-Customer

Oliver McGarr

University of Limerick, Ireland

Presenting Author: McGarr, Oliver

This paper explores the issue of digital distraction in higher education and what influences academics’ responses to the challenge. Research by Flanigan and Titsworth (2020) found that digital distraction during lectures negatively impacted on both the quality and quantity of students’ notes. Digital distraction not only impacts negatively on the student that is engaging in the online behavior, but it can also impact on others sitting in the vicinity of the student (Flanigan & Babchuk, 2022). Therefore, despite decades of attention on digital technologies as devices that can enhance teaching and learning, there is growing evidence of their potential to do the exact opposite, i.e., distract the student from engaging in learning.

Because of the distractive nature of digital technologies in learning, there is a growing body of research exploring this phenomenon. Chen et al (2020) identified three streams of research in this area. The first stream focuses on the extent to which individuals use digital technologies for non-study purposes and the types of digital distraction behaviors. The second stream explores the relationship between digital distraction and student performance and the third stream tries to identify the determinants of digital distraction. There is also work exploring how best to assist students in developing strategies to address digital distraction (Aasgaard 2021). However, helping students to avoid digital extraction is a challenging task. Flanigan and Titsworth (2020) comment that digital technologies are unlike previous media technologies in that they are not task limited tools. Instead, they are used extensively for work, leisure and socialization. Therefore, the opportunities to avoid these technologies are limited. In looking at the approaches adopted to address this issue in higher education, Ehrlick (2014) identified that there were various ways in which academics tried to combat this issue. This paper aims to explore these different approaches and, through the lens of student-as-consumer and student-as-customer, aims to show how the increasing commodification of education limits educators’ responses to digital distraction as they are increasingly concerned about student appeasement.


Methodology, Methods, Research Instruments or Sources Used
Responses to digital distraction are influenced by many different factors including an academic’s attitude towards digital technology, their pedagogical practices and the nature of the learning environment. Importantly however, it is also influenced by the power dynamics underpinning their relationship with their students. This is the unique contribution of this paper.  It is argued that the academic-student relationship in higher education has changed significantly.  Tomlinson (2017) notes that amongst the reasons for this perceived change in relationship is the belief that students now see education through a more rights-based perspective and that they expect ‘value for money’ in terms of their educational experience.  This shifting pedagogical relationship is partly due to an increasing commodification of education and a, ‘a dominant ethic of rights and entitlement’ that has entered higher education (Tomlinson, 2017, p. 455).  This realignment in higher education is also reflected in the valuing the immediate economic gain of education rather than valuing its contribution to long-term intellectual development (Budd, 2017).  Amidst the wider marketisation of higher education, metaphorical representations of the student as ‘consumer’ and ‘customer’ are now commonly used (Molesworth, Scullion & Nixon, 2011). Power is therefore a central part of the customer relationship (Maringe, 2011) and given the power of the customer, this has the potential to distort practices to achieve certain goals, particularly in an educational context where power has been gradually transferred from the academic institution to the students (Van Andel et al, 2012)
Through a review of the existing research literature, this paper examines the changes in the academic-student relationships and the wider digitisation agenda in higher education and explores how this influences higher education’s response to the issue of digital distraction. It therefore aims to identify from the literature the main responses to digital distraction in higher education and aims to explain the different responses identified in the literature through the lens of changing academic-student relationships in higher education.  

Conclusions, Expected Outcomes or Findings
The paper argues that the three main approaches identified, banning, ignoring and embracing the technology, can be seen in the context of wider market forces that are causing a shift in conceptualisations of educative relationships in higher education.  The fundamental altering of the pedagogical relationship in higher education brought about by these wider changes distorts responses to pedagogical challenges such as digital distraction.  It results in decisions that are not always made in the best educational interests of the student.  The wider positivity surrounding the use of digital technologies in education adds a further level of complexity to the issue of digital distraction.  A powerful persuasive discourse in relation to digital technology’s educational potential, largely driven by a powerful global EdTech industry, permeates education at all levels.  Questioning of this techno-positivity challenges a digitisation agenda that higher education has invested significantly in and has been accelerated during the covid pandemic.  This has resulted in a perception that the benefits of digital technologies far outweigh their distractive potential.  The issue of digital distraction is therefore often downplayed or ignored in order to avoid undermining institutions’ wider digital technology plans.  For the professional educator, their professional autonomy to deal with the issue is therefore stifled by both changing lecturer-student relationships and the digitization agenda in higher education. Seen through this lens, it highlights how professional pedagogical issues such as the issue of digital distraction are strongly influenced by wider contextual factors that have the potential to erode the academic’s autonomy to exercise their own professional judgement.  
References
Aagaard, J. (2022). Taming unruly beings: students, discipline and educational technology. Technology, Pedagogy and Education, 31(2), 159-170.
Budd, R. (2017). Undergraduate orientations towards higher education in Germany and England: problematizing the notion of ‘student as customer’. Higher Education, 73(1), 23-37.
Chen, L., Nath, R., & Tang, Z. (2020). Understanding the determinants of digital distraction: An automatic thinking behavior perspective. Computers in Human Behavior, 104, 106195.
Ehrlick, S. P. (2014). Managing digital distraction: A pedagogical approach for dealing with wireless devices in the classroom. Journal of Teaching and Education, 3(3), 207-216.
Flanigan, A. E., & Babchuk, W. A. (2022). Digital distraction in the classroom: exploring instructor perceptions and reactions. Teaching in Higher Education, 27(3), 352-370.
Flanigan, A. E., & Titsworth, S. (2020). The impact of digital distraction on lecture note taking and student learning. Instructional Science, 48(5), 495-524.
Maringe, F. (2010) The student as consumer: affordances and constraints in a transforming higher education environment In: Molesworth, M., Scullion, R. & Nixon, E. (Eds) The marketisation of higher education and the student as consumer (pp. 142-155). Routledge, London.
Molesworth, M., Scullion, R., & Nixon, E. (Eds.). (2011). The marketisation of higher education and the student as consumer. London: Routledge.
Tomlinson, M. (2017). Student perceptions of themselves as ‘consumers’ of higher education. British Journal of Sociology of Education, 38(4), 450-467.
Van Andel, J., Pimentel Bótas, P. C., & Huisman, J. (2012). Consumption values and empowerment of the student as customer: taking a rational look inside higher education's' Pandora's Box'. Higher Education Review, 45(1), 62-85.


16. ICT in Education and Training
Paper

Social Media Lab. A University Project in Digital Citizenship

José Miguel Gutiérrez Pequeño, Eduardo Fernández Rodríguez, Yasna Patricia Pradena García, Yaimara Batista Fernández, María del Carmen Herguedas Esteban, Laura De la Iglesia Atienza

University of Valladolid, Spain

Presenting Author: Fernández Rodríguez, Eduardo; Batista Fernández, Yaimara

Social media labs, as spaces for experimentation, have recently become one of the main mechanisms for innovation. The role of universities, with degrees focused on subjects linked to social innovation, can be a fundamental factor in social development. It is essential to transform traditional centres into spaces for dialogue, into creative ecosystems, simultaneously dedicated to reflection and debate, research and production, training, and socialisation. Within this framework, we carried out ethnographic research on the implementation of a social media laboratory developed with social education students during the last two academic years at the Faculty of Education in Palencia. The results provide evidence of the development by university students in some skills related to creativity, reflection and debate, as well as various digital skills. In line with the existing literature, we show how the social media laboratory enables the acquisition of knowledge situated in the social reality of the environment that is of great use to future social educators, as well as some of its limitations in these processes of experimentation and social innovation.

