Conference Agenda
Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).
Please note that all times are shown in the time zone of the conference. The current conference time is: 10th May 2025, 09:57:20 EEST
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Session Overview | |
Location: Room 016 in ΧΩΔ 02 (Common Teaching Facilities [CTF02]) [Ground Floor] Cap: 56 |
Date: Tuesday, 27/Aug/2024 | |
13:15 - 14:45 | 16 SES 01 A: Chatbots and Robotics Location: Room 016 in ΧΩΔ 02 (Common Teaching Facilities [CTF02]) [Ground Floor] Session Chair: Ruth Wood Paper Session |
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16. ICT in Education and Training
Paper A Meta Scoping Review of Programming and Robotics in K-12 Education: Characteristics, Benefits and Challenges 1The Knowledge Centre for Education, University of Stavanger, Norway; 2EPPI Centre, University College London Presenting Author:The digitalisation of education offers transformative potential, enriching teaching practices and broadening instructional possibilities within schools. However, this shift also introduces a set of complex challenges that impact both pedagogy and curriculum. Within this evolving digital landscape, which includes domains such as artificial intelligence, data management, cloud computing, and sustainable technologies (González-Pérez & Ramírez-Montoya, 2022), teachers are faced with complex considerations, including classroom management, assessment, ethical concerns, and the integration of digital technologies. A key area of focus within digital transformation is the development of computational thinking through programming and educational robotics, targeting 21st-century skills such as collaboration, critical- and ethical thinking (González-Pérez & Ramírez-Montoya, 2022; Ye et al., 2022). In response to these educational imperatives, programming has been integrated into the school curricula of several countries. While some countries have introduced programming as a separate subject or as a subsection of Mathematics, others like Finland and Norway have embraced a cross-curricular approach, incorporating programming into diverse subjects such as Art and Design, Music, and Science, in addition to Mathematics. Based on the interdisciplinary landscape of programming education, its research intersects with various academic disciplines and pedagogical approaches. In order to shed light on how these interdisciplinary perspectives are brought together in current K-12 programming research, as well as to gauge the scope and quality of evidence syntheses that have been undertaken previously, as well as identify research gaps, a meta scoping review (Booth et al., 2022) was undertaken. The overarching research question guiding this study is: What is the nature and scope of evidence synthesis on programming and robotics in primary and secondary education? To provide a comprehensive answer to this main research question, the study is broken down into the following sub-questions:
By conducting this meta scoping review, the study aims to lay a foundational groundwork for future primary and secondary research in the domain of programming education. Methodology, Methods, Research Instruments or Sources Used In order to answer the research questions, a meta scoping review was conducted (Booth et al., 2022), using explicit and predefined criteria (Gough et al., 2012; Zawacki-Richter et al., 2020), with the reporting guided by the PRISMA guidelines (Page et al., 2021). A scoping meta-review is a type of tertiary review (Kitchenham et al., 2009), which synthesises secondary research such as systematic reviews and meta-analyses. The review was undertaken based on previous tertiary reviews (Bond et al., 2024; Buntins et al., 2023), with the first search conducted in April 2023, and subsequent searches conducted until 17 January 2024 to ensure the inclusion of extant literature. The platforms and databases searched were the Web of Science, Scopus, EBSCOHost (including ERIC), and Progress, with the OpenAlex platform (Priem et al., 2022) also searched via evidence synthesis software EPPI Reviewer (Thomas et al., 2023). A search string was developed based on two previous tertiary reviews (Bond et al., 2024; Buntins et al., 2023), focusing on programming, computational thinking and robotics in K-12, as well as variations of evidence synthesis (Sutton et al., 2019). The search strategy yielded 4,369 items, which were exported as a .txt or .ris file and imported into EPPI Reviewer. Following the automatic removal of 485 duplicates, two reviewers screened the same 200 items on title and abstract (2 x 100), applying the inclusion/exclusion criteria, to ensure inter-rater reliability. After achieving perfect agreement, the remaining 3,684 items were screened on title and abstract. Studies were included if they explored programming or computational thinking in K-12, were a journal article published after 2010 in English, and were a form of evidence synthesis, leaving 195 items to screen on full text. To ensure continued inter-rater reliability, a further 10 items were double screened at this stage, and again the reviewers were in complete agreement. After screening the remaining items, 121 evidence syntheses were identified for data extraction and synthesis within EPPI Reviewer. For the purposes of this paper, however, only the 50 reviews pertaining to programming and robotics will be included. Conclusions, Expected Outcomes or Findings This meta scoping review explores the evolution, distribution, and quality of evidence syntheses in programming education research from 2011 to 2023, focusing on primary and secondary education. Whilst analysis is currently ongoing, systematic reviews and meta-analyses have been dominant, with a gradual increase in the number and range of syntheses being conducted since 2021. The 50 journal articles in the corpus were published in 37 unique journals, reflecting a wide interest in not only the topic, but in synthesis methods also. Geographically, authors span five continents, with most authors hailing from Europe (42%) and Asia (38%), suggesting worldwide engagement in this research area. However, there was a notable lack of representation from Africa and Oceania. Collaboration patterns showed a heavy preference for domestic partnerships (64.8% of co-authored articles), with only 18% of research published by international research teams. The quality of studies also varied, with a preponderance of medium and low-quality evidence, with very few higher quality studies, highlighting the need for more rigorous and transparent approaches to evidence synthesis, echoing findings in the wider field of education (Bond et al., 2024; Buntins et al., 2023). Thematic analysis revealed a focus on sub-themes such as skill development, teaching methods, and pedagogical goals. However, gaps were evident, particularly in subjects like Mathematics, on the ethical considerations of AI and robotics, and the role of teachers in programming education. The benefits of programming and robotics education emerged as significant, enhancing cognitive development, creativity, and interdisciplinary learning. Challenges included resource constraints, curriculum integration, teacher training needs, cognitive load concerns, and the need for more parental involvement in robot-assisted learning. While programming education research is extensive and diverse, areas identified for future exploration, particularly in underrepresented regions, include ethical issues in technology use, and more inclusive pedagogical strategies. References Bond, M., Khosravi, H., De Laat, M., Bergdahl, N., Negrea, V., Oxley, E., Pham, P., Chong, S.W., & Siemens, G. (2024). A meta systematic review of Artificial Intelligence in Higher Education: A call for increased ethics, collaboration, and rigour. International Journal of Educational Technology in Higher Education, 21. https://doi.org/10.1186/s41239-023-00436-z Booth, A., Sutton A., Clowes, M., Martyn-St James, M. (2022). Systematic Approaches to a Successful Literature Review. SAGE Buntins, K, Bedenlier, S., Marín, V., Händel, M., & Bond, M. (2023). Methodological approaches to evidence synthesis in educational technology. A tertiary systematic mapping review. MedienPädagogik Research Syntheses, 54, 167–191. https://doi.org/10.21240/mpaed/54/2023.12.20.X González, M.Á., Rodríguez-Sedano, F.J., Llamas, C.F., Gonçalves, J., Lima, J., & García-Peñalvo, F.J. (2020). Fostering STEAM through challenge‐based learning, robotics, and physical devices: A systematic mapping literature review. Computer Applications in Engineering Education, 29, 46 - 65. Gough, D., Oliver, S., & Thomas, J. (Eds.). (2012). An introduction to systematic reviews. SAGE. Kitchenham, B., Pearl Brereton, O., Budgen, D., Turner, M., Bailey, J., & Linkman, S. (2009). Systematic literature reviews in software engineering – A systematic literature review. Information and Software Technology, 51(1), 7–15. https://doi.org/10.1016/j.infsof.2008.09.009 Page, M. J., McKenzie, J. E., Bossuyt, P. M., . . . Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. BMJ, 372. https://doi.org/10.1136/bmj.n71 Priem, J., Piwowar, H., & Orr, R. (2022). OpenAlex: A fully-open index of scholarly works, authors, venues, institutions, and concepts. ArXiv. https://arxiv.org/abs/2205.01833 Sutton, A., Clowes, M., Preston, L., & Booth, A. (2019). Meeting the review family: Exploring review types and associated information retrieval requirements. Health Information and Libraries Journal, 36(3), 202–222. https://doi.org/10.1111/hir.12276 Thomas, J., Graziosi, S., Brunton, J., Ghouze, Z., O'Driscoll, P., Bond, M., & Koryakina, A. (2023). EPPI Reviewer: advanced software for systematic reviews, maps and evidence synthesis. EPPI Centre Software. UCL Social Research Institute. London. https://eppi.ioe.ac.uk/cms/Default.aspx?alias=eppi.ioe.ac.uk/cms/er4 Ye, J., Lai, X., & Wong, G. K.‑W. (2022). The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis. Journal of Computer Assisted Learning, 38(6), 1620–1638. https://doi.org/10.1111/jcal.12723 Zawacki-Richter, O., Kerres, M., Bedenlier, S., Bond, M., & Buntins, K. (Eds.). (2020). Systematic Reviews in Educational Research. Springer. https://doi.org/10.1007/978-3-658-27602-7 16. ICT in Education and Training
Paper Harnessing AI to Scale Dialogic Education and Reduce Polarization Hebrew university of Jerusalem, Israel Presenting Author:Dialogic education has promising potential for reducing polarization, widely seen as a threat to democracy (Wegerif, 2022; Parker, 2023). Engaging students in an internally persuasive discourse (IPD) (Bakhtin, 1981) means creating a space where students examine their vested truth in light of critique and alternatives presented by a different, conflicting Other (Matusov, 2009). Successful implementation of IPD increases students’ polyphony, manifested in legitimizing the right of other opinions (other voices) to exist and engaging in a dialogic relationship with this voice (Parker, 2023). It could bring democracy to life inside the school (Apple & Beane, 2007; Gilbert, 2020). In previous work, we developed and successfully implemented a pedagogical model aimed at IPD. Our design relied on the replete evidence in the literature that a dyadic interaction — students with textual, inanimate representations of the Other, conflicting voice — is less likely to generate IPD because students’ reading is mediated by the mechanism of appropriation/resistance (Wertsch, 1998). Namely, students tend to unquestionably accept representations in line with their in-group voice and ignore or reject (with ostensive argumentative efforts) the Other voice (Brand et al., 2023). We thus structured a triadic interaction— students from both sides of the conflict and text. The hypothesis was that the animated Other is flexible and attuned to one’s voice, thereby metaphorically “amplifying” the text. Nonetheless, meticulous scaffolding is required to (a) prevent the deterioration of hot discussions into mere disputes, (b) enable a safe space to argue and criticize, and (c) encourage reasoning and re-examination. In one successful implementation of this model, Israeli post-secondary students, Jewish and Arabs, e-investigated an event from the Israeli-Palestinian conflict. As expected, the discussions were disputatious. Nonetheless, they were fruitful. While students did not abandon their in-group narratives, their voices became polyphonic, that is, enriched by the Other voice. This was expressed, for example, in moving from a zero-sum viewpoint on historical events and employing moral judgment to a portrayal of an entangled relationship between the agents and assuming (some) accountability towards in-group historical agents (Ben-David Kolikant & Pollack, 2015). Intuitively, chatbots based on large-language models (LLMs) (e.g., ChatGPT, Llama, Bard) can be used to scale dialogical education because, owing to their nature, they could enable, provoke, and facilitate a productive dyadic interaction—student and text. Specifically, the text that a chatbot provides is not inanimate, it “talks” and hence can dynamically attune the responses to the interlocutor. Moreover, it can introduce students to a myriad of voices and ideas attuned to the unfolding conversation. The use of chatbots also lessens the need for careful structuring of the encounter, aimed at preventing “explosions”, students being offended or stressed by the Other, which may lead to the opposite result, a boost to polarization. Since chatbots are not human, there is no fear they would be offended by interlocutors. Additionally, students can feel safe to utter their voices and critique, ask for clarifications, experience uttering the Other’s voice, and admit that they changed their minds or realized there is merit in the other’s viewpoint without feeling that they betrayed themselves and/or their in-group. To gain insights into the potential and limitation of LLMs to scale dialogic education, in particular the engagement of students in IPD, we fine-tuned an LLM with a corpus of discussions in which IPD was evident. Then, we conducted discussions on controversial topics with the chatbot and analyzed its discursive moves. Our focus was on how, if at all, the chatbot provokes and enables its interlocutors to revisit their ideas. Methodology, Methods, Research Instruments or Sources Used We fine-tuned “Llama-2-7b-chat-hf” with a corpus of 1000 discussions taken from Reddit/Change My View (CMV). Llama 2 is a collection of pre-trained and fine-tuned generative text models, which (a) range in scale from 7 billion to 70 billion parameters; (b) are auto-regressive language models that use optimized transformer architecture; and, importantly, (c) can be optimized for dialogue use cases. We named the chatbot obtained “LlamaLo” (meaning ‘why not’, in Hebrew). CMV is self-described as “A place to post an opinion you accept may be flawed in an effort to understand other perspectives on the issue” (www.reddit.com/r/changemyview/). CMV is heavily moderated. To encourage users to respond to each other, whoever succeeds in shifting or expanding (i.e., changing) the view of the original poster can be rewarded with a Delta (∆). The idea was that LlamaLo would grasp the discursive “ground rules” embedded in discussions with Delta and use them in future conversations. Owing to the high quality of discussions in CMV, they are commonly used for natural language processing (NLP) and social science research, ranging from argument mining to the study of the effects of forum norms and moderation (Dutta et al., 2020; Na & DeDeo, 2022; Nguyen & Young, 2022). The Delta reward is perceived in those studies as an indicator of a productive discussion since it declares change or expansion in view. We then discussed with LlamaLo 10 controversial topics (e.g., religion and state; bi-national conflicts). We examined its responses to several discursive situations we had created (e.g., unreasoned disagreement, fake knowledge, complex argumentation, and critical questions). We analyzed the conversations, focusing on LlamaLo’s (a) quality of arguments presented, (b) extent of knowledge added, (c) transactivity, i.e., building on the interlocutor’s utterances, and (d) discursive acts that invite the interlocutor to expand and refine their voice. Conclusions, Expected Outcomes or Findings The significance of this work is in the proof of concept of the possibility to scale dialogic education, employing a dyadic interaction between a chatbot and users. Specifically, our preliminary findings are encouraging. LlamaLo, for the most part, presented alternative ideas using well-grounded claims and added relevant knowledge. It mitigated the disagreement (i.e., softening) and provided to-the-point critique and alternative claims. It also made discursive moves, inviting the interlocutor to continue the conversation with probing questions, such as “What do you think?”