We propose to think of the media lab as a bet, a prototype or lab model that addresses the transformation of knowledge production processes, the reformulation of university institutions and the role of the humanities in influencing social processes from the defence of the commons as a local and situated expression of a capacity for resilience. Following this line, a prototype is a tentative, provisional, incomplete, experimental, open product. Prototyping is not so much about finding solutions as it is about making sure that the problems are well understood or, in other words, that we have been critical enough to explore the consequences of our designs and to make sure that we have taken into account almost all possible points of view.

In this study, we investigated the implementation of a project called "Social Media Laboratory for Young People" as an example of content creation that combines multimedia (images, video, text, audio) with the development of participatory cultures and the acquisition of digital competences. This project was conducted with the aim that the students of the Degree in Social Education go from being mere consumers to co-producers of the narrative, generating new opportunities for social, cultural and professional development. To this end, we propose the following objectives:

1. To examine social media laboratories based on the production, research and dissemination of socio-educational projects that explore new forms of creative experimentation and collaborative learning that arise within university environments in the hyper-connected society.

2. To stimulate social innovation and citizenship projects developed at the university, offering open platforms for collaboration between students and social agents to promote knowledge as a common good.

3. Promote the development of digital competences among university students in an environment of learning ecologies as part of their training in the contexts of expanded education.


Methodology, Methods, Research Instruments or Sources Used
The study carried out can be considered an ethnographic research, as the focus of attention is centred on the exploration of the technomedia productions (in their different formats) through which future social educators shape ways of acting and configure meanings in the hyperconnected environment.
The research process was carried out during the first semester of the 2021/22 academic year within the framework of two subjects belonging to the Degree in Social Education at the University of Valladolid: Citizen Participation (basic training) and Social Media (optional), in the third and fourth year respectively, located in the Faculty of Education in Palencia.
Based on research designs and frameworks linked to the relationships between technology, participation and media, the following research questions regarding laboratories and digital competences have been developed for this study:
- What productions have been implemented to develop the skills needed in a hyper-connected society?
- How do classroom practices facilitate the connection between university and society?
- What methodological strategies have been used to develop the different competences selected?
At the same time, and given that our research aimed to analyse the social experience mediated by digital technologies and social media, our enquiry was not only focused on the media ecosystem, but also on the opportunity to use the network as a research tool, so we used digital ethnography as a mechanism that allowed us to examine the relationships between the virtual and face-to-face spheres, also understanding that the emergence of radio, television, computers, smartphones, the Internet, search engines, the web, e-mail, social networks, etc. , have influenced and mediated personal interrelationships.  For this reason, the study includes the collection and analysis of aspects linked to the analogue and face-to-face reality of the classroom, as well as the elements of teaching and the virtual/digital reality of the participants.
The research techniques used respond to the complexities of digital ethnography: 1) analysis of the audiovisual productions made by the future social educators in digital format, together with their reflective texts; 2) classroom observations carried out by an external observer who was present in the two classrooms to analyse the work dynamics in the process of making the media laboratories.

Conclusions, Expected Outcomes or Findings
Media labs add a pragmatic dimension, the capacity to produce collaborative solutions. This capacity involves incorporating people's creativity into policy production, through innovation processes that include and combine diverse knowledge. Chief among these is their extensive capacity for trial and error. This enables agile error analysis, while facilitating rapid learning, which avoids the cost of larger errors and converts it into accumulated knowledge for the institution. It is a model, therefore, that allows for error and transforms it into learning, but also does so as part of its very nature. We always move at the level of experimentation and prototyping of the projects that form part of a labor-atory, of the design of the laboratory itself and of the programme in which it is inserted.
The development of social media labs in the university environment generates new opportunities for innovation, incorporating the hacker spirit within sometimes century old institutions. Digital transformation, openness and social involvement take on a new dimension that is rare in higher education institutions. The innovation that the lab brings is materialised in the materialisation of the principles and forms learned in the digital sphere and the generation of open and shared innovation processes. They are configured as generative platforms oriented towards production as opposed to the idea of a portal that shows closed content to consumer users. They are also a way of exploring the continuity of the physical and digital dimensions, far from false dichotomies between the real and the virtual.

References
Basilotta-Gómez-Pablos, V., Matarranz, M., Casado-Aranda, LA. et al. (2022) Teachers’ digital competencies in higher education: a systematic literature review. Int J Educ Technol High Educ 19, 8.
Findeisen, S., Wild, S. (2022) General digital competences of beginning trainees in commercial vocational education and training. Empirical Res Voc Ed Train 14, 2.
Guillén-Gámez, F.D., Mayorga-Fernández, M.J., Bravo-Agapito, J.  (2021). Analysis of Teachers’ Pedagogical Digital Competence: Identification of Factors Predicting Their Acquisition. Tech Know Learn 26, 481–498
Nunes, A.C.B., Mills, J. and Pellanda, E.C. (2022), "Media Labs: Catalyzing Experimental, Structural, Learning, and Process Innovation", Montiel Méndez, O.J. and Alvarado, A.A. (Ed.) The Emerald Handbook of Entrepreneurship in Latin America, Emerald Publishing Limited, Bingley, pp. 87-102.
Pattermann, J., Pammer, M., Schlögl, S. & Gstrein, L. (2022). Perceptions of Digital Device Use and Accompanying Digital Interruptions in Blended Learning. Educ. Sci., 12, 215.
Punie, Y., Redecker, C., (2017) European Framework for the Digital Competence of Educators: DigCompEdu. Publications Office of the European Union.
Quan-Haase, A. & Sloan, L. (ed.) (2022) The SAGE Handbook of Social Media Research Methods. SAGE Publications
Schmidt, S. & Brinks, V. (2017). Open Creative Labs: Spatial Settings at the Intersection of Communities and Organizations. Creativity and Innovation Management, 26(3), 291-299.
Symon, G., Pritchard, K. & Hine, C. (eds.) (2021). Research Methods for Digital Works & Organization. Oxford.
Tzafilkou, K., Perifanou, M. & Economides, A.A. (2022) Development and validation of students’ digital competence scale (SDiCoS). Int J Educ Technol High Educ 19, 30.
 
5:15pm - 6:45pm16 SES 13 B: ICT in Higher Education
Location: Gilmorehill Halls (G12), 217B [Lower Ground]
Session Chair: Ruth Wood
Paper Session
 
16. ICT in Education and Training
Paper

Study into the Digital Competence and Inclusive Education practices of teaching staff in Faculties of Educational Sciences in Spain

Miriam Agreda Montoro1, Ana María Ortiz Colón1, Javier Rodríguez Moreno1, Rafael Castellano Almagro2

1University of Jaen, Spain; 2International University of La Rioja, Spain

Presenting Author: Agreda Montoro, Miriam

Ever since their creation, institutions of higher education have been closely bound up with the diverse, incessant changes brought about by the political, social and economic conditions that have ceaselessly continued to evolve throughout history (Redondo & Sánchez, 2007; Rojo, 2000). In this regard, it becomes inevitable to talk about information and communications technologies (ICTs). The great cultural and social changes brought about in recent years by technological evolution and development, and in particular the situation in the wake of the global COVID19 pandemic, cannot be ignored, and, naturally, this has led to a series of demands and requirements in the education environment. With the implementation in Spain of the European Higher Education Area (EHEA), it has also become evident that there is a vital need to review many aspects of the existing model of university-level education, including organization and management, administration, and teaching and learning methods (Río & Hìpola, 2005).

The overriding priorities in university institutions are educational equality, the quality of higher education, lifelong learning, employability, a student-centered teaching-learning process, research and innovation, international projection and increasing student mobility opportunities (European Commission, 2009).

Moreover, all this need to be addressed against the backdrop of a university environment that is increasingly heterogeneous and diverse in terms of social and cultural considerations, age differences, and different personal and professional situations, and with an ever-growing presence of functionally diverse students. As a result, in recent years universities have clearly striven to implement more inclusive procedural policies and regulations at local and/or European level. This has been done taking into account Sustainable Development Goal 4 of the European Union’s 2030 Agenda, which states that an inclusive, egalitarian education should be guaranteed and lifelong learning opportunities should be promoted for all (European Union, 2010; United Nations Organization, 2015).<0}

This means eliminating barriers not only in infrastructure but also in virtual environments and the processes that take place in them. Universities should therefore review their practices in order to allow participation by all students and guarantee learning. It is necessary to redefine not only policies and actions focused on diversity awareness and inclusive education, but also those which affect ICT usage (O’Byrne, Jagoe & Lawler, 2019; Odame, Opoku, Nketsia & Nanor, 2021; Valee, 2017).

This study aims to analyze and describe both the ways in which teachers integrate ICTs in the classroom to accommodate diversity and their knowledge of the different national and international standards regarding digital competence and its incorporation into curricular policy.


Methodology, Methods, Research Instruments or Sources Used
Participants
The study involved a total sample of 1,145 teachers from Education Sciences faculties in Spanish public universities. 52.1% were women, 47.9% were men, and the average age was 44.59 years.

The instrument
The instrument used to gather data was designed and built ad hoc and evaluated by experts to confirm the validity of its content. It had a Cronbach’s alpha value of 0.92 (Agreda, Hinojo & Sola, 2016). The study was carried out using items related to the integration of ICTs in the Spanish university curriculum and items referencing diversity awareness and inclusive education. The questionnaire was administered online and the data acquired were processed using the SPSS statistical package for Mac, version 24.

Methodology
The study was based on a quantitative, descriptive non-experimental methodological design.
One of the synergies that arises when undertaking research in the Social Sciences is precisely the highly ambiguous environment in which they tend to occur. Educational research therefore aims to analyze the methods, procedures and techniques that are used to scientifically discover, understand and explain educational phenomena and provide solutions for overcoming the problems involved at both educational and social level (Bravo, Eisman & Pina, 1998)

Results
Attention needs to be paid to teachers’ levels of understanding of the different indicators and standards of digital competence and how they relate to inclusion, in both the national and the international context, because most of the sample reported having little of no knowledge in this domain. The same tendency continued with 50% of the sample reporting that their levels of knowledge were also low or non-existent with regard to the integration of ICTs in the curriculum and its relationship with educational practices.
Specifically, in the sphere of inclusive education 56.8% of the teachers said they included diversity-friendly e-activities adapted to students’ needs in the classroom. The other 43.8% indicated that they did not adapt activities, either in online or physical environments. Better results were obtained regarding teachers’ attitudes, insofar that ICTs enrich and make learning-teaching processes aimed at accommodating the diversity found in their classrooms more flexible while at the same time enabling them to encourage student creativity and implement innovations that will generate inclusive and diversity-friendly solutions in their future teaching activity.

Conclusions, Expected Outcomes or Findings
Universities face the challenge of continuing to transform their architectural and technological infrastructures. Beyond the mere assignment of resources, however, there is still a clear need to develop training programs to help teachers deal with technology and inclusive education. While it is true that teachers appear to be improving in the way they use ICTs to plan course content as a means of enriching and making the teaching-learning process more flexible, there are evidently a series of shortcomings to be overcome when discussing how such technology can be incorporated into the classroom. Likewise, unfamiliarity with national and international indicators of digital competence and inclusion constitutes another problem that needs to be addressed in university education. Without knowledge of these lines of action, it will be impossible to ensure the continuity and improvement of the potential benefits ICTs offer in terms of diversity awareness and inclusive education.  
There is still a long way to go before ICTs are fully consolidated as a resource and means of support for the development and implementation of actions that will lead to real, effective inclusive education. It may be necessary to promote teacher training initiatives in which ICTs and inclusion are cross-cutting issues, transcending the boundaries of teachers’ specialist subjects both in research activity and in teaching practice.

References
Agreda, M., Hinojo, M. A., & Sola, J. M. (2016). Diseño y validación de un instrumento para evaluar la competencia digital de los docentes en la Educación Superior española. Pixel-Bit: Revista de medios y educación, (49), 39-56.
Bravo, M.P.C., Eisman, L.B. & Pina, F.H. (1998). Métodos de investigación en psicopedagogía. McGraw-Hill.
O’byrne, C., Jagoe, C., & Lawler, M. (2019). Experiences of dislexia and the transition to university: A case study of five students at different stages of study. Higher Education Research & Development, 38, 1035-1048. 10.1080/07294360.2019.1602595
Odame, L., Opoku, M., Nketsia, N., & Nanor, B. (2021). University experiencies of Graduates with visual impairments in Ghana. International Journal of Disability, Development and Education, 68(3), 332-346. https://doi.org/10.1080/1034912X.2019.1681375
Río, A.Z., & Hípola, P.S. (2055). Las universidades españolas ante el proceso de convergencia europeo: análisis de las medidas institucionales y acciones de aplicación y coordinación. Revista de Educación, (337), 169-187.
Valee, D. (2017). Student engagement and inclusive education: reframing student engagement. Internatinal Journal of Inclusive Education, 21(9), 920-937. 10.1080/13603116.2017.1296033


16. ICT in Education and Training
Paper

Pedagogising Digital Technological Knowledge in Higher Education – An Educational Sociology Perspective on the TPACK Framework

Verner Larsen

VIA University College, Denmark

Presenting Author: Larsen, Verner

Digital technology has increasingly influenced all areas of education, including higher education. Not only general communication and collaboration technologies are widely used in all educational areas, but also subject-specific technologies developed for specific professional contexts. Within educational programmes of building construction in higher education, this can, for example, be drawing programmes such as Revit supplemented with Virtual Reality technology, which is the empirical context for this paper.