. However, similarly to other LLM-based chatbots, it was not free of flaws, such as hallucinations. Also, sometimes it stuck to one point rather than enabling the conversation to expand. We are now in the process of further improving Llamalo by fine-tuning the base model and formulating effective prompts in order to scrutinize the potential and limits of such a tool. This phase lays the ground for future work, in which we will carefully and thoughtfully design a pedagogical model that leverages the learning potential of the dyadic interactions—student and chatbot. Then we will carry out design-based research to examine and improve the learning that takes place when the model is implemented in schools. References Apple, M. W., & Beane, J. A. (2007). Schooling for Democracy. Principal leadership, 8(2), 34-38. Bakhtin, M. (1981). The dialogical imagination: Four essays. (C. Emerson and M. Holquist, Trans.). Austin: University of Texas Press. Ben-David Kolikant, Y., & Pollack, S. (2015). The dynamics of non-convergent learning with a conflicting other: internally persuasive discourse as a framework for articulating successful collaborative learning. Cognition and Instruction, 33(4), 322-356. Brand, C. O., Brady, D., & Stafford, T. (2023, June 27). The Ideological Turing Test: a behavioural measure of open-mindedness and perspective-taking. https://doi.org/10.31234/osf.io/2e9wn Dutta, S., Das, D., & Chakraborty, T. (2020). Changing views: Persuasion modeling and argument extraction from online discussions. Information Processing & Management, 57(2), 102085. Gibson, M. (2020). From deliberation to counter-narration: Toward a critical pedagogy for democratic citizenship. Theory & Research in Social Education, 48(3), 431-454. Matusov, E. (2009). Journey into dialogic pedagogy. Nova Science Publishers. Na, R. W., & DeDeo, S. (2022). The Diversity of Argument-Making in the Wild: from Assumptions and Definitions to Causation and Anecdote in Reddit's" Change My View". In J. Culbertson, A. Perfors, H. Rabagliati & V. Ramenzoni (Eds.), Proceedings of the 44th Annual Conference of the Cognitive Science Society (pp. 969-975). Nguyen, H., & Young, W. (2022, March). Knowledge Construction and Uncertainty in Real World Argumentation: A Text Analysis Approach. In LAK22: 12th International Learning Analytics and Knowledge Conference (pp. 34-44). Parker, W. C. (2023). Education for Liberal Democracy: Using Classroom Discussion to Build Knowledge and Voice. Teachers College Press. Wegerif, R. (2022). Beyond democracy: Education as design for dialogue. In Liberal democratic education: A paradigm in crisis (pp. 157-179). Brill mentis. Wertsch, J. V. (1998). Mind as action. Oxford university press. 16. ICT in Education and Training
Paper The Prompt, A Crucial Component for the Use of the Chatbots to Support Written Feedback and Assessment Routines University of Agder, Norway Presenting Author:As one of the main insights working with Chatbots as teacher or instructor is their proper and reflected use. Specifically, one first and decisive step is a thoroughly created prompt. A prompt in generative AI is a specific way of interaction between a human and a large language model that let the model generate the intended output, in this study the constructive feedback for the learner. One can almost say that this is already a research result, the prompts’ importance, starting to work and apply chatbots systematically and for educational purposes. This is not different from the old proverb that “we reap what we sow” one need to thoroughly consider how to design a prompt. Whereas chat bot applications for learners are implemented and under research for instance in Learning Management Systems (Lee et al., 2020) to assist student learning (Edubots, n.d.), 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). Therefore, the prompts and approaches researched here should support teacher’s feedback work on student learning. Beside different types of prompts to address different purposes and styles of answers, one need to respect principles which one can find in publications developed by the experience of language modelers for AI bots (Atlas, 2023). This will have influenced the approaches developed and presented in this paper. These principles are described differently in the literature but as summarized here one can find the following basic handling principles: • choose the words carefully • define the conversation’s purpose • define the conversations focus • specify and be concise • provide context Other recommendations are to include the following types of components (Research project at our university, n.d.): • role (the expertise or the perspective which should be taken) • task (the specific task, objective your bot should conduct) • format (intended presentation format for the bot answer) Ekin (2023, p.4) is presenting five factors influencing the so-called “engineering” of prompts which in away include the handling principles and the types of components but add a bigger picture on the understanding of the technology itself used. User intent: Understand the user’s goal and desired output. This helps in crafting a prompt that aligns with the user’s expectations. Model understanding: Familiarize yourself with the strengths and limitations of ChatGPT. This knowledge assists in designing prompts that exploit the model’s capabilities while mitigating its weaknesses. Keep in mind that even state-of-the-art models like ChatGPT may struggle with certain tasks or produce incorrect information. Domain specificity: When dealing with a specialized domain, consider using domain-specific vocabulary or context to guide the model towards the desired response. Providing additional context or examples can help the model generate more accurate and relevant outputs. Clarity and specificity: Ensure the prompt is clear and specific to avoid ambiguity or confusion, which can result in suboptimal responses. Ambiguity can arise from unclear instructions, vague questions, or insufficient context. Constraints: Determine if any constraints (e.g., response length or format) are necessary to achieve the desired output. Explicitly specifying constraints can help guide the model towards generating responses that meet specific requirements, such as character limits or structured formats. Independent which kind of factors to consider, basic principles to follow or components to apply there is a need to make a choice to be able to use the bots purposeful and efficient. One can find literature and training programs for the so-called “prompt engineering” (see Ekin, 2023). The research question is: How will the use of different prompt-types influence the support for teachers’ writing feedback?
Methodology, Methods, Research Instruments or Sources Used Methodology, methods, research instruments and sources used This study includes a summarizing literature study on ‘prompts engineering’ as well 2 approaches conducted at our university. These approaches can be understood as an incremental development by experiences made and by increasing practice as well as theoretical development of knowledge; creating on the one hand useful prompts and on the other hand analyses useful educational framework for providing chatbot supported feedback. •The first approach use data from a university course on the bachelor’s level in international education. The students’ midterm assignments were used as data source for the written chatbot-supported feedback •The second approach uses midterm reports which applies specific structured prompts (rubric) on a course on bachelor level in English An analysis will be done on two levels. The prompts will be analyzed regarding their structure, principals or factors used related to the feedback quality given by applying those. Another guiding question will be how one can design tasks for coursework respecting in advance the prompts logic embraced by the given syllabus or the teaching plan given. Conclusions, Expected Outcomes or Findings One of the results is to provide an overview of studies on prompt guidelines, principles or factors. The second result will show which types of the analyzed prompts will lead to which kind of results respecting the educational assignment and context given. As well a third result will be a recommendation on which kind of assignment type can be properly supported by AI feedback. References Literature: Atlas, S. (2023). Chatbot Prompting: A guide for students, educators, and an AI-augmented workforce. University of Rhode Island. Independent publication. https://www.researchgate.net/publication/367464129_Chatbot_Prompting_A_guide_for_students_educators_and_an_AI-augmented_workforce Edubots (n.d.). Best Practices of Pedagogical Chatbots in Higher Education. https://uploads-ssl.webflow.com/5eb417ec5e1a81e0e30258a0/6241a9addc2a994a9b1018ec_WP5_D6_Whitepaper_Best_Practices_of_Chatbots_in_higher_education.pdf Ekin, S. (2023). Prompt Engineering For ChatGPT: A Quick Guide To Techniques, Tips, And Best Practices. 10.36227/techrxiv.22683919.v1. 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. Lizarraga, C.; Okonkwo, C. W.; Abejide Ade-Ibijola (2021). Chatbots Applications in Education: A Systematic Review” Computers and Education: Artificial Intelligence. Our project (n.d.). University information website specified after review. |
15:15 - 16:45 | 16 SES 02 A: Teacher Education Location: Room 016 in ΧΩΔ 02 (Common Teaching Facilities [CTF02]) [Ground Floor] Session Chair: Stefanie A. Hillen Paper Session |
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16. ICT in Education and Training
Paper A Teacher-educator Perspective on the Implementation of a Virtual Reality Module in Pre-service Teacher Education 1Saxion UAS, the Netherlands; 2University of Groningen, the Netherlands Presenting Author:This conference presentation aims to contribute to the further development of the implementation and research of Virtual Reality (VR) practices in higher education. The study's impetus is the knowledge gap of the teacher-educator perspective in Virtual Reality practices. Recent review studies regarding VR practices in teacher education indicate that researchers have focused on identifying factors and prerequisites to successfully implement VR in higher education, such as the right technological equipment and sufficient ICT support (Amhag et al., 2019; Kavanagh et al., 2017; McGarr, 2020; Ungar & Baruch, 2016). In addition, the review studies reported measurements of student experiences with VR applications and their effects on students’ skills and knowledge. Interestingly, none of the studies included in the review studies addressed or covered the perspective of the teacher-educator. A possible explanation for the lack of the teacher-educator perspective could be that the VR applications were delivered by the initiators and designers of the VR application (Pomerantz, 2019), instead of an ecologically valid setting of a teacher-educator implementing the VR application. To strengthen the implementation of VR practices in higher education, we argue that the perspectives and experiences of teacher-educators should be included in the evaluation of VR curriculum implementations. This is a perspective that is missing in contemporary literature. To address this knowledge gap and include the teacher-educator perspective, the current study follows the implementation of the VR-kindergarten curriculum “Keeping Order in a Virtual Reality Kindergarten Classroom” (Mouw & Fokkens-Bruinsma, 2022) at three Dutch universities of applied sciences. The VR-kindergarten curriculum is designed by two educational scientists who teach at teacher-training programs to support pre-service teachers in developing kindergarten-specific classroom management strategies by offering a realistic environment in which students actively participate and experiment with a variety of specific classroom management strategies during a circle time activity (Mouw & Fokkens-Bruinsma, 2022). The VR application is built upon the work of Lugrin et al. (2016). In the Netherlands, kindergarten is part of compulsory education (pupils aged: 4-6 years). Therefore, all pre-service teachers are required to be able to teach in kindergarten. The VR-kindergarten curriculum was previously implemented at a university. In the current study, it is implemented in three universities of applied sciences. The aim of our study is twofold: 1) We focus on describing what the perspectives of teacher-educators are regarding the implementation of a VR-kindergarten curriculum into the pre-existing teacher-education curriculum and 2) identifying which knowledge and skills are required by teacher-educators to (successfully) implement the VR-kindergarten curriculum. We did this by collecting data via questionnaires and individual, semi-structured interviews. Methodology, Methods, Research Instruments or Sources Used Participants in this study were teacher-educators (n= 5) and tech-supporting staff (n= 4) from the three universities of applied sciences involved in the implementation of the VR-kindergarten curriculum “Keeping Order in a Virtual Reality Kindergarten Classroom” (Mouw & Fokkens-Bruinsma, 2022). Before the semi-structured interviews, all participants completed an online questionnaire containing background questions about their roles within the implementation of the VR-kindergarten curriculum. The questionnaire items tap into teachers’ Technological-Pedagogical-and-Content-Knowledge (TPACK; Mishra & Koehler, 2005). For purposes of the current study, wordings such as “mathematics” and “social sciences” were replaced by “Virtual Reality Module” from TPACK-items by Schmidt et al. (2009) and Sahin (2011) were adopted to adequately measure TPACK for VR applications and not digital technology in general. The adopted TPACK survey for Virtual Reality contains four technological knowledge domains, respectively labelled as technological knowledge of Virtual Reality (VR-TK) consisting of six items, technological pedagogical knowledge of Virtual Reality (VR-TPK) consisting of four items, and pedagogical content knowledge of Virtual Reality (VR-PCK) consisting of three items. The interview protocol delineated questions addressing two main themes, namely the expectations and implementation of the VR-kindergarten curriculum into the pre-service teacher-education curriculum and the (self-identified) teacher-educators' skills and knowledge to successfully implement VR applications. Within these themes, questions were asked related to expectations towards the VR-kindergarten curriculum and teacher-educator professionalization training, teacher-educators experiences with VR applications in general, the implementation of the VR-kindergarten curriculum, future intentions to continue the VR-kindergarten curriculum and reflections on improving the VR-kindergarten curriculum. The