The development of teachers’ teaching skills can be seen as combinations of different knowledge domains. Here, the so-called PCK (Pedagogical Content Knowledge) research tradition has been quite prominent since its introduction by Schulman (1986), mainly with focus on pre- and primary school areas. Particularly concerning teachers’ competences in technological integration, a special tradition has later developed under the term TPACK (Technological, Pedagogical, And Content Knowledge). This framework was introduced in an article by Mishra and Koehler (2006), in which the authors argued that this area should be highlighted as a third domain due to the growth of digital technology development. Both the PCK and the TPACK tradition are based on the idea that the different domains are integrated or transformed into a new knowledge construct (Kind, 2015; Angeli et al., 2016). The perception of integration/transformation is rooted in a cognitive view of knowledge and learning (Schulman, 2015). However, this has raised some ontological questions about how a ‘knowledge domain’ should actually be understood (Shulman, 2015), and this, in turn, leads to challenges in conceptualising what regulates integration and transformation processes. This has given rise to criticism and discussion, both internally from the research field, but also from other sides, e.g. educational sociology fields. Howard and Maton (2011) have argued that the three knowledge domains in TPACK – though they identify important content areas – are locked in their empirical context. According to the authors, there is a lack of concepts for determining what forms knowledge takes; i.e. forms that can be compared across empirical contexts.

In order to identify some underlying principles of how knowledge practices are structured, the so-called specialisation codes from ‘Legitimation Code Theory’ (LCT) can be employed (Maton, 2014). Specialisation codes are about the ‘basis of achievement’; i.e. what counts as legitimate knowledge and what constitutes a legitimate ‘knower’ in a specific setting. A distinction is made between two sets of principles/dimensions: ‘epistemic relations’ and ‘social relations’. The former deals with the significance of epistemological matters such as possessing specialist procedures, methods and techniques related to the subject matter. ‘Social relations’ deals with the significance of personal traits/characteristics of the ‘knower’, whether such traits are innate or come from belonging to social groups (Bourdieu, 1988). The two dimensions can vary independently of each other as continua and thereby form four different code modalities; knowledge code, knower code, elite code and relativist code. These codes make it possible to analyse what dominates teachers’ transformation of knowledge into a pedagogical discourse suitable for students’ learning. The research question that the paper discusses is: How can specialisation codes contribute to conceptualising technological knowledge transformation into pedagogical discourse and thereby complement the TPACK framework? This paper thus proposes an educational sociology perspective on the transformation issue. The empirical work that forms the basis of the argumentation is a case study, which is part of a larger research project comprising a number of UC’s and universities in Denmark. The overall aim was to develop teachers’ digital competences in construction education. The actual case study is about a teacher’s transformation of knowledge about Virtual Reality (VR) to teaching practice in a Constructing Architect program (CA-program).


Methodology, Methods, Research Instruments or Sources Used
The research process has been designed as a single case study (Flyvbjerg, 2006), comprising a course in a Constructing Architect programme where a teacher had planned to introduce Virtual Reality technology as part of the main subject called ‘Building Construction’. The teaching course was planned for 2nd semester students. There were 23 students in the class, and it took place in their domestic classroom over a period of three weeks in the spring of 2022. The course alternated between instructional lessons and the students’ independent work.
The main criterion for choosing this course as a case was that the teacher was particularly concerned with introducing subject-specific digital technology, which seems under-emphasised in the TPACK literature, probably due to the primary school focus. The case was also relevant because the teacher initially focused on two goals. One was to transform his knowledge of VR and pedagogy into a pedagogical discourse that should enable the students to develop competences of VR for future professional work. Another focus seemed to be to transform his VR-knowledge into a pedagogical discourse, which should facilitate the students in using VR as a learning tool in order to acquire the subject matter knowledge. Using VR-headsets and related software should improve spatial understanding and reveal inappropriate room dimensions. The empirical work included:
• Document study
• Three observations:
o Observation of training/testing of equipment
o Observation of the first introduction session
o Observation of the second introduction/instruction
• Three interviews:
o Interview with the teacher before the first lesson
o Follow-up interview with the teacher after the course period
o Interview with students after the course period.
The document studies comprised an analysis of the teacher’s prepared PowerPoint material in order to gain insight into the pedagogical considerations that the teacher made in advance. The observation method was participant observation, unstructured in natural surroundings with a low degree of involvement (Kristiansen & Krogstrup, 1999). Hand notes were taken during the observations with focus on important actions supplemented by ongoing interpretive reflections. Both lectures were audio recorded as a supplement to the note taking. In addition, pictures of teaching situations were taken; partly still photos and partly short video clips based on judgements in the situation about the importance of live visualisations of events in the room. The interviews were conducted as semi-structured in-depth interviews with audio recording. The interviews were then transcribed in full length (Kvale & Brinkmann, 2009).

Conclusions, Expected Outcomes or Findings
By means of ‘specialization codes’, it has been possible, on the basis of data from the case, to identify two different pedagogical discourses in the VR-course; one aimed at facilitating the students’ acquisition of VR as a professional competence, another focused on using VR as a learning tool. Data show a high degree of voluntariness and freedom for the students in how they want to use VR, as long as they solve the design challenges in their houses. Moreover, there are no evaluation criteria, so both discourses are characterised by a ‘relativist code’, i.e. weak framing regarding both epistemic relations and social relations. What constitutes them as different discourses, however, is their different focus. The teacher clearly directs his attention and priority of resources towards VR as a learning tool. Given that the VR course for the teacher has the status of a trial/experiment, the relativist code makes good sense. Hence, I argue that when technologies in general become more integrated in educational programmes, and maybe even become elements in the curriculum, it is likely that the framing of the disciplinary content of the technology will get stronger in classroom practices as well. It that case, pedagogical discourses will move towards a knowledge code. In case that technology is implemented to suit diverse students’ learning needs, the discourse will move towards a knower code. By thus including educational sociology theories, particularly concepts about principles of pedagogical discourse, it is possible to further differentiate the hybrid of the three domains: technological, pedagogical and content knowledge in the TPACK-model. I claim that a general distinction can be made here between different pedagogising processes depending on: 1) the nature of the technology (subject specific or general), 2) the focus of the pedagogical discourse, and 3) the coding of the pedagogical discourse.
References
Angeli, C., Valanides, N., & Christodoulou, A. (2016). Theoretical considerations of technological pedagogical content knowledge. In M. C. Herring, M. J. Koehler, & P. Mishra (Eds.), Handbook of technological pedagogical content knowledge (TPACK) for Educators. Routledge.
Bourdieu, P. (1988). Homo academicus. Cambridge. Polity Press.
Flyvbjerg, B. (2006). Five misunderstandings about case-study research. Qualitative inquiry, 12(2), 219–245.
Howard, S. & Maton, K. (2011). Theorising knowledge practices: A missing piece of the educational technology puzzle. Research in learning technology, Vol. 19, No. 3, November 2011, 191–206.
Kind, V. (2015). On the beauty of knowing then not knowing: Pinning down the elusive qualities of PCK. In A. Berry, P. Friedrichsen, & J. Loughran (Eds.). Reexamining pedagogical content knowledge in science education. Routledge.
Kristiansen, S. & Krogstrup, H. K. (1999): Deltagende observation. Introduktion til en forskningsmetodik. Hans Reitzels Forlag.
Kvale, S., & Brinkmann, S. (2009). Interview: introduktion til et håndværk (2nd ed.). Hans Reitzels Forlag.
Maton, K. (2014). Knowledge and knowers (1st ed.). Abingdon, Oxfordshire: Routledge.
Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers college record, 108(6), 1017–1054.
Schulman, L. S. (2015). PCK. Its genesis end exodus. In A. Berry, P. Friedrichsen, & J. Loughran (Eds.), Reexamining pedagogical content knowledge in science education. Routledge.
Schulman, L. S. (1986). Those who understand: Knowledge growth in teaching. Educational researcher, 15(2), 4–14. https://doi.org/10.2307/1175860


16. ICT in Education and Training
Paper

Digital training of Spanish University Novice Teachers

Sara Buils, Virginia Viñoles Cosentino, Francesc M. Esteve-Mon, Lucía Sánchez-Tarazaga, Anna Sánchez-Caballé

Universitat Jaume I, Spain

Presenting Author: Buils, Sara; Viñoles Cosentino, Virginia

Digitalization in education has brought great challenges for teachers. Digital competence in teaching has become a key and necessary competence in the educational systems of the world (European Commission, 2020). European Union Council (2018) defines digital competence as "the safe, critical and responsible use of digital technologies for learning, work and participation in society, as well as their interaction with them" (p. 9).

Nevertheless, currently, the concept of teacher digital competency (TDC) has come out (Falloon, 2020). According to Krumsvik (2012), it is defined as: “'proficiency in using ICT (information and communication technology) in a professional context with good pedagogic-didactic judgment and his or her awareness of its implications for learning strategies and the digital Bildung” (training) of pupils and students” (p.44-45). Despite the fact that it is a very widespread concept at the pre-university level, there are increasing studies that address it at the university level (Uerz et al., 2021).

In recent years, different frameworks have emerged to promote and manage it. At the European level, the European Commission has proposed the common framework DigCompEdu, which has quickly become a reference framework, as in the case of Spain, adopted by the Conference of Rectors of Spanish Universities (CRUE, 2022).

As for institutions, they have implemented digitization actions and plans, with different approaches. Looking at the examples of some European universities, we see various approaches, such as Bergen promoting the culture of change, improving the technological infrastructure of the campus and the use of digital services; the University of Leuven, which through its digital plan focused on the creation of free educational resources, support services for training and digital learning. Something along the lines of that, the University of Geneva have developed digital training processes for their teaching staff through automated strategies, online courses, or evaluation systems (Viñoles et al., 2021).

Nonetheless, when COVID-19 arrived, it became clear that there were still shortcomings, especially in the pedagogical use of digital technology (Viñoles et al., 2022). In this sense, and with regard to future university teachers, it is necessary to generate initial training strategies that promote the development of this competence in all its aspects (technical, pedagogical, and student competencies’ facilitator aspects) (Buils et al., 2022).

When it comes down to ensuring quality teaching in the educational system, it is essential to take care of the training of beginning university faculty. During the first teaching stage, novice teachers develop and consolidate habits and knowledge. These are the most complex and critical years, in which the teaching identity and its socialization are built (Kelchtermans, 2019).

This communication is part of a project that aims to design a training proposal for new faculty staff in a digital environment. The aim of this work is to identify the characteristics of the training offered to novice teachers in Spanish universities in relation to digital competence in teaching.

In order to identify those digital characteristics in induction programs, we shed some light on the competencies framework we adopt in our study: DigCompEdu. Through the Digital Education Action Plan: 2021-2027, the European Commission (2020) aims to enhance the capacity of teachers to use digital technology with skill, equity, and efficiency, thus improving educational quality. The importance of taking a competencies framework into account lies in the justification of decisions in the initial and permanent training of university teachers (Castañeda et al. 2018).


Methodology, Methods, Research Instruments or Sources Used
This research is on the basis of an exploratory-descriptive method and it has been used the documental and content analysis technique (Krippendorff, 2018) through primary sources from the official web pages of the institutions (between November and December 2022). In order to study the descriptive statistics, it has been carried out a quantitative thematic content analysis, in which the registration unit has been concepts (ideas or sets of ideas).
The collected sample is based on the total universe of Spanish universities, a total of 84 universities: 50 public and 34 private. In order to analyze the digital perspective of induction programs, first we have made a selection of those universities that offer it. Novice teacher training has been chosen based on certain inclusion criteria: current programs; accessible through the official websites of the universities; and aimed mainly at early-career university teachers. Then, we obtained a sample of 40 universities with induction programs, of which 45 different novice plans have been detected.
In this paper, the DigCompEdu areas have been adopted as categories in order to analyze the training contents of induction programs. DigCompEdu is the European Framework for the Digital Competence of Educators of the European Commission (Redecker and Punie, 2017). It includes 22 digital competencies divided into six areas: (1) “Professional Engagement”; (2) “Digital Resources”; (3) “Teaching and Learning”; (4) “Assessment”; (5) “Empowering Learners”; along with (6) “Facilitating Learners’ Digital Competence”. It has been used because of its international implication.

Conclusions, Expected Outcomes or Findings
On the whole, they include the area (1) “Professional Engagement”, especially referring to “Organisational communication”. For example, the management of virtual institutional platforms for teaching, communication, and management. However, there is barely any training in “Professional collaboration”, “Reflective practice”, and “Digital continuous professional development”. Area (2) “Digital Resources” tends to be predominant, focusing on “Selecting digital resources”. Some universities are also moving towards the transformation and digitalization of teaching, emphasizing competence in “Creating and modifying” digital technology (DT) resources.
As it happens, they include innovative and active teaching methodologies enriched by digital technologies, referring to competence “Teaching related” to area (3) “Teaching and Learning”. Be that as it may, the contents analysed are bound to leave out Collaborative learning and Self-regulated learning. Area (4) “Assessment” is especially relevant in some programs, which work on “Assessment strategies”, by learning  or creating assessment strategies through digital resources. However, the competence of “Analyzing evidence” along with “Feedback and planning” are not found. Hardly any training focuses on (5) “Empowering learners” and the (6) “Facilitating Learners’ Digital Competence”.
As it has been proven beforehand (Buils et al. 2022), a general instrumentalist and partial vision of TDC is acquired, focusing on the use of technological resources for teaching management and the process of teaching-learning in addition to learning assessment. In a nutshell, should we want to promote a reflective pedagogy in the use and integration of DT in Higher Education, we ought to reorient induction training in terms of digital teaching competencies (Vykhrushch et al., 2020).