interviews were held from June to October 2023 and were conducted by the first and second authors. For the analyses of the interviews, a multi-grounded theory approach was applied, this approach allows the development of a codebook that is based on data-driven (open-coding) and theory-driven (in this study TPACK domains) codes (Goldkuhl & Cronholm, 2010). To determine the codebooks intercoder agreement, calculated with Cohen’s Kappa (k), five of the nine interviews were coded by both the first and second authors. The agreement was k .826, which is an acceptable value (Lombard et al., 2002). Conclusions, Expected Outcomes or Findings In line with the first aim, the results point towards the value of including teacher-educator perspectives when evaluating the implementation of a VR curriculum. Interviewees indicated that as users and implementors of the VR curriculum, have suggestions on how the VR-kindergarten curriculum can be further developed to meet not only their needs as teacher-educators into account but also the curriculum development and implementation at university of applied sciences. The participants also mentioned that they were unaware of the strictness regarding the VR-kindergarten curriculum implementation fidelity. Both the reflections for improving the VR-kindergarten curriculum, as implementation difficulties, were related to the setting of the curriculum and other prerequisites at the universities of applied sciences. Interviewees discussed difficulties in implementing the VR-kindergarten curriculum into the current curriculum. These difficulties were related to the teacher's workload and preparation, working with the technology, the number of students present in the lessons, and the number of lessons in a day. Regarding the second aim, identifying the required skills and knowledge to successfully implement a VR application in their curriculum, the interviewees were clear. Primarily, technological knowledge was deemed most necessary for successful implementation and for dealing with technological difficulties that arise with the implementation of VR applications. Knowledge about kindergarten education and pedagogical knowledge were also deemed prerequisites. Additionally, interviewees underlined the necessity of a positive attitude towards VR applications. Overall, specific skills and knowledge domains that were mentioned are related to the TPACK framework from Koehler and Mishra (2005). The study’s findings, together with best practices from the literature, will provide insights for the implementation of VR applications and curricula in pre-service teacher education. These insights are not only valuable for the further implementation of the VR-kindergarten curriculum at other pre-service teacher education but also VR applications in higher education in general. References Amhag, L., Hellström, L., & Stigmar, S. (2019). Teacher educators' use of digital tools and needs for digital competence in higher education. Journal of Digital Learning in Teacher Education, 35(4), 203-220. https://doi.org/10.1080/21532974.2019.1646169 Goldkuhl, G., & Cronholm, S. (2010). Adding theoretical grounding to grounded theory: Toward Multi-Grounded Theory. International Journal of Qualitative Methods, 9(2), 187-205. Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of virtual reality in education. Themes in Science and Technology Education, 10(2), 85-119. Lombard, M., Snyder-Duch, J., & Bracken, C. C. (2002). Content analysis in mass communication: Assessment and reporting of intercoder reliability. Human Communication Research, 28(4), 587-604. Lugrin, J. L., Latoschik, M. E., Habel, M., Roth, D., Seufert, C., & Grafe, S. (2016). Breaking Bad Behaviors: a new tool for learning classroom management using virtual reality. Frontiers in ICT, 3, 1-21. https://doi.org/10.3389/fict.2016.00026 Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017-1054. 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/10.1080/02607476.2020.1733398 Mouw, J. M., & Fokkens-Bruinsma, M. (2022). When technology meets educational sciences: Combining virtual reality and microteaching to train pre-service teachers’ kindergarten classroom management strategies. In Proceedings of the 8th International Conference on Higher Education Advances (pp. 1043-1050). Universitat Politècnica de València. http://dx.doi.org/10.4995/HEAd22.2022.14618 Pomerantz, J. (2019). XR for teaching and learning: Year 2 of the EDUCAUSE/HP Campus of the Future Project. EDUCAUSE. Sahin, I. (2011). Development of survey of technological pedagogical and content knowledge (TPACK). Turkish Online Journal of Educational Technology, 10(1), 97-105. Schmidt, D. A., Baran, E., Thompson, A. D., Mishra, P., Koehler, M. J., & Shin, T. S. (2009). Technological pedagogical content knowledge (TPACK) the development and validation of an assessment instrument for preservice teachers. Journal of Research on Technology in Education, 42(2), 123-149. https://doi.org/10.1080/15391523.2009.10782544 Ungar, O. A., & Baruch, A. F. (2016). Perceptions of teacher educators regarding ICT implementation. Interdisciplinary Journal of e-Skills and Life Long Learning, 12, 279-296. 16. ICT in Education and Training
Paper Enhancing Pre-Service Teachers’ Understanding of Diffusion through a Modeling-Based Learning Approach 1University of Cyprus, Cyprus; 2Teachers College, Columbia University, New York Presenting Author:The objective of this study is to investigate the conceptual development of pre-service teachers regarding diffusion in both liquids and gases through a Modeling-Based Learning (MBL) approach. The focus was on examining whether teachers' involvement in modeling activities related to ink diffusion would facilitate the development of their ideas about how evaporated lavender oil diffuses in a classroom environment (gas diffusion). The research questions that the study aimed to address were: (1) What are pre-service teachers' ideas about diffusion in gas and liquid environments, and do these ideas differ based on the expressed state of matter? (2) How does their mechanistic reasoning about diffusion evolve as they transition between gas-liquid-gas phenomena? Modeling, the process of constructing a conceptual representation of a phenomenon under study, is fundamental to scientific endeavors and plays a central role in science teaching and learning (Günther et al., 2019). To build an internal mental model of a scientific phenomenon, learners must create external representations or artifacts of the phenomenon. Understanding the underlying mechanism of a phenomenon is linked to mechanistic reasoning, defined as "reasoning systematically through the underlying factors and relationships that give rise to a phenomenon" (Krist et al., 2019, p. 161). This is particularly crucial for phenomena involving processes at the microscopic level, as mechanistic reasoning goes beyond observable patterns, revealing the regularities behind empirical observations. Consequently, engaging learners in modeling diffusion is proposed as a productive way to facilitate the development of their understanding of the underlying mechanism governing the process. Nineteen participants were engaged in a specially crafted MBL unit where they constructed various models to explain diffusion in gases and liquids. Data sources encompassed pre- and post-test paper-and-pencil models for gas diffusion, as well as initial and revised models for liquid diffusion, along with subsequent computer-based models. Data analysis employed open coding methods and a mechanistic reasoning coding scheme derived from existing literature. Three crucial findings emerged: Firstly, pre-service teachers expressed non-canonical ideas about fluid diffusion, with only a minority of these ideas not being specific to the state of matter. Secondly, there was an advancement in teachers' mechanistic reasoning from their initial to final models. Lastly, the computer-based modeling environment acted as a facilitator for their mechanistic reasoning, aiding in their explanations of how diffusion occurs in liquids. The implications of these findings are discussed in relation to MBL's potential to support pre-service teachers in understanding microscopic phenomena. Methodology, Methods, Research Instruments or Sources Used The participants comprised nineteen pre-service teachers (3 males and 16 females), who were enrolled in a specialized science education course focusing on the integration of new technologies in science teaching and learning. The Modeling-Based Learning (MBL) unit within the course was divided into three phases, spanning eight 90-minute sessions each. In Phase 1, emphasis was placed on designing a drawing, including illustrations and an explanation of how the scent of evaporated lavender oil, released in the classroom, reached every student's nose. Phase 2 involved creating models, initially on paper and later in an online computer-based environment called MoDa, to demonstrate the diffusion of ink in cold and hot water. MoDa integrates building computational models using domain-specific code blocks and comparing models with real-world data (Fuhrmann et al., 2018). The initial ink model was developed after teachers observed the related phenomenon through an experiment conducted in pairs. The revised ink model was then created after each pair presented their model and received feedback from the instructor and other participants regarding the explanatory power of the presented model. Phase 3 replicated the activities of Phase 1. Data were collected from various sources, including the initial and final lavender diffusion paper-and-pencil models (pre- and post-test) created by the teachers. Additionally, the study involved the examination of the initial and revised ink diffusion paper-and-pencil models, as well as subsequent computer-based models. The analysis of these models was conducted using open coding techniques, and a mechanistic reasoning coding scheme was applied that derived from the works of Krist et al. (2019) and Russ et al. (2007). The mechanistic reasoning coding scheme consisted of four distinct levels: Level 0 (Providing a phenomenological description of the phenomenon), Level 1 (Identifying entities beyond what is directly observed), Level 2a (Identifying entities and their properties), Level 2b (Identifying entities and their interactions), Level 3 (Identifying entities, properties, and interactions among them), and Level 4 (Integrating all features into an explanatory scheme). Conclusions, Expected Outcomes or Findings The examination of teachers' models regarding diffusion in both gas and liquid contexts revealed a diverse array of advanced non-canonical ideas that shaped their initial, ongoing, and final conceptualizations of the diffusion process. Some of these ideas were specific to either liquids or gases, while a few were expressed in both states of matter. Teachers' mechanistic reasoning demonstrated a progression to more sophisticated levels from the pre-test to the post-test. The prevalent levels of teachers' initial mechanistic reasoning, focusing on phenomenological descriptions of diffusion and the identification of entities and/or properties, were notably absent in their post-test performance, where approximately one-fourth of them successfully linked all features in an explanatory manner. Notably, the computer-based environment (MoDa) played a significant role in facilitating the development of teachers' mechanistic reasoning, particularly at the highest levels. The outcomes of this study offer insights into how an MBL approach can aid learners in enhancing their mechanistic reasoning, a crucial aspect in explaining the functioning of microscopic-level phenomena. Notably, the teachers' involvement in modeling ink diffusion using the computer-based medium had a substantial impact on the evolution of their ideas regarding the diffusion of evaporated lavender oil. This is evident as their pre-test ideas predominantly focused on the phenomenological description of the diffusion phenomenon. Furthermore, the similarity between teachers' diffusion models and those expressed by younger students, as found in the literature (see Fuhrmann et al., 2022), suggests that curriculum developers should carefully consider both the instructional approach for teaching diffusion and the sequence of phenomena (e.g., transitioning from macro- to micro-level) to effectively scaffold learners' conceptual understanding. This consideration is crucial for ensuring a more productive learning experience for learners in the study of diffusion. References Fuhrmann, T., Wagh, A., Eloy, A., Wolf, J., Bumbacher, E., Wilkerson, M., & Blikstein, P. (2022). Infect, Attach or Bounce off?: Linking Real Data and Computational Models to Make Sense of the Mechanisms of Diffusion. Proceedings of International Conference of the Learning Sciences, ICLS, 1445–1448. Fuhrmann, T., Schneider, B., & Blikstein, P. (2018). Should students design or interact with models? Using the Bifocal Modelling Framework to investigate model construction in high school science. International Journal of Science Education, 40(8), 867–893. https://doi.org/10.1080/09500693.2018.1453175 Günther, S. L., Fleige, J., zu Belzen, A. U., & Krüger, D. (2019). Using the Case Method to Foster Preservice Biology Teachers’ Content Knowledge and Pedagogical Content Knowledge Related to Models and Modeling. Journal of Science Teacher Education, 30(4), 321–343. https://doi.org/10.1080/1046560X.2018.1560208 Krist, C., Schwarz, C. V., & Reiser, B. J. (2019). Identifying Essential Epistemic Heuristics for Guiding Mechanistic Reasoning in Science Learning. Journal of the Learning Sciences, 28(2), 160–205. Russ, R. S., Scherr, R. E., Hammer, D., & Mikeska, J. (2008). Recognizing mechanistic reasoning in student scientific inquiry: A framework for discourse analysis developed from philosophy of science. Science Education, 92(3), 499–525. https://doi.org/10.1002/sce.20264 16. ICT in Education and Training
Paper Analyzing the Effectiveness of a Teacher Education Intervention for DigCompEdu Competencies in Germany Universität Trier, Germany Presenting Author:The digital age has been upon us since 1989 (Stengel, 2017). Still, adapting to it is a continuous challenge across European countries (European Commission, 2024). In Germany, about one-third of 8th graders in Germany only show rudimentary ICT competence levels (Eickelmann et al., 2019). German pre-service teachers hold less favorable attitudes than students from other programs (Behrens et al., 2017) and most pre-service teachers do not meet the basic requirements of ICT competence levels defined by experts (Senkbeil et al., 2020). Even though respective German experts largely share a consensus about the importance of empowering teachers professionally with digital competencies (vbw, 2017; SWK, 2022), 20% of higher education curricula do not consider digital competencies (Monitor Lehrerbildung, 2022a). Therefore, action is needed to improve digital attitudes and competencies in pre-service teachers. As a transitory means to implement relevant and innovative objectives and content areas in higher education curricula for pre-service teachers in Germany, extra-credit courses are offered as additionally certified qualification opportunities (Monitor Lehrerbildung, 2022b). One of those opportunities is subject to this contribution. It was developed as an intervention in the context of a joint research project, which was funded by the Federal Ministry of Education and Research (BMBF) in Germany and addresses competencies based on the European DigCompEdu framework (Redecker & Punie, 2017). It consists of a basic and three compulsory elective modules (Vocational Orientation, Democracy Education, Education for Sustainable Development). The basic module consists of ten according elements, e.g., basic technological knowledge (TK), technological-content-knowledge (TCK), technological-pedagogical-knowledge (TPK), legal implications etc. Several studies have been made about the effects of different interventions based on the DigCompEdu (see Haşlaman et al., 2023). However, there are only few that address a longitudinal perspective and none that consider test-based rather than self-reported indicators for competencies. The complementation of self-reported by test-based indicators to measure competence is important, e.g, because self-reported and test-based competencies only share a weak link (Drummond & Sweeney, 2017; Lachner et al., 2019) and especially low-performing students tend to overestimate themselves (Max et al., 2022). In summary, the main research question is: How does the intervention impact pre-service teacher’s digital attitudes, self-reported and test-based competencies? The main objective is to discuss the results and share insights that might inspire similar projects to optimize their process and results. Methodology, Methods, Research Instruments or Sources Used To examine the research questions and to contribute to the main objective, data from a pre-post design is used in which pre-service teachers voluntarily enrolled in an extra-credit course about teaching in the digital age with the incentive of an according certification. All pre-service teachers at the local university have been invited to enroll in the intervention via several channels. The total work scope is approximately 210 hours, which are spent over a flexible time span of up to two years. 242 pre-service teachers registered for the intervention. As of now, 22 have completed it which makes the sample for preliminary results. They are 23.45 ± 3.23 years old and 86.4% female. 14 are from the B. Ed. and 8 from the M. Ed. program. They responded to twenty different validated measures for digital (1) attitudes, e.g., Hawlitschek & Fredrich (2018), (2) self-reported, e.g., Rubach & Lazarides (2019) and (3) test-based competencies, e.g., Lachner et al. (2019) in a pre-post design. Due to the small sample size, nonparametric testing (Wilcoxon-signed-rank test) was applied in the preliminary analysis. However, for parametric testing, a considerably larger sample size is anticipated until the final submission. Conclusions, Expected Outcomes or Findings The preliminary results across all measures taken show that only self-reports on TCK (r = .55; p = .009) and negative attitudes towards the use of digital media in teaching (r = -.45; p = .035) show significant differences. Hence, the results suggest so far that the intervention had a positive impact on their belief to be able to use digital technologies in their future teaching practices for their respective school subjects and their motivation to use digital media in their future teaching practices. However, the effects on attitudes and self-reports seem rather weak because most mean differences in other measures are insignificant. Also, the results on test-based competencies imply that the students did not progress in their actual knowledge about digital media and its use for teaching practices. These overall limited effects and practical implications will be further analyzed and discussed. References Drummond, A., & Sweeney, T. (2017). Can an objective measure of technological pedagogical content knowledge (TPACK) supplement existing TPACK measures? British Journal of Educational Technology, 48(4), 928–939. Eickelmann, B., Bos, W., & Labusch, A. (2019). Die Studie ICILs 2018 im Überblick. Zentrale Ergebnisse und mögliche Entwicklungsperspektiven. Waxmann. European Commission. (2021). Digital Education Action Plan (2021-2027). https://education.ec.europa.eu/de/focus-topics/digital-education/action-plan Haşlaman, T., Atman Uslu, N., & Mumcu, F. (2023). Development and in-depth investigation of pre-service teachers’ digital competencies based on DigCompEdu: a case study. Quality & Quantity, 1–26. Hawlitschek, A., & Fredrich, H. (2018). Die Einstellungen der Studierenden als Herausforderung für das Lehren und Lernen mit digitalen Medien in der wissenschaftlichen Weiterbildung. Zeitschrift Hochschule und Weiterbildung, (1), 9-16. Lachner, A., Backfisch, I., & Stürmer, K. (2019). A test-based approach of modeling and measuring technological pedagogical knowledge. Computers & Education, 142, 103645. Max, A. L., Lukas, S., & Weitzel, H. (2022). The relationship between self-assessment and performance in learning TPACK: Are self-assessments a good way to support preservice teachers’ learning? Journal of Computer Assisted Learning, 38(4), 1160–1172. Monitor Lehrerbildung. (2022a). Curriculare Verankerung von Inhalten zu Medienkompetenz in einer digitalen Welt. https://www.monitor-lehrerbildung.de/diagramme/curriculare-verankerung-von-inhalten-zu-medienkompetenz-in-einer-digitalen-welt/ Monitor Lehrerbildung. (2022b). Zertifikatsangebote an Hochschulen. https://www.monitor-lehrerbildung.de/diagramme/zertifikatsangebote-an-hochschulen/ Redecker, C., & Punie, Y. (2017). European Framework for the Digital Competence of Educators: DigCompEdu. European Commission. https://publications.jrc.ec.europa.eu/repository/handle/JRC107466 https://doi.org/10.2760/159770 Rubach, C., & Lazarides, R. (2019). Eine Skala zur Selbsteinschätzung digitaler Kompetenzen bei Lehramtsstudierenden. Zeitschrift für Bildungsforschung, 9(3), 345-374. Schmid, U., Goertz, L., Radomski, S., Thom, S., & Behrens, J. (2017). Monitor Digitale Bildung: Die Hochschulen im digitalen Zeitalter. mmb Institut; Bertelsmann Stiftung. https://doi.org/10.11586/2017014 Senkbeil, M., Ihme, J. M., & Schöber, C. (2020). Empirische Arbeit: Schulische Medienkompetenzförderung in einer digitalen Welt: Über welche digitalen Kompetenzen verfügen angehende Lehrkräfte? Psychologie in Erziehung Und Unterricht, 68(1), 4–22. Stengel, O., van Looy, A., & Wallaschkowski, S. (2017). Digitalzeitalter - Digitalgesellschaft: Das Ende des Industriezeitalters und der Beginn einer neuen Epoche. Springer. https://doi.org/10.1007/978-3-658-16509-3 Ständige wissenschaftliche Kommission der Kultusministerkonferenz. (2022). Digitalisierung im Bildungssystem: Handlungsempfehlungen von der Kita bis zur Hochschule. Gutachten der Ständigen Wissenschaftlichen Kommission der Kultusministerkonferenz (SWK). https://doi.org/10.25656/01:25273 vbw - Vereinigung der Bayerischen Wirtschaft e. V. (2017). Bildung 2030 – veränderte Welt. Fragen an die Bildungspolitik. Waxmann. https://doi.org/10.25656/01:14542 |
17:15 - 18:45 | 16 SES 03 A: Digital Literacy and Problem Solving Competences Location: Room 016 in ΧΩΔ 02 (Common Teaching Facilities [CTF02]) [Ground Floor] Session Chair: Cristian Cerda Paper Session |
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16. ICT in Education and Training
Paper Critical Digital Literacies: Fostering Digital Cultural Knowledge in and for Uncertain Times Durham Univserity, United Kingdom Presenting Author:This paper reports on an action research project on the development of advanced digital literacies with secondary school students in England, taking a multi-generational and agentic approach for that purpose. The project is found on the observation that policy discourses signalling a shortage of digitally skilled workforces has provided a useful, yet narrow perspective of the knowledge students require to thrive in an ever-changing digital environment. While skills and literacies should not be used interchangeably, the emphasis on technical digital ability tends to overshadow the purpose of engaging more deeply with the complexities of digital cultures (Jenkins, 2019); complexities that require an appreciation for the logic of the digital world and the practices that prevail therein (Costa et al., 2018). This translates into the acquisition of digital cultural knowledge (Costa and Li, 2023), key to the safe and ethical navigation of digital environments. Much like Lareau (see 2015) we conceptualise this form of knowledge as one benefiting from ‘cultural guides’ who can help in the learning of ‘the rules of the game’. To do so, a collaboration with university students was developed to ensure digital literacy learning of school students occurred with the support of ‘fresh contacts’ (Mannheim, 1928/2017) who are bound by cultural rather than biological rhythms. This proposal is in keeping with contestations of a technical-instrumentalist curriculum model (Moore and Young, 2001) and in favour of a humanistic approach, one that privileges learning autonomy (Freire, 2001). Digital literacies in schools have often taken on a risk perspective approach, supported by practices of surveillance and prevention (see Reilly, 2021). While preventative measures in the context of schools are hard to contest in light of increased perceptions of digital harm and schools’ attentiveness to students’ welfare and wellbeing, such approaches tend to be less effective in helping students deal with digital issues they may face in reflective way. In other words, while digital preventative measures offer more certainties about the practices to follow and those to avoid, it is less focused on exploring the unpredictability of digital practices as reflective of a changing digital environment. In this vein, focusing less on the “dos” and “don’t” of digital practices and more on the experiences and modes of participation that young people tend to develop online, this project we will discuss via this presentation has attempted to find ways to support young people in dealing with the uncertainties of the digital world while hopeful of the benefits informed, deliberative and reflective practices may bring to young people’s digital lives. The project takes on a stance of ethics and agency, placing students at the centre of such discussions and practices while supported by ‘meaningful others’ who more than being close in age are close in experience and perspective. Methodology, Methods, Research Instruments or Sources Used The project adopted an action-research approach involving school leaders, teachers and students in schools and academic researchers and university students who came together to support each other in the development of digital literacies understandings congruent with young people’s digital experiences and knowledge needs. This method was chosen to explore a learning environment that moved away from prescriptive approaches and offered space and opportunity for participants to cultivate and reflect on the power of their own agency in the context of digital practices. Action research was key in our approach in that it enabled the exploration of key digital problems schools had identified through practical solutions (Creswell, 2020). Using an iterative approach, the project started via consultation with school leaders and school teachers about what they perceived to be the key digital literacy needs of their students. Two areas were identified as priority with reference to their digital issues database records: sexting and misinformation. The second stage of the project was focused on the develop a thorough research literature review that allowed the researchers to conceptualise digital literacies “as skillsets necessary to effective engagement in digital citizenship and day-to-day practice. These skill sets refer to capacities of opinion formation (digital reasoning), intersubjective understanding (digital being), and cultural adaptation (digital integrity) that require scaffolding, mentoring, and bespoke support in curricula designs reflective of a digital logic” (Costa and Oliver, 2023, p.5). The project then proceeded to design digital literacy sessions that followed principles of digital practices and critical pedagogy, as a reflection of the desk research previously conducted. The sessions were designed to support students’: a) prior knowledge and lived experience of the topics under exploration; b) deliberative action through engaging them in discussions that aimed to consider their views and digital activity; and c) creative input by finishing each session with students’ own, tangible creations as a manifestation of their learning and perspectives on the issues explored. Digital Ambassadors (University students) were then trained to deliver the sessions by being made familiar with the research via ‘reading cards’, going through the lesson plans as a potential target audience and reflecting on possible challenges they might face while delivering the sessions. To get a thorough understanding of the project, a comprehensive approach to elicit participants’ views and experiences was organised in the shape of different data collection formats to cover the voices of the different stakeholders involved. Conclusions, Expected Outcomes or Findings In light of this project, this presentation explores how digital literacies are leveraged as a discipline-specific form of knowledge (Oliver, 2021) that combines the mastery of deliberative and ethical forms of communication (Habermas, 2022) with the logic of digital environments as a field of social practice (Costa, 2013) embedded in everyday life. Such an approach proposes an appreciation for digital literacies as extending and interconnecting different spheres of action – school, home, vocational and social life. This is an approach that challenges risk-averse approaches often used in schools and at home to ensure online safety, despite its limited impact (Stoilova et al., 2023). Instead, we invite the audience to perceive students as agentic selves, i.e., digital users capable of reflectively exploring digital practices and the experiences they aspire for their future. Speaking to the theme of the conference, this presentation outlines how embracing uncertainty through reasoned debates is key to the development of informed attitudes and the fostering of digitally ethical selves which is in itself a form of digital empowerment. References Costa, C. (2013). The habitus of digital scholars. Research in Learning Technology, 21. https://doi.org/10.3402/rlt.v21i0.21274 Costa, C., & Li, H. (2023). Digital cultural knowledge and curriculum: The experiences of international students as they moved from on-campus to on-line education during the pandemic. Learning, Media and Technology, 0(0), 1–13. https://doi.org/10.1080/17439884.2023.2218097 Costa, C., Murphy, M., Pereira, A. L., & Taylor, Y. (2018). Higher education students’ experiences of digital learning and (dis)empowerment. Australasian Journal of Educational Technology, 34(3). https://doi.org/10.14742/ajet.3979 Costa, C., & Oliver, M. (2023). The Durham Digital Literacy Project. https://doi.org/10.13140/RG.2.2.16790.93768 Creswell, J. (2020). Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research, Global Edition (6th edition). Pearson. Freire, P. (2001). Pedagogy of Freedom: Ethics, Democracy and Civic Courage (New edition). Rowman & Littlefield Publishers. Habermas, J. (2022). Reflections and Hypotheses on a Further Structural Transformation of the Political Public Sphere. Theory, Culture & Society, 39(4), 145–171. https://doi.org/10.1177/02632764221112341 Jenkins, H. (2019). Participatory Culture: Interviews. John Wiley & Sons. Lareau, A. (2015). Cultural Knowledge and Social Inequality. American Sociological Review, 80(1), 1–27. https://doi.org/10.1177/0003122414565814 Mannheim, K. (1928). Das Problem der Generationen. KZfSS Kölner Zeitschrift für Soziologie und Sozialpsychologie, 69(1), 81–119. https://doi.org/10.1007/s11577-017-0412-y Moore, R., & Young, M. (2001). Knowledge and the Curriculum in the Sociology of Education: Towards a reconceptualisation. British Journal of Sociology of Education, 22(4), 445–461. https://doi.org/10.1080/01425690120094421 Oliver, M. (2021). What styles of reasoning are important in primary English? The Curriculum Journal, 32(4), 704–721. https://doi.org/10.1002/curj.120 Reilly, C. A. (2021). Reading risk: Preparing students to develop critical digital literacies and advocate for privacy in digital spaces. Computers and Composition, 61, 102652. https://doi.org/10.1016/j.compcom.2021.102652 Stoilova, M., Bulger, M., & Livingstone, S. (2023). Do parental control tools fulfil family expectations for child protection? A rapid evidence review of the contexts and outcomes of use. Journal of Children and Media, 0(0), 1–21. https://doi.org/10.1080/17482798.2023.2265512 16. ICT in Education and Training