References
Buils, S., Esteve-Mon, F. M., Sánchez-Tarazaga, L., and Arroyo-Ainsa, P. (2022). Analysis of the Digital Perspective in the Frameworks of Teaching Competencies in Higher Education in Spain. RIED. Revista Iberoamericana de Educación a Distancia, 25(2), pp. 133-152. https://doi.org/10.5944/ried.25.2.32349
Castañeda, L., Esteve, F., and Adell, J. (2018). Why is it necessary to rethink teaching competence for the digital world? Revista de Educación a Distancia, 56 (6). http://dx.doi.org/10.6018/red/56/6
CRUE (2022). Mora-Cantallops, M., Inamorato dos Santos, A., Villalonga-Gómez, C., Lacalle Remigio, J.R., Camarillo Casado, J., Sota Eguzábal, J.M., Velasco, J.R. and Ruiz Martínez, P.M. Competencias digitales del profesorado universitario en España. Un estudio basado en los marcos europeos DigCompEdu y OpenEdu. doi:10.2760/448078. https://tic.crue.org/digcompedu/
European Commission. (2020). Digital Education Action Plan 2021-2027: Resetting Education and Training for the Digital Age. https://bit.ly/3qDhYJC
European Union Council (2018). Council Recommendation of May 22, 2018, on key competencies for lifelong learning. https://eur-lex.europa.eu/legal-content/ES/TXT/PDF/?uri=CELEX:32018H0604(01)&from=SV
Falloon, G. (2020). From digital literacy to digital competence: The teacher digital competency (TDC) framework. Educational Technology Research and Development, 68, 2449–2472. https://doi.org/10.1007/s11423-020-09767-4
Kelchtermans, G. (2019). Early career teachers and their need for support: Thinking again. In A.M. Sullivan, B. Johnson and M. Simons (Eds.), Attracting and keeping the best teachers: Issues and Opportunities (pp. 83-98). Springer.
Krippendorff, K. (2018). Content analysis: an introduction to its methodology. SAGE.
Krumsvik, R. (2012). Teacher educators’ digital competence. Scandinavian Journal of Educational Research, 58(3), 269-280. https://doi.org/10.1080/00313831.2012.726273
Uerz, D., van Zanten, M., van der Neut, I., Tondeur, J., Kral, M., Gorissen, P., and Howard, S. (2021). A digital competences framework for lecturers in higher education. Acceleration plan Educational innovation with IT.
Viñoles-Cosentino, V., Esteve-Mon, F. M., Llopis-Nebot, M. A. and Adell-Segura, J. (2021). Validación de una plataforma de evaluación formativa de la competencia digital docente en tiempos de Covid-19. RIED. Revista Iberoamericana de Educación a Distancia, 24(2), 87-106. https://doi.org/10.5944/ried.24.2.29102
Viñoles-Cosentino, V., Sánchez-Caballé, A., and Esteve-Mon, F.M. (2022). Desarrollo de la Competencia Digital Docente en Contextos Universitarios. Una Revisión Sistemática. REICE. Revista Iberoamericana sobre Calidad, Eficacia y Cambio en Educación, 20(2). https://doi.org/10.15366/reice2022.20.2.001
Vykhrushch, V., Romanyshyna, L., Pehota, O., Shorobura, I., and Kravets, R. (2020). The Efficiency of Training a Teacher at Higher Education Institutions of Different Profiles. European Journal of Educational Research, 9(1), 67-78. https://doi.org/10.12973/eu-jer.9.1.67

Acknowledgements: This work was supported by the Spanish Ministry of Universities under grant FPU21/00298 and by the Jaume I University (Spain) under grant UJI-A2020-18.  PI1: Francesc M. Esteve-Mon and PI2: Lucía Sánchez-Tarazaga. More info at https://unidpd.uji.es/english/.
 
Date: Friday, 25/Aug/2023
9:00am - 10:30am16 SES 14 B: Inequalities in Access to ICT and ICT as a Differentiation Tool
Location: Gilmorehill Halls (G12), 217B [Lower Ground]
Session Chair: Kaiyi Li
Paper Session
 
16. ICT in Education and Training
Paper

ICT in Learning: Can It Be Used as Differentiation Tool?

Oleg Tyo, Shyryn Mulkibayeva, Kuralay Akhmadiyeva

International School of Astana, Kazakhstan

Presenting Author: Tyo, Oleg; Mulkibayeva, Shyryn

Whether with concern or excitement, we, as educators, venture into the current millennium guided by a conceptual paradigm shift of changing student needs. Generation change and subsequent renewing of secondary education standards present the need for schools to expand their practices of differentiation and individualization of educational process. Traditional methodologies and traditional classroom settings are transforming, expanding beyond the four-walled cubes into the "virtual" amorphous cyberspace classrooms and reality sites outside of the typical ivy-covered towers of higher education. Because of technology-driven telecommunications and growing student diversity, we have a responsibility to be more innovative in our pedagogical approaches. Designing creative virtual classrooms developed within a theoretical framework while considering differentiation and individualization needs is the only answer. Research has attributed difficulties in doing so largely to problems and difficulties of differential approach in teaching, and has recently pinpointed the essential role of using of modern ICT tools in implementing that approach. An ethos of knowledge transfer, implementation and learning are needed for educational success.

Interactive electronic platforms are new and significant phenomena and are newly internationalizing. This study will employ longitudinal educational research to identify if and how these platforms reconcile with the problem of differentiation in education, and to advance understanding concerning the link between ICT and international education development.


Methodology, Methods, Research Instruments or Sources Used
The research covers the period of one academic year, starting from August 2022 and ending up in May 2023. The object of study was the Republic of Kazakhstan’s education system and, in particular, state and private schools of such cities as Astana and Karaganda. The subject of study was to estimate the value of use of the ICT tools as innovative and individualizing teaching approach in Kazakhstan’s and Central Asia’s educational and cultural context. Additional subject was to study a foreign (predominantly Western European and Eastern Asian countries’) experience in the particular sphere and to analyze values and limitations of hypothetical knowledge transfer.  
To start the research, relevance of the topic should have been affirmed. To indicate this, the survey was conducted on the initial stages of the study. The study itself has being started from August 2022, in accordance with the survey data received.
Variety of methods had been used during the research, including:
- Comparative analysis made to figure out the differences of education cultures of Central Asia and other regions, such as Eastern Asia or Western Europe;
- Secondary Data Analysis used to consider methods and results of previous studies on the particular topic, and to evaluate successes and flaws of similar methods when used in other countries;
- Experiments of implementing ICT tools as instruments for differential learning;
- Observation of the research progress by keeping records in a reflective journal and conducting one-on-one interviews with the students participating;
- Open lessons for receiving a feedback from the educators of various profiles;
- Focus Groups used as a method of organizing discussions and collecting opinions about the products (tools), and receiving the teachers' and students' feedback on research.
The final part of the research contained a qualitative observation of the particular results, such as quality of students’ knowledge dynamics, individual progress of specified groups of students, students’ and teachers’ opinion polls on ICT tools use, teachers’ progress in implementing ICT tools and diversifying education methods, limitations of the research process.