Paper Digital competences and entertainment use of digital technologies by Physical Education and Sports Science students 1Universidad de La Frontera, Chile; 2Universidad de Alicante, Spain; 3Universidad Catolica de Temuco, Chile; 4Universidad de Santiago, Chile Presenting Author:Since some time now, it has been feasible to perceive that the relationship between young people and digital technologies is extremely close in terms of frequency and variety of use. Nowadays, young people, especially university students, use digital technologies with high frequency, which can have different types of impacts (Álvarez-Ferrandiz et al., 2023). In some cases, it may lead to academic, entertainment and social uses (Cerda et al., 2018), while in others, it may result in worrying practices, especially those related to problematic use of social networks (Romero-Rodriguez et al., 2020) and smartphone use (Roig-Vila et al., 2020). Therefore, analyzing the relationship between young people and digital technologies should be a matter of interest in the academic world. While this is relevant for university students, it becomes even more critical for student teachers because of their role modeling (Urra et al., 2020). It means that a teacher must not only generate teaching practices based on the curricular content defined by the school system but also develop personal practices considered exemplary by society, which is consciously or unconsciously observed in a vicarial way by their students (Cheung, 2020). Among all types of subjects, physical education is one that has greater relevance due to its practical character. It would be expected that physical education teachers can be a good example of the value of practices they promote. Therefore, these teachers should stimulate and experience real entertainment practices, prioritizing them over the virtual ones available nowadays in the pocket of their students (smartphone). Despite this, Menescardi et al. (2021) conclude that the use of digital technologies in physical education is still basic. While this makes sense, due to the lockdown caused by the COVID-19 pandemic, these habits were modified, even for university students in physical education (Etchevers et al., 2022). Consequently, digital entertainment practices have gained greater acceptance among young people, sometimes being preferred over real practices (Flores et al., 2020). Despite the relevance of the research topic and its implications, there is limited literature regarding the specific understanding of this phenomenon. On the other hand, autonomous use with entertainment purposes of technologies allows the development of various digital competences. The European Framework for Digital Competences (DIGCOMP) provides a detailed description of the essential areas that citizens should have (Carretero et al., 2017; Ferrari, 2013). In these terms, educational institutions must provide citizens with the necessary competences to face new professional challenges. Although it could be thought that the acquisition of these skills is due to formal training processes, many of them can be acquired autonomously through the interaction with various digital devices, considering needs and interests of the users and variables associated with them (Cerda et al., 2022b). According to this context, it is relevant to deep in the understanding of this phenomenon. Considering this background, this research had two objectives. First, describe the access and use to devices and applications that are most commonly used for entertainment by Chilean student teachers in physical education and Spanish students in sports science. Second, according to the country of origin, compare the level of digital competences used for entertainment purposes by these participants. Addressing these objectives provides an initial approach to the role that the entertainment use of digital technologies plays, in comparison to other uses, in the development of digital citizenship competences in university students related to physical activity and sports. Methodology, Methods, Research Instruments or Sources Used This research involved a total of 324 university students from one university in Temuco, Chile (n = 170, 52.5%), and students from one university in Alicante, Spain (n = 154, 47.5%). Considering the total, 68.2% were male and 31.8% were female, with an average age of 21.12 years (SD = 3). The Chilean participants were student teachers in physical education, while Spanish students were part of the Sports Science and Physical Activity program. The information was obtained through two instruments. The first one was a questionnaire developed for a previous research (Cerda et al., 2018), in which access, time and purposes of use of digital technologies (academic, entertainment, social and economic) in devices (desktop computer, laptop computer, smartphone and tablet) and applications (Facebook, Internet search, YouTube, WhatsApp, Instagram and TikTok) were measured. The second one was the entertainment use subscale of the Scale of Purposes of Use and Digital Competences, which measures frequency of use of digital technologies with entertainment purposes (Cerda et al., 2022a). The items were based in the following five digital competences defined by DIGCOMP (Carretero et al., 2017; Ferrari, 2013) A = Browsing, searching and filtering data, information and digital content; B = Managing data, information and digital content; C = Interacting through digital technologies; D = Sharing through digital technologies; E = Developing digital content. Data was collected at the end of 2023. The application of the instruments at each university included a previous explanation of the research objectives, its relevance and the intention to participate. Data analysis was conducted in stages. First, quality controls were performed to analyse the data and identify any potential and incorrect information registered. Second, descriptive analyses of access to devices and applications, number of hours they were used and percentage of time spent on these tasks were conducted. Third, five variables, considering the five digital competences of the Scale of Purposes of Use and Digital Competences were created. Fourth, the normality of the variables was analysed by reviewing their levels of skewness and kurtosis. Fifth, mean comparison tests (t-test for independent samples) were carried out to evaluate the difference in the variables according to the country of origin of the students. Conclusions, Expected Outcomes or Findings The tablet, which shows low access (Chile 13% and Spain 29%), is the device with the highest percentage of entertainment use (Chile 37.5% and Spain 33%, p > 0.05), followed by the smartphone (Chile 31.2% and Spain 33.2%), which is used by 98% of students in both countries. Regarding this device, differences were only showed in time of use, being Chilean students the ones spending more hours (M = 6.91, SD = 3.39) while the Spanish students (M = 4.98, SD = 2.04), t(260) = 6.10, p < .001, Cohen’s d = -0.69. Regarding the applications, TikTok had the highest entertainment use (Chile 66% and Spain 68%). The second most used application is YouTube (Chile 64.7% and Spain 69.3%) with access rates of 89% in Chile and 91% in Spain. In relation to the development of digital competences, Chilean students outperformed their counterpart in Spain in almost all the competences. In specific Browsing (A), Chilean participants got higher scores (M = 3.50, SD = 0.89) than the Spanish (M = 3.10, SD = 0.84), t(322) = 4.16, p < .001, Cohen’s d = -0.46. The same happened with variables: Managing (B), M = 2.49, SD = 1.04 versus M = 2.20, SD = 0.83, t(316)= 2.81, p = .005, Cohen’s d = -0.31; Interacting (C), M = 3.01, SD = 0.99 versus M = 2.61, SD = 0.86, t(321)=3.84, p < .001, Cohen’s d = -0.43; Sharing (D), M = 2.66, SD = 1.03 versus M = 2.40, SD = 0.83), t(317)= 2.55, p = .011, Cohen’s d = -0.28. Only in the case of Develop (E), Spanish got a higher score, (M = 2.09, SD = 1.07) than Chileans (M = 1.96, SD = 0.89), t(319)= 1.18, p = .236, even though the difference was not significative. References Álvarez-Ferrándiz, D., Martínez-Sánchez, I., Rodríguez-Sabiote, C., & Álvarez-Rodríguez, J. (2023). The use of technology In higher education. Pedagogical orientations within education. Journal of Positive Psychology & Wellbeing, 7(3), 391-405. https://journalppw.com/index.php/jppw/article/view/17645/11110 Carretero, S., Vuorikari, R., & Punie, Y. (2017). DigComp 2.1: The Digital Competence Framework for Citizens with eight proficiency levels and examples of use (EUR 28558). Cerda, C., León, M., Saiz, J. L., & Villegas, L. (2022a). Propósitos de uso de tecnologías digitales en estudiantes de pedagogía chilenos: Construcción de una escala basada en competencias digitales. Píxel-Bit. Revista de Medios y Educación, 64, 7-25. https://doi.org/10.12795/pixelbit.93212 Cerda, C., León, M., Saiz, J. L., & Villegas, L. (2022b). Relación entre propósitos de uso de competencias digitales y variables asociadas a estudiantes de pedagogía chilenos. Edutec. Revista Electrónica de Tecnología Educativa(82), 183-198. https://doi.org/10.21556/edutec.2022.82.2557 Cerda, C., Saiz, J. L., Villegas, L., & León, M. (2018). Acceso, tiempo y propósito de uso de tecnologías digitales en estudiantes de pedagogía chilenos. Estudios Pedagogicos, 44(3), 7-22. https://doi.org/10.4067/S0718-07052018000300007 Cheung, P. (2020). Teachers as role models for physical activity: Are preschool children more active when their teachers are active? European Physical Education Review, 26(1), 101-110. https://doi.org/10.1177/1356336X19835240 Etchevers, V., Navarrete, M., Valdés, G., & Merellano, E. (2022). Niveles de actividad física y uso del smartphone en estudiantes de pedagogía en educación física: Estudio comparativo en dos momentos de la pandemia. REAF- Revista Chilena de Rehabilitación y Actividad Física, 1(1), 1-20. https://doi.org/10.32457/reaf1.1764 Ferrari, A. (2013). DIGCOMP: A framework for developing and understanding digital competence in Europe. Publications Office of the European Union. https://doi.org/10.2788/52966 Flores, G., Correa., M., & Cervantes., M. (2020). Deporte, cultura y uso de tecnologías en el tiempo libre de jovenes universitarios. Espiral-Cuadernos del Profesorado, 13(17), 144-159. https://doi.org/10.25115/ecp.v13i27.3491 Menescardi, C., Suárez-Guerrero, C., & Lizandra, J. (2021). Formación del profesorado de educación física en el uso de aplicaciones tacnológicas. Apunts. Educación Física y Deportes, 144, 33-43. https://doi.org/10.5672/apunts.2014-0983.es.(2021/2).144.05 Roig-Vila, R., Prendes-Espinosa, P., & Urrea-Solano, M. (2020). Problematic smartphone use in spanish and italian university students. Sustainability (Switzerland), 12(24), 1-18. https://doi.org/10.3390/su122410255 Romero-Rodríguez, J. M., Rodríguez-Jiménez, C., Ramos, M., Marín-Marín, J. A., & Gómez-García, G. (2020). Use of instagram by pre-service teacher education: Smartphone habits and dependency factors. International Journal of Environmental Research and Public Health, 17(11), 1-10. https://doi.org/10.3390/ijerph17114097 Urra, B., Freundt, A., Fehrenberg, M., & Muñoz, M. (2020). Paradigma educativo y habilidades el profesor asociadas a la percepción de rol docente en educación física de estudiantes chilenos. Retos, 37, 362-3619. https://doi.org/10.47197/retos.v37i37.72781 16. ICT in Education and Training
Paper Relationships Between Tertiary Students’ Socioeconomic Status, Behavioral Engagement, Learning Strategies, and Problem Solving in Technology-Rich Environments Lingnan University, Hong Kong S.A.R. (China) Presenting Author:In today's era of rapid technological advancement, technology has a profound impact on our daily lives and society. Technology-rich environments (TRE) not only offer tertiary students collaborative opportunities that foster teamwork and communication skills, but also present unique challenges requiring critical thinking and problem-solving abilities. These challenges include diagnosing and resolving technical issues, designing new hardware or software solutions, and analyzing complex data sets (Mishra et al., 2013; Verdonck et al., 2019). Strong problem-solving abilities enable students to adapt quickly to novel challenges and solve complex problems, making problem-solving in TRE an essential skill for success in the modern workforce and future careers (Hämäläinen et al., 2015). Previous research has explored the relationship between socioeconomic status (SES) and students' problem-solving skills to address educational disparities (e.g., Martin et al., 2012). To gain a better understanding of this relationship, it is crucial to examine the potential mediation mechanisms. Previous studies have shown positive connections between SES and students' behavioral engagement (e.g., Guo et al., 2015) and between behavioral engagement and problem-solving (e.g., Guo et al., 2016). Therefore, it is expected that behavioral engagement may serve as a mediator between SES and problem-solving. However, there is limited knowledge about whether behavioral engagement truly mediates the association between SES and problem-solving, particularly in TRE. Thus, this study aimed to investigate the mediating role of behavioral engagement in the relationship between SES and problem-solving in TRE. Research consistently demonstrates that individuals who employ strategic learning approaches tend to exhibit higher levels of problem-solving (Tan, 2019). Effective learning strategies, such as goal setting, self-regulation, metacognitive monitoring, and the use of problem-solving techniques, play a crucial role in facilitating the acquisition of problem-solving skills (Hoffman & Spatariu, 2008). In addition, previous studies have indicated that students from high-SES families are more likely to possess high levels of problem-solving skills (e.g., Martin et al., 2012). Hence, the strength of the association between SES and problem-solving may vary depending on learning strategies. However, there is currently limited knowledge about the effect of the interaction between SES and learning strategies on problem-solving in TRE. Building upon established research on the relationships between SES and problem-solving (e.g., Martin et al., 2012) and between learning strategies and problem-solving (e.g., Hoffman & Spatariu, 2008), it can be hypothesized that learning strategies moderate the association between SES and problem-solving in TRE. In other words, learning strategies may weaken the strength of the association between SES and problem-solving in TRE. Furthermore, the indirect association, where the relationship between SES and problem-solving in TRE is mediated by behavioral engagement, may also vary depending on learning strategies. To the best of our knowledge, no studies have explored the moderating role of learning strategies in the indirect pathways from SES to problem-solving in TRE through behavioral engagement. Based on emerging evidence concerning the relationships between SES and behavioral engagement (e.g., Guo et al., 2015) and between learning strategies and behavioral engagement (e.g., Hospel et al., 2016), it is plausible to hypothesize the existence of a moderation mechanism involved in the indirect association between SES and problem-solving in TRE. Therefore, this study aimed to investigate whether learning strategies moderate both the direct and indirect associations between SES and problem-solving in TRE, mediated by behavioral engagement. Methodology, Methods, Research Instruments or Sources Used The current study utilized data from the Programme for International Assessment of Adult Competencies (PIAAC), an assessment framework initiated by the Organization for Economic Cooperation and Development (OECD). PIAAC aims to measure and compare the proficiency levels of adults in various domains, including problem-solving, across participating countries. By employing standardized tests and surveys, PIAAC evaluates adults' cognitive abilities and workplace skills, with a specific focus on their problem-solving capabilities in real-life situations. In this study, a sample of 12,148 tertiary students (Mage = 25.68 years, 55% female) was analyzed. The variables examined in the study included SES, behavioral engagement in reading, writing, numeracy, and information and communication technology (ICT), learning strategies, and problem-solving in TRE. The initial analysis focused on exploring the mediating role of behavioral engagement in the relationship between SES and problem-solving in TRE. First, the study examined the direct effects of SES on students' problem-solving in TRE. Next, behavioral engagement was introduced as a mediator to investigate the direct effects of SES on problem-solving in TRE. The subsequent analysis aimed to explore the moderating effect of learning strategies on the associations between SES, behavioral engagement, and problem-solving in TRE. To achieve this, a moderated mediation model was estimated, incorporating an interaction term between SES and learning strategies. The interaction term was used to assess the effects of SES on problem-solving in TRE at different levels of learning strategies. If the interaction between SES and learning strategies was found to be significant, a simple slope analysis was conducted to evaluate the conditional direct and indirect effects of SES on students' problem-solving in TRE at low (-1 SD) and high (+1 SD) levels of learning strategies (Preacher, Curran, & Bauer, 2006). The study calculated 95% confidence intervals (95% CI) for the conditional direct and indirect effects. To handle missing data, the study employed the full information maximum likelihood (FIML) approach (Enders, 2010). All main analyses were conducted using Mplus 8 (Muthen & Muthen, 1998–2018). Conclusions, Expected Outcomes or Findings The current study employed a moderated mediation model to investigate the mechanisms underlying the relationship between SES and students' problem-solving in TRE. The findings provided support for the mediating role of behavioral engagement in the association between SES and problem-solving in TRE. First, in line with previous research indicating a positive link between SES and problem-solving (e.g., Martin et al., 2012), the present study established a significant contribution of SES to students' problem-solving in TRE. Second, the study demonstrated that behavioral engagement mediated the relationship between SES and problem-solving in TRE. Third, the study explored the significance of learning strategies in relation to students' behavioral engagement and problem-solving in TRE. However, the results indicated that learning strategies did not moderate the direct effect of SES on students' problem-solving in TRE. Learning strategies were also found to not moderate the indirect association between SES and problem-solving in TRE through behavioral engagement. References Enders, C. K. (2010). Applied missing data analysis. Guilford Press. Guo, F., Yao, M., Wang, C., Yan, W., & Zong, X. (2016). The effects of service learning on student problem solving: The mediating role of classroom engagement. Teaching of Psychology, 43(1), 16-21. Guo, Y., Sun, S., Breit-Smith, A., Morrison, F. J., & Connor, C. M. (2015). Behavioral engagement and reading achievement in elementary-school-age children: A longitudinal cross-lagged analysis. Journal of Educational Psychology, 107(2), 332-347. Hoffman, B., & Spatariu, A. (2008). The influence of self-efficacy and metacognitive prompting on math problem-solving efficiency. Contemporary educational psychology, 33(4), 875-893. Hospel, V., Galand, B., & Janosz, M. (2016). Multidimensionality of behavioural engagement: Empirical support and implications. International Journal of Educational Research, 77, 37-49. Martin, A. J., Liem, G. A., Mok, M., & Xu, J. (2012). Problem solving and immigrant student mathematics and science achievement: Multination findings from the Programme for International Student Assessment (PISA). Journal of educational psychology, 104(4), 1054-1073. Mishra, P., Fahnoe, C., Henriksen, D., & Deep-Play Research Group. (2013). Creativity, self-directed learning and the architecture of technology rich environments. TechTrends, 57(1), 10–13. Preacher, K. J., Curran, P. J., & Bauer, D. J. (2006). Computational tools for probing interactions in multiple linear regression, multilevel modeling, and latent curve analysis. Journal of Educational and Behavioral Statistics, 31(4), 437–448. Tan, R. E. (2019). Academic self-concept, learning strategies and problem solving achievement of university students. European Journal of Education Studies, 2, 287-303 Verdonck, M., Greenaway, R., Kennedy-Behr, A., & Askew, E. (2019). Student experiences of learning in a technology-enabled learning space. Innovations in Education and Teaching International, 56(3), 270–281. |
Date: Wednesday, 28/Aug/2024 | |
13:45 - 15:15 | 16 SES 06 A: Digital Games in Education Location: Room 016 in ΧΩΔ 02 (Common Teaching Facilities [CTF02]) [Ground Floor] Session Chair: Irina Kliziene Paper Session |
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16. ICT in Education and Training
Paper Immersion in Digital Games: The Experience of Immersion and the Social Contexts that Provoke It Vytautas Magnus University, Lithuania Presenting Author:Digital game-based learning (GBL) is being actively researched (Van Eck, 2006; Egenfeldt-Nielsen, Meyer, Sørensen, 2011; Adams, 2009; Plass, Homer, Kinzer, 2015; Kickmeier-Rust et al., 2011). One of the aspects studied is engagement, which one of the key reasons for the application and wide adoption of GBL because it encourages the players to learn and improve. The researchers analyse the immersion of players in the flow state as a positive phenomenon that has aspects worth discussing. According to the researchers, flow state may positively affect learning (Kiili, 2005), the players immersed in the flow are motivated to solve problems and overcome challenges (Egenfeldt-Nielsen, Meyer, Sørensen (2011)), they are highly focused and do not feel the passage of time or fatigue, they stay motivated and self-regulated for a long time, which facilitates learning (Graesser, Chipman, Leeming, Biedenbach, 2009). Meanwhile Marklund and Romin (2020) raise questions about the problematic aspects of flow or immersion: about the loss of self-identity and “wandering” while completing a task, which raises doubts whether reflective thinking is involved because at times the task is lost while playing; and about the influence of social context and personal qualities on learning that can be reduced in the flow state. The researchers (Sinagatullin, 2017; Jeong & Kim, 2011) who investigate addiction to gaming emphasise a similar immersion state that can have a number of negative consequences: players addicted to gaming fail to regulate and plan their time; for them, the use of video games often becomes more important than learning; they can play for hours without pausing; those immersed in games may suffer from back pain due to prolonged sitting in the same position; some develop sleep disorders or neglect personal hygiene; some can develop eating disorders; some children obsessed with gaming suffer from carpal tunnel syndrome; gaming addiction can also have social consequences and provoke unhealthy daily behaviour. Therefore, it is not entirely clear how players experience the immersion state as a complex systemic process and what conditions turn it into a negative cycle that completely absorbs the gamer. There are multiple studies that analyse individual aspects of immersion and addiction. Brown and Cairns (2004) distinguished three levels of immersion based on the experiences of the players: engagement, engrossment and total immersion, and described several characteristics of immersion. Research by Atan (2024) revealed the negative impact of the gaming addiction on the psychological well-being and health of children. Akaroğlu (2022) studied the impact of parental behaviour on the socio-emotional well-being of players and the development of addiction in them and found that an authoritarian attitude of parents increased the tendency to become addicted; Changho & Ocktae (2017) revealed the influence of being satisfied with one’s relationships with parents, friends, and teachers on the gaming addiction; Morahan-Martin and Schumacher (2000) have shown that lonely gamers find online social interactions attractive and they replace the self-disclosure and intimacy of real-life interactions for them. Lai et al. (2016) identified the predictors of addiction to digital games, which include the frequency and duration of gaming. The overview of literature shows that the researchers have highlighted certain levels and characteristics of immersion and aspects of the environment that facilitates the development of addiction but no systematic analysis of this phenomenon based on the perspective of the players themselves exists so far. Our study asked the following questions: how do the players experience the immersion state? What processes and contexts are relevant to immersion? Methodology, Methods, Research Instruments or Sources Used The study was based on the classical Glaser`s version of the Grounded Theory. The presentation will cover only a part of the data that emerged during the thesis process, rather than the whole emergent theory. The basis of the classical GT version is the emergence of theory from the data. It is an inductive reasoning method that creates a theory through the systematic collection, synthesis, analysis and conceptualisation of data. The researchers move in their study field without a predefined study problem; the study problem and its resolutions emerge from research data (Glaser, 2018, Glaser, Holton, 2004). The following data were used: 21 interviews with gamers; 1 focus group with 8th grade students of gymnasium (all of them have played or play digital games); informal correspondence with interview participants. The data of this study were analysed in the following stages: substantive coding that includes open coding and selective coding, and theoretical coding. Data analysis stages were accompanied by continuous memoing. All steps, i.e. data collection, open coding, theoretical sampling, memoing, conceptualisation, etc. were carried out simultaneously in a cyclic manner, with the author repeatedly returning to the first steps. The stages were repeated until data categories were saturated. The literature review had not been performed until processes that create preconditions for the exclusion of gamers in school emerged and were conceptualised; only then literature was used as one of data sources (Glaser, 1998). Research ethics was followed: all participants were informed about the purpose for which their data were collected and their right to withdraw from the study at any stage. The parents of minors were informed in writing about the study purpose and their written consents allowing their children to participate were obtained. All identifying personal information of participants was changed. All participants took part voluntarily and gave their consents. The study complied with the Regulation on the Assessment of Conformity of Scientific Research to the Main Principles of Professional Research and Ethics approved by Vytautas Magnus University Senate (MTAPTPEPVN, 2021). Conclusions, Expected Outcomes or Findings The study revealed gaming immersion experiences and contexts provoking and supporting it. Gaming immersion experiences: Arousal manifests as excitement, thrill, satisfaction. It emerged as euphoric state described as satisfaction caused by drugs. Desperation manifests as an uncontrollable urge to seek the arousal again and again. It is accompanied by hiding, pretending, lying. Altered perception of time manifests as the acceleration/slowing down/loss of time. Ignoring one’s needs manifests as ignoring one’s bodily needs that could distract from gaming and repetition. Disconnection from reality manifests as disorientation/confusion, altered perception of space/sounds, and fear. Repetition is the key process supporting the immersion experiences. Main characteristic: easily activated because it reflects human nature (providing security because you know what to expect and convenience because repetition requires less energy). Another characteristic of repetition is intensification: increasing intensity and frequency because of experiences and emotions triggered by repetition. Deepening is another characteristic: repeating the same actions makes the engagement in them easier and abandoning them harder (interruption of repetition feels like violence). Several contexts affecting immersion emerged in the study. Compelling context. An external social context (home/school), where dominant behavioural patterns (rejection, disinterest, bullying, violence) push players into the repetition. It creates unfavourable emotional atmosphere resulting in intensive immersion cycle, triggering the deepening and intensification and the stability of the entire process. Hype-building context. It involves being intensely controlled by a phenomenon (digital games) and surrendering to what is currently popular and fashionable. It produces highly positive information about the phenomenon, making it even more attractive. Neutralising context is created through external behavioural regulation models (limitation, prohibition, diverting attention, moderation) influencing the intensification and deepening. Limitation and prohibition do not disrupt the immersion cycle but balance the repetition process. Diverting attention and moderation help see digital games as creative tools and change the nature of repetition. References Adams, E. (2009). Fundamentals of game design. New Riders. Akaroğlu G. (2022) Parental Attitudes and Social Emotional Well-Being Predict Digital Game Addiction in Turkish Children, The American Journal of Family Therapy. Atan A. (2024) The psychological well-being of children who play digital games during the COVID-19 pandemic, International Journal of Early Years Education. Brown, E., & Cairns, P. (2004). A grounded investigation of game immersion. Iš CHI EA '04: CHI '04 Extended Abstracts on Human Factors in Computing Systems (p. 1297–1300). Association for Computing Machinery. Changho L. & Ocktae K. (2017) Predictors of online game addiction among Korean adolescents, Addiction Research & Theory, 25:1, 58-66. Egenfeldt-Nielsen, S., Meyer, B., & Sørensen, B. H. (Red.). (2011). Serious games in education: A global perspective. Aarhus University Press. Glaser, B. G. (1998). Doing grounded theory: Issues and discussion. Sociology Press. Glaser, B. G. (2018). Getting started. Grounded Theory Review, 17(1), 3–6. Sociology Press. Glaser, B. G., & Holton, J. (2004). Remodeling grounded theory. Forum: Qualitative Social Research, 5(2), 1–17. Graesser, A., Chipman, P., Leeming, F., & Biedenbach, S. (2009). Deep Learning and Emotion in Serious Games. Iš U. Ritterfeld, M. Cody ir P. Vorderer (Red.), Serious Games: Mechanisms and Effects (p. 83–102). Routledge. Kickmeier-Rust, M., Mattheiss, E., Steiner, C., &Albert, D. (2011). A psycho-pedagogical framework for multi-adaptive educational games. International Journal of Game-Based Learning, 1(1), 45–58. Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13–24. Lai, I. H., Kim, D. J., & Jeong, E. J. (2016). Online digital game addiction: How does social relationship impact game addiction. AMCIS 2016: Surfing the IT Innovation Wave - 22nd Americas Conference on Information Systems (pp. 1–8). San Diego, CA. Marklund, B. B., & Romin, R. (2020). Bad game, good learning: Examining the contradictions of digital game-based learning. Morahan-Martin, J., & Schumacher, P. (2000). Incidence and correlates of pathological Internet use among college students. Computers in Human Behavior, 16(1), 13–29. doi:10.1016/S0747-5632(99)00049-7 Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50, 258–283. Sinagatullin, I. M. (2017). Shifting the classical paradigm: The impact of information technology on contemporary education. International Journal of Educational Reform, 26(1), 2–13. Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE Review, 41(2), 16–30. 16. ICT in Education and Training