Conclusions, Expected Outcomes or Findings
The first expected outcome is to find out whether the use of ICT can be justified as part of differential learning approach, and to consider existing and hypothetical limitations of implementing it in secondary education system. The second expected outcome is to estimate the possibility of knowledge transfer of the particular topic from other countries and regions, such as Eastern Asia and Western Europe. Conclusion on the latter aspect should include consideration of difference in education cultures and mentalities of Kazakhstan and indicated regions.The third expected outcome is to evaluate the possibility of integrating the particular system of ICT-based differential education in the context of region's educational culture.
References
1. Aceto, S., Borotis, S., Devine, J., & Fischer, T. (2013). Mapping and Analysing Prospective Technologies for Learning: Results from a consultation with European stakeholders and roadmaps for policy action. JRC Scientific and Policy Report JRC81935. Luxemburg:  Publications Office of the European Union. Retrieved 11 August 2013, from http://ipts.jrc.ec.europa.eu/publications/pub.cfm?id=6360

2. Bocconi, S., Kampylis, P., & Punie, Y. (2012). Innovating Learning: Key Elements for Developing Creative Classrooms in Europe. EUR 25446 EN. Luxembourg: Publications Office of the European Union. Retrieved 9 April 2013, from http://ipts.jrc.ec.europa.eu/publications/pub.cfm?id=5181

3. Looi, C. K., So, H-J., Toh, Y., & Chen W. (2011), The Singapore experience: Synergy of national policy, classroom practice and design research. International Journal of Computer-Supported Collaborative Learning, 6(1), 9-37

4.  G. Erdamar and M. Demirel (2008), “Effects of constructivist learning
approach on affective and cognitive learning outcomes,” Turkish
Educational Sciences, vol. 6, no. 4, pp. 629-661

5. Valiandes, A.S. (2010). Application and Evaluation of Differentiated Instruction in
Mixed Ability Classrooms. Doctoral Dissertation University of Cyprus (In
Greek)


16. ICT in Education and Training
Paper

Inequalities in Participation in Online Courses Across Europe: The Heuristic Potential of Bourdieu’s Cultural Capital Theory

Svetlomir Zdravkov, Petya Ilieva-Trichkova

Bulgarian Academy of Sciences, Bulgaria

Presenting Author: Zdravkov, Svetlomir

Online courses are the latest technologically mediated form of distance asynchronous learning and today they are among the most popular non-formal education practices. The online courses use the internet (and all related technologies) to provide educational recourses to a wide audience whenever and however is convenient for them, breaking all institutional barriers to knowledge and information. Due to their user-friendly interface and user-oriented content, it is theorized that the online courses would play a key tool for lowering the educational inequalities and increasing inclusivity (Germain-Rutherford and Kerr, 2008). Judging from studies on inequalities in MOOCs, however, online courses appear to be less inclusive as expected.

Unfortunately, the literature on inequalities in participation and inclusivity in the online courses, outside of the MOOCs research, is poorly developed, mostly due to the lack of appropriate data.

Our study seeks to contribute to the literature on inequalities in participation in online courses in three main ways. First, we use unexplored data from the EU Information and Communications Technologies (ICT) usage by Households and Individuals for 2021. Second, our analysis provides a cross-national comparative perspective, using two-level regression analysis taking into account the level of the country's innovation. Third, we theorized the inequalities and the role of technologies in participation inequalities from the perspective of Bourdieu’s theory of cultural capital (Beckman et al., 2018).

Our analytical framework is based on Bourdieu's cultural capital theory but adapted to the online courses and digital context. We interpret the three states of cultural capital - embodied , objectified, and institutionalized statе (Bourdieu, 1986) - using them to create statistically analyzed variables.

We start with objectified cultural capital, arguing that technologies like laptops, internet access and smartphones have a major role in the inequalities in the online courses. Cultural capitals are noticeable through the device used by the students, which is recognised by pre-established algorithms, acting on behalf of their owners. These devices are not equally distributed among the learners, giving them unequal access to the educational content. Laptops and PCs are more adaptable to users’ educational needs but require more cultural capital in contrast to mobile devices, which are hard to adapt due to their original purposes but require less cultural capital.

Embodied cultural capitals are needed not only to use a device but also to navigate the web and to be able to find and recognise exactly what you need (van Dijk and van Deursen, 2014). Digital skills, linked to information seeking, are also distributed unevenly among the different social classes and especially with regard to the individual level of formal education, as studies of the social divide have shown (Hargittai, 2002).

The cultural capitals have ‘efficacy’ in relation to a specific field (Bourideu, 1984). How valuable the skills and knowledge learned in online courses are depends on the everyday struggles over price-forming locked around the strategies in the different fields. Comparing manual with non-manual occupation we study the effects of field efficacy. We also compute the differences between the countries, which Bourdieu considered as meta-fields (Bourdieu and Wacquant, 1992), taking their level of innovation.

Against this background research questions (RQs):

1) Which state (embodied, objectified, institutionalised) of cultural capital is a better predictor for participation in online courses?

2) Does the ‘efficacy’ of cultural capital on participation in online courses differ between specific fields?

3) Are there country differences in the influences of cultural capital in online courses?

4) Can a lack of cultural capital be mitigated by the country’s level of innovation in regard to participation in online courses?


Methodology, Methods, Research Instruments or Sources Used
We use data from the EU Information and Communications Technologies (ICT) Usage by Households and Individuals for 2021. This is an annual survey which collects harmonised and comparable information on the use of ICT in households and by individuals. It covers a wide range of characteristics related to access to and use of ICTs, the use of the internet and other electronic networks for different purposes, ICT competences and skills, etc., as well as for various sociodemographic characteristics such as gender, age, level of education, occupation and main status on the labour market.

We limited our analysis to people aged 25–64. Our methodological consideration is to cover most of the economically active individuals, having either manual or non-manual jobs, which we use as a proxy to an economic field. After doing some list-wise deletion of the cases with missing values on one or more of the individual variables, we ended up with an analytical sample consisting of 95,345 adults nested in 28 countries.

The dependent variable is a dummy variable which distinguishes whether a person had completed an online course in the last 3 months or not. For the embodied state of cultural capital, we have used the level of overall digital skills. For institutionalised cultural capital, we have used the level of formal education. As a proxy for objectified cultural capital, we have combined the usage of laptops and desktop computers to connect to the internet compared to smartphones, tablets and other devices. For the respective social field, we have determined whether the individual is working a manual job or one in the service sector. One independent variable has been included at country (as a meta-field) level: the Innovation Index. We have controlled the results for gender and age

Given that our dependent variable is a dichotomous one, we have employed logistic regressions (Long and Freese, 2006), as well as a series of logit models with random effects. These models were considered appropriate because our dependent variable is binary and individuals (level 1) may be nested within countries (level 2). This multilevel modelling technique (Rabe-Hesketh and Skrondal, 2012) allows us to explore not only the associations between variables at individual and macro-level, but also whether there are cross-level interactions between variables at different levels.

Conclusions, Expected Outcomes or Findings
This study has revealed that the lack of cultural capital in all three studied dimensions constrains participation in online courses, even after controlling for gender and economic field. The effects of the capitals are measured by classical indicators such as formal level of education but they are also more closely linked to sub-fields of online education such as digital skills and access to devices like laptops. However, it seems that institutionalised cultural capital measured by level of education is the strongest predictor.

The results indicate that being a manual worker is associated with lower odds of participating in online courses in comparison to a non-manual worker, given the other covariates. From the perspective of our framework, since manual work is less educationally intensive and values different skills (Lehmann and Taylor, 2015), the knowledge gained through courses is less valued, discouraging manual workers to participate.

Our analysis has shown that there are considerable country differences in participation in online courses. These findings suggest that cultural capital interacts in a different way with the national meta-field and could follow different patterns of inequalities. These implications are aligned with other studies suggesting that social class and status have different effects on online activities in different countries (Lindblom and Räsänen, 2017).

Our results suggest that the lack of cultural capital in participation in online courses could be mitigated by the country’s level of innovation. Yet, we have only found evidence of this for two of the three studied dimensions of cultural capital: level of education and having a device, not digital skills. As the social classes are stratified in every country, so are nation-states in the global field (Buchholz, 2016), and adult and higher education is playing an especially crucial role as a structuring institution (Marginson, 2008).