Paper Digital Literacy through Games: A Participatory Assessment Study of the Impact of a Minecraft-Based Learning Resource for Computer Science lessons 1University of Belgrade, Faculty of Philosophy; 2First Kragujevac Gymnasium, Serbia; 3European Training Foundation Presenting Author:The European key competences framework distinguishes digital literacy among the eight key competences in education (EU, 2006), which is why policy makers and practitioners in Europe and beyond put a great effort in introducing changes that will support the development of these skills (Punie et al, 2017). Digital literacy consists of “knowledge, skills, values and awareness that are required when using ICT and digital media to perform tasks, solve problems, communicate, manage information, collaborate, create and share content, build knowledge effectively, efficiently, appropriately, critically, creatively, autonomously, flexibly, ethically, reflectively for work, leisure, participation, learning, socializing, consuming, and empowerment” (Ferrari, 2012). This competence is required for a full participation in the contemporary society, and it is getting more and more important as requests for using digital resources are expending rapidly in many jobs and other activities, which was especially notable during the pandemic (Kovács Cerović et al, 2021). Methodology, Methods, Research Instruments or Sources Used The study used mix methods and was participatory (Bergold & Thomas, 2012), meaning that all decisions were made jointly by the teachers and the researchers, and that the teachers participated in interpretation of findings. The study relied on a quasi-experimental design (Todorović, 2008) which enabled a reliable assessment of the practice effects through comparison of experimental and control group results. The participating students were in grades 5 to 8. At the beginning of the study, all students undertook a digital literacy test. To make the experimental and control group similar in terms of their initial digital literacy, allocation of the classes was based on the classes’ average digital literacy scores. In each of the four grades, half of the (whole) classes were assigned to control group and other half to experimental group. Across the four grades, there were 18 classes in the experimental group with a total of 217 students, and 18 control group classes with a total of 201 students. Over the course of five weeks, the experimental group classes had their Computer science lessons conducted with the Escape room, while the control group classes had their lessons the usual way which included frontal teaching, discussions, students’ presentation, and problem-based learning - depending on the grade and a lesson. Data was collected from 360 students whose parents gave consent. To assess effects on motivation for learning, after each lesson students filled out a short questionnaire assessing their intrinsic motivation. The questionnaire had seven items (e.g., “I think this activity was quite enjoyable”) followed by a 10-point scale and was based on the Self-determination theory (Ryan & Deci, 2020). This data was analysed using paired-samples t-test. Group effects were estimated on both school level and the whole sample level, thus checking for the moderating effect of a teacher. To assess the effects of the practice on learning outcomes, after the five weeks all students undertook another digital literacy test. Data from this instrument were analysed by using repeated measures analysis of variance and inspecting time X group interactions. The moderating effect of the teacher was also investigated. To make interpretation of quantitative results more reliable and to gather additional insight, the study also included a qualitative method. Additional data were collected through interviews with the two teachers and two focus group discussions with students. These data were analysed on the basis of the thematic analysis (Braun & Clarke, 2012). Conclusions, Expected Outcomes or Findings The results showed that the practices contributed to boosting motivation, while it didn’t have impact on learning. However, the practice’s effects on the intrinsic motivation measure were moderated by the grade and the teacher, indicating the importance of contextual factors in the implementation of the practice. In school A, students from the experimental group from grades 6 to 8 reported higher motivation than the control group students (p<.05), while grade 5 students from the control group were more motivated than their experimental group counterparts (p<.05). Being that five graders from this school had the lowest initial digital literacy scores, this finding suggest that a certain starting level of digital literacy is necessary for the practice to be effects. Contrary, the use of the practice by insufficiently skilled students could have negative effects, probably by affecting their perceived competence during the learning activity. School B, which had technical obstacles that caused interruptions and prevented an autonomous use of the game by students, had mixed results. The practice had impact on motivation in grades 5 and 8 (p<.05), while no difference was found in grades 6 and 7 (p>.05). The practice didn’t show effects on learning outcomes measured by the digital literacy test in school A (p between .159 and .922). However, in school B, where students experienced technical difficulties while using the game, the control group had better achievement on the posttest measure than their experimental group counterparts (p<.05). This finding stressed the importance of ensuring the proper technical conditions prior to implementing the practice. Students’ and teachers’ insights revealed enablers and barriers to the practice implementation and supported fine nuancing of the quantitative findings, thus enlightening the mechanisms through which the practice impacted learning, which is applicable to other ICT based teaching resources as well. References Braun, V., & Clarke, V. (2012). Thematic analysis. American Psychological Association. Bergold, J., & Thomas, S. (2012). Participatory research methods: A methodological approach in motion. Historical Social Research/Historische Sozialforschung, 191-222. European Parliament and the Council of the European Union (2006). Recommendation of the European Parliament and of the Council of 18 December 2006 on key competences for lifelong learning. Official Journal of the European Union, L394/10. Eurostat (2021). Digital literacy in the EU: An overview. https://data.europa.eu/en/publications/datastories/digital-literacy-eu-overview Fraillon, J., Ainley, J., Schulz, W., Friedman, T., & Duckworth, D. (2020). Preparing for life in a digital world: IEA international computer and information literacy study 2018 international report (p. 297). Springer Nature. Ferrari, A. (2012). Digital Competence in Practice: An Analysis of Frameworks. Seville: JRC-IPTS. Divjak, B., & Tomić, D. (2011). The impact of game-based learning on the achievement of learning goals and motivation for learning mathematics-literature review. Journal of information and organizational sciences, 35(1), 15-30. Iten, N., & Petko, D. (2016). Learning with serious games: Is fun playing the game a predictor of learning success?. British Journal of Educational Technology, 47(1), 151-163. Kovács Cerović, T., Mićić, K., & Vračar, S. (2022). A leap to the digital era—what are lower and upper secondary school students’ experiences of distance education during the COVID-19 pandemic in Serbia?. European journal of psychology of education, 37(3), 745-764. Punie, Y., editor(s), Redecker, C., European Framework for the Digital Competence of Educators: DigCompEdu, EUR 28775 EN, Publications Office of the European Union, Luxembourg, 2017 Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary educational psychology, 61, 101860. Todorović, D. (2008). Metodologija psiholoških istraživanja. Centar za primenjenu psihologiju, Beograd. Zhonggen, Y. (2019). A meta-analysis of use of serious games in education over a decade. International Journal of Computer Games Technology, 2019. 16. ICT in Education and Training
Paper Tailored Gamification in Education: A Systematic Literature Review 1Leiden University, Netherlands,; 2Oslo Metropolitan University, Norway Presenting Author:Compared with the one-size-fits-all gamification, tailored gamification highlights the importance of individual differences for learning and motivates students by modifying game elements to match their personal user profiles. Yet, it is a challenge for teachers and curriculum designers to use it in practice, since a limited number of studies in this field currently discuss ‘how to tailor’ in the educational settings. The systematic review examined research on tailored gamification for learning based on 43 peer-reviewed articles published between 2013 and 2023. The study aims to investigate tailored gamification for learning by considering the types of student information for creating user profiles, approaches to tailor, and game elements used when tailoring. The details related to student information, tailored approaches and game elements are depicted in tables. According to the taxonomy of Missaoui and Maalel (2021), student information in gamified contexts were grouped as ‘learner information’ (e.g., learning goal and skill), personal information (e.g., demographic data and personality trait), and player information (e.g., player type and preference). The tailored approaches were categorized as personalization, adaption and recommendation by adopting the taxonomies of Klock, et al. (2020). Then we applied the ways of Toda et al. (2019) to categorize game elements for tailored gamification in education into five types, namely, personal, social, ecological, performance, and fictional game elements. Apart from student learning, personal, and player information, we found that contextual information students in can also differentiate students and should be included into their user profiles when tailoring gamification. Additionally, tailored approaches in the studies that were reviewed included personalization, adaption, recommendation, with user modeling as their basis. Twenty-three game elements in five categories were employed in tailored gamification when using these types of tailored approaches. These results indicated that, students’ user profiles relied on their player information more often, than on their learning and personal information, one main reason for which was that there existed the most existing typologies to identify students’ player types. Second, only a few articles in this review study integrated different aspects of student information to build user profiles and most of them ignored the complexity of human characteristics and needs. Third, most studies modeled users by exploring the types of student information in their profiles, rather than conducting the tailored gamifying classes. In the real learning contexts, personalization and adaption were more commonly reported than recommendation. Moreover, a variety of game element categories reflect multiple aspects of a tailored gamifying system, and each tailored approach has their own preferred types of game elements, respectively. Researchers should explore more student information and apply multiple types of them when building user profiles in tailored gamification systems and teachers should consider students’ learning contexts and give them instant scaffolding when using gamified systems. Second, to bridge the gap between preparation and implementation, we suggest future researchers conduct design-based studies to develop and evaluate tailored gamification as part of teachers’ instructional practice. Additionally, experimental designs with non-tailored gamification classes as comparisons might help to examine the student outcomes in a rigorous way. Since all game element clusters are important for enhancing student motivation during gamified classes, we would therefore encourage more empirical research on the impact of using all the game element clusters when tailoring gamification for learning. These findings provide a holistic picture of how to tailor gamification for learning to motivate students. Teachers and curriculum designers can benefit from this study to consider appropriate student information used in user profiles, and tailored approaches during both the class design and implementation, and select appropriate game elements by understanding their game elements when adopting different tailored approaches. Methodology, Methods, Research Instruments or Sources Used The methodology is the systematic literature review. The principles of the PRISMA statement (Moher et al., 2009) will be used as a guideline to conduct and report this review work. This literature research is conducted with electronic databases in a research university library in the Netherlands and uses the snowballing method to retrieve relevant literature as necessary supplements. This study aims to examine tailored gamification with the consideration of individual differences in educational settings to expand the current body of knowledge in this area. Based on this research purpose, the keywords for searching consist of the synonyms of tailor (e.g., personalize) and variants for gamification (e.g., gamified) and education (e.g., school, learning, and teaching). Besides, the papers will be included from 2013 onwards because from then, tailored gamification began to be emphasized in educational settings (Klock et al., 2018). The selected papers should be (a) focusing on tailored gamification (e.g., not the general gamified technique or not irrelevant with gamification) (b) written in English (c) records with full access (d) available in full text (e) primary studies (e.g., not surveys or systematic mappings or reviews) (f) peer-reviewed articles (g) in educational settings (h) published from 2013 to date. This period is chosen due to from 2013 onward, tailored gamification began to be studied (Klock et al., 2018) and the scope reaches the year 2023 to collect state-of-the-art research data on this topic. The details related to student information, tailored approaches and game elements are depicted in tables. Based on the findings of the selected articles, each article has been coded by (1) instruments (2) student information types (3) typologies in Table 1. Table 2 displayed the tailored approaches categorized by adopting the taxonomies of Klock, et al. (2020) as user modeling (basis), personalization, adaption, and recommendation. To illustrate the different processes of these approaches, a four-step tailored framework employed by Shute et al. (2012) was used. Each article in Table 2 has been coded by (a) author/year, (b) country, (c) discipline, (d) educational level, (e) tailored approach, (f) capture, (g) analyze, (h) select, (i) present. Among them, the (h) select step related to the game elements was explained separately in Table 3. Then in order to illustrate different functions of game elements used in tailored gamification for learning, we categorized them into five types, namely, personal, social, ecological, performance, and fictional, according to Toda et al. (2019). Conclusions, Expected Outcomes or Findings For researchers, this study distinguished fifteen types of student information stored in user profiles and twelve data instruments for collecting these information. Students’ user-profile was mostly dependent on their player types, learning behavior and performance in class. Besides, this study categorized three approaches to tailor gamification in education and characterized game elements with various functions used in this area. This review extends the previous focus on the types of tailored approaches for gamified learning such as personalization in Aljabali and Ahmad (2018). Furthermore, what game elements existed and what functions they had in tailored gamification are illustrated in this study, which helps cover the research limitations of Hallifax et al. (2019) and Bennani et al. (2020). Future researchers are suggested to conduct more empirical studies to compare the motivating effect between tailored and non-tailored gamification, and also between personalization, adaption and recommendation approaches. More types of student information need to be considered, especially the contexts they are in, since humans have diverse characteristics. Practical implications are given as well. Teachers should introduce tailored gamification comprehensively along with illustrative examples (e.g., videos of tailored gamification lessons) before their class, because tailored gamification is a new technology and has not been widely adopted for learning. Furthermore, the implementation of three tailored approaches relies heavily on user modeling to create individuals’ user profiles. Therefore, students’ acceptance of collecting their personal data is of great importance for teaching effectiveness. During the class, teachers should pay close attention to students’ behavior and performance and provide scaffolding to them when they encounter problems with the use of gamified systems, to facilitate the smooth running of the tailored process. Apart from students’ human aspects (e.g., player type, learning style), teachers should consider students’ learning contexts, especially for out-of-class learning. References Aljabali, R. N., & Ahmad, N. (2018). A review on adopting personalized gamified experience in the learning context. IEEE Conference on e-Learning, e-Management and e-Services, 61-66. Bennani, S., Maalel, A., & Ghezala, H. B. (2020). AGE-Learn: Ontology-based representation of personalized gamification in E-learning. Procedia Computer Science, 176, 1005-1014. Hallifax, S., Serna, A., Marty, J. C., & Lavoué, É. (2019). Adaptive gamification in education: A literature review of current trends and developments. European Conference on Technology Enhanced Learning, 294-307. Klock, A. C. T., Pimenta, M. S., & Gasparini, I. (2018). A systematic mapping of the customization of game elements in gamified systems. Brazilian Symposium on Computer Games and Digital Entertainment, 11-18. Klock, A. C. T., Gasparini, I., Pimenta, M. S., & Hamari, J. (2020). Tailored gamification: A review of literature. International Journal of Human-Computer Studies, 144. Missaoui, S., & Maalel, A. (2021). Student’s profile modeling in an adaptive gamified learning environment. Education and Information Technologies, 26(5), 6367–6381. Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & PRISMA Group*. (2009). Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. Annals of Internal Medicine, 151(4), 264-269. Shute, V. J., & Zapata-Rivera, D. (2012). Adaptive educational systems. Adaptive technologies for training and education, 7(27), 1-35. Toda, A. M., Klock, A. C., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, lg., Gasparini, I., Isotani, S., & Cristea, A. I. (2019). Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments, 6(1), 1-14. |
15:45 - 17:15 | 16 SES 07 A: ICT, Language Learning and Media Literacy Location: Room 016 in ΧΩΔ 02 (Common Teaching Facilities [CTF02]) [Ground Floor] Session Chair: Katarina Mićić Paper Session |
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16. ICT in Education and Training
Paper Large Language Models in Educational Activities Moscow City University, Russian Federation Presenting Author:In the near future, the presence of advanced generative technologies, including ChatGPT and other services that use large language models (LLM), has the potential to greatly impact the field of education and the role of teachers within it. In particular, chatbots can perform four roles: interlocutor, content provider, teaching assistant and evaluator [1]. A notable characteristic of large language models (LLM) is their capacity for further training, wherein the initial model can be adapted and refined to cater to a specific subject area. Specifically, large language models (LLM) can undergo additional training using the written works of specific authors, enabling the creation of a “digital counterpart” of real historical figures. The application of LLM holds significant potential in assisting both students and teachers in their textual work. For students, LLM can serve as a reviewer when working on creative assignments, offering guidance by identifying obvious and serious mistakes. Likewise, teachers can use LLM to conduct preliminary assessments of students' work and identify areas that require further educational attention [2]. This may be particularly useful when evaluating creative essays, a genre of literature known for its concise format and flexible style of presentation. Although essays have a changeable structure, they generally include an introduction, thesis statement, argumentation, and conclusion. This research aims to investigate the implementation of LLM as a personal assistant in this context. In order to train LLM on specific data and create a “digital counterpart,” several tasks need to be accomplished:
The primary research focuses include the criteria for annotation required for subsequent training and potential limitations of LLM for educational purposes. Methodology, Methods, Research Instruments or Sources Used To evaluate LLM’s effectiveness, a dataset of text essays on two topics was prepared. The first topic involved explaining reasons for selecting a specific profile for master's degree admission and discussing research directions within that profile. The second topic focused on entrance tests in “Socio-psychological mechanisms of the influence of the additional education system on the child giftedness development”, “Mentoring as a method of developing outstanding abilities of students with signs of giftedness”, and “Modern domestic concepts of giftedness” and others. A total of 80 text essays were analysed for each topic. Criteria were established and rated on a scale of 0 to 2 for evaluation, including: • Expression of the author's position regarding the presented problem or topic. • Concise presentation of key points and theses. • Well-reasoned grounds for profile selection and research direction (only applicable to the first topic). The work via LLM involves using the API via the http protocol for communication. Prompt instructions are used to interact with the LLM-powered chatbot and complete tasks. Through iterations, a final prompt is refined to resolve issues and ensure the desired response from the chatbot: “You are a text evaluation system. You have the text and the criteria by which you need to make an assessment. Evaluate the text based on the criteria, based solely on the criteria given. You should only use the attached criteria. Set the final number of points (‘BALLS’) and describe why you set exactly such an assessment (‘BALLS_DESCRIPTION’) using only the presence of criteria in the text. Don’t try to make up the answer”. To evaluate the accuracy [3] of the chatbot’s results, the Mean Absolute Error (MAE) was used as the main metric, along with the 75th quantile of absolute error (AE_75P). Based on the data collected, it can be concluded that the model deviates by an average of one point for most criteria. During grading, it was noticed that the chatbot often gives higher scores, deviating from the grade distribution. To investigate this, the “Pearson contingent coefficient” was calculated to analyse the correlation between nominal indicators X and Y. However, the analysis found no evidence of consistent overestimation. To evaluate the level of agreement among experts, including the chatbot, the “Kendall concordance coefficient” was calculated. This coefficient, ranging from 0 to 1, quantifies the consistency among expert opinions. The analysis concluded that there is minimal agreement between the ratings of experts and the chatbot. Conclusions, Expected Outcomes or Findings Pre-trained large language models in the form of chatbots can function as teaching assistants by conducting initial reviews of essays and providing feedback on how to correct and enhance the work. This type of solution can be particularly beneficial for teachers, as it allows them to efficiently evaluate students’ work and generate a set of basic comments to address common mistakes. This approach significantly reduces the teacher’s workload and saves valuable time. As the experience of interacting with artificial intelligence systems shows, the effectiveness of the feedback received relies on the accuracy of the request. It is crucial to establish clear evaluation criteria and avoid ambiguous statements in grading scales, such as “clear author’s position” or “partially presented author’s position.” To evaluate the quality of feedback from the chatbot, it is important to have multiple experts assess the essay to ensure consistency in their opinions. In the future, this system has the potential to become a valuable tool for the initial analysis of students’ work. The chatbot can be beneficial for both students, allowing them to assess the quality of their work before submitting it to the teacher, and teachers, providing an objective perspective on the student’s work. References 1. Jeon, J., Lee, S. Large language models in education: A focus on the complementary relationship between human teachers and ChatGPT. Educ Inf Technol 28, 15873–15892 (2023). https://doi.org/10.1007/s10639-023-11834-1 2. Elkins, S., Kochmar, E., Serban, I., Cheung, J.C.K. (2023). How Useful Are Educational Questions Generated by Large Language Models? In: Wang, N., Rebolledo-Mendez, G., Dimitrova, V., Matsuda, N., Santos, O.C. (eds) Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium and Blue Sky. AIED 2023. Communications in Computer and Information Science, vol 1831. Springer, Cham. https://doi.org/10.1007/978-3-031-36336-8_83 16. ICT in Education and Training
Paper Social Transmedia Storytelling. A University Media Literacy Project University of Valladolid, Spain Presenting Author:Currently, the scenario of university media education seems to be constituted from an increasing awareness of the need to favor the development of participatory cultures where students not only interact with each other constituting learning communities in the classroom, but at the same time use a whole series of resources extracted from the media flow through which they confer meaning to their daily lives (Jenkins, Ito, Boyd, 2015), conforming then what has been called a culture of connectivity. One of the phenomena emerging most strongly within this trend towards the shaping of participatory cultures and collective construction is that of transmedia storytelling (Scolari, 2016). Transmedia storytelling refers to stories told across multiple media. The most important stories tend to flow across multiple platforms and media (Wängqvist, M. & Frisén, A. 2016). From the consumers' perspective, transmedia practices promote multi-literacy, that is, the ability to comprehensively interpret discourses coming from different media and languages. It is a matter of understanding how young people are acquiring transmedia skills and incorporating these processes into the educational sphere so that learning is a collateral effect of creative production and community collaboration, which is called connected learning (Ito, 2010). The use of digital technologies has provided an opportunity for the exercise of new forms of social interaction that are currently transforming the functioning and role of formal learning institutions, especially schools and universities (Malone, T. W., Bernstein, M. S., 2015). One of the most important challenges we must face is that all these experiences in which new forms of production, communication and acquisition of knowledge, generated in areas of diverse nature and origin are developed, extended and disseminated, have a translation at the educational level, and are transformed into comprehensive learning processes (Ito, 2010). Digital media, then, opens the door to a new educational paradigm in which learning can take place "anytime, anywhere", a cultural dynamic that has been described in the literature as ubiquitous and that reminds us that everyday life becomes a space for new pedagogies and new learning practices. This study focuses on the possibilities offered by transmedia narratives to initiate open, creative and participatory processes of content production and dissemination in university classrooms from a perspective oriented to social empowerment and community development. The objective of the research is to deepen the analysis of the design and creation of transmedia narratives elaborated by young university students within the framework of participatory network cultures that combine the creation of multimedia content with educational proposals oriented to social and community development. The research question of the study are: Do the modalities and strategies of participation, collaboration and propagability present in transmedia literacy processes allow young university students to empower themselves concerning the different spheres present in digital culture and communication? Methodology, Methods, Research Instruments or Sources Used The research process was carried out during the 2022/23 academic year within the framework of the Social Communication Media course belonging to the Social Education Degree at the University of Valladolid (Castilla y León-Spain). The study develops a narrative research focused on transmedia narrative productions with young university students through which they shape ways of acting and configure meanings in the hyperconnected environment. The research instruments and data sources used to carry out the research were as follows - Transmedia storytelling: refers to the transmedia productions chosen by different groups for analysis, both in the field of fiction (e.g. literature, cinema, music, video games, etc.) and in the field of social reality (e.g. journalism and social documentation). - Classroom observations: in the two classrooms where the research was carried out, there was an external observer who made observations on the dynamics of classroom work. - Comments and recommendations made in the group work: all the work done in group by the young people, collected in the form of comments and written texts to each of the narratives. - Video recordings: all the processes of designing, creating, presenting and sharing in the classroom of students' work were recorded on video. Conclusions, Expected Outcomes or Findings The design and creation of transmedia educational projects allow the configuration of a new educational ecology (Cobo and Moravec, 2011) in the university classroom. Agents with diverse roles throughout the process in the classroom initiate open and participatory processes of production and distribution of knowledge through the