References
Beckman К, Apps T, Bennett S and Lockyer L (2018) Conceptualizing technology practice in education using Bourdieu's sociology. Learning, Media and Technology 43(2): 197–210.

Bourdieu P (1986) The forms of capital. In: Richardson J (ed), Handbook of Theory and Research for the Sociology of Education. Westport, CT: Greenwood, 241–258.

Bourdieu P (1984) Distinction: A Social Critique of the Judgement of Taste. Harvard: Harvard University Press.

Bourdieu P and Wacquant LJ D (1992) An Invitation to Reflexive Sociology. Chicago: University of Chicago Press; Cambridge: Polity Press.

Buchholz L (2016) What is a global field? Theorizing fields beyond the nation-state. The Sociological Review Monographs 64(2): 31–60.

van Dijk, J. A. and van Deursen, A. J., 2014. Digital Skills Unlocking the Information Society. New York: Palgrave Macmillan.

van Deursen A J and van Dijk J A (2019) The first-level digital divide shifts from inequalities in physical access to inequalities in material access. New Media & Society, 21(2), 354–375.

Germain-Rutherford A and Kerr B (2008) An inclusive approach to online learning environments:Models and resources. Turkish Online Journal of Distance Education 9(2): 64–85.

Hargittai E (2002) Second-level digital divide: Differences in people’s online skills. First Monday 7 (4). https://doi.org/10.5210/fm.v7i4.942.

Long J S and Freese J (2006) Regression Models for Categorical Dependent Variables Using Stata. College Station, Texas: Stata Press.

Marginson S (2008) Global field and global imagining: Bourdieu and worldwide higher education. British Journal of Sociology of Education 29(3): 303–315.

Mittal O, Nilsen T and Björnsson J K (2020) Measuring equity across the Nordic education systems—Conceptual and methodological choices as implications for educational policies. In: Frønes F S, Pettersen A, Radišić J and Buchholtz N (eds), Equity, Equality and Diversity in the Nordic Model of Education. Cham: Springer, 43–71.

Lehmann W and Taylor A (2015) On the role of habitus and field in apprenticeships. Work, Employment and Society 29(4): 607–623.

Lindblom T and Räsänen P (2017) Between class and status? Examining the digital divide in Finland, the United Kingdom, and Greece. The Information Society 33(3): 147–158.

Rabe-Hesketh S and Skrondal A (2012) Multilevel and Longitudinal Modeling using Stata (3rd Edition). College Station, TX: Stata Press.


16. ICT in Education and Training
Paper

Same Digital Infrastructures for All? How Teachers in China Perceive the (In)equality in the Digitalization of Schooling

Kaiyi Li

Leibniz Institute for Educational Media, Germany

Presenting Author: Li, Kaiyi

The discourse that digitalization could fix educational problems, notably boosting educational opportunity equality and inclusion underpins many national and international policies and drives many initatives to integrating digitalization into schooling. Numerous research have been conducted on this topic, including policy analysis, case studies, and the factors that determine the consequences of employing digital tools, particularly on the Covid-19 pandemic, in addition to the political concerns behind incorporating digital technologies into education. However, there have not been many in-depth qualitative research on how various individuals view the (in)equality brought about by educational digitalization based on their daily usage experiences. In this study, we attempt to bridge the gap by using China as an example. In recent years, with the central government-oriented “new basic infrastructure construction”, and the "internet+" program, providing the same digital infrastructures for all within a province has been viewed as a fundamental responsibility of local government and articulated as the most effective tool for addressing long-standing concerns about educational inequality in China. China is stimultaneously presenting itself and being acknowledged by international organizations such as UNESCO as a country that excels in utilizing digitalization to ensure educational inclusion and equal access to high quality education for disadvantaged individuals.

This paper investigates, on the one hand, the visible and invisible digital infrastructure differences between rural and urban schools within a province and between provinces, and, on the other, how teachers, the individuals who use digital technologies for teaching on a daily basis, perceive the (in)equality against the backdrop of educational digitalization.

We ask following three questions:

  1. What are the differences between each school's digital infrastructures and how did they arise?
  2. Do teachers with access to the same digital infrastructures have access to the same teaching resources?
  3. How does digitalization affect educators' perceptions of educational equality, and what does educational equality mean for teachers in the context of digitalization?

The concept equality contains different levels of meaning. This study begins by defining equality as varying access to sophisticated technology, in light of the Chinese government's emphasis in policy papers and government-oriented practice, which are asserted, on providing everyone with the same infrastructures and high-quality educational materials. This article seeks to discover, by continual study of the data, what additional layers of (in)equality are generated by teachers.


Methodology, Methods, Research Instruments or Sources Used
Methodologically, we conduct in-depth semi-interviews with teachers from seven primary school from different regions of China. We selected three economic significantly different provinces: Zhejiang Province in Eastern China and Anhui Province in Central China, and in Yunnan Province in Southwestern China. In each of the three provinces, public rural and urban schools from economically distinct cities were chosen. In each school, we conduct interviews with teachers from various subject areas (Chinese, mathematics, Music/Arts, English, and technology) and generations (born in 1960s, 1970s, 1980s, 1990s). We conduct 105 interviews in total. Each interview lasts between 30 and 70 minutes. All collected data are analyzed by the methodology of grounded theory with the support of the software MAXQDA. We firstly categorize the data collceted according to the above-mentioned research questions and then derive concepts and ideas from the analysis of this data.
Detali of sources:
Zhejiang Province: An educational digitalization pilot school and a rural complete school in a village from a city economically ranks above the average of the province. An urban and rural school from a city economically most disadvantage city.
Anhui Province: An educational digitalization pilot school from an economically leading city.  An educational digitalization pilot school and a rural school in economic undisvantage village from previously poverty county.

Conclusions, Expected Outcomes or Findings
This paper presents three interesting findings. First, based on school observations and descriptions provided by teachers, we find the accessible digital infrastructures for daily teaching are quite similar in each province. But there are huge gaps in digital tools for AI-oriented extra curriculum, such as Irobort. However, the majority of teachers in rural and urban schools agreed that digital equipment is nearly identical.
Second, "Seewo whiteboard" and PowerPoint are the most frequently mentioned digital tools by teachers, who claim that digital technologies are only supplementary tools. While teachers in urban schools are more likely to remark "Seewo whitebroad," rural and urban teachers utilize the free version. In addition, we discover that teachers in China rarely purchase digital resources, and that the sources through which they obtain access to digital resources are typically the same, whether subjects BBS or government-supported platforms. Teachers have varying opinions regarding the functionality and quality of government-supported platforms, but most of them tend to believe that digitalization provides them with equal access to educational resources.
Thirdly,most rural and urban teachers agree that with a smart phone, students have access to the same educational resources. However, they believe there are huge gaps between rural and urban students on digital literacy. While not specifically employing the term "cultural capital," the majority of teachers emphasize cultural backgrounds of parents in promoting children's use of digital learning tools. It implies that inequality, rather than resulting from school education, is determined by the type of family in which a child is born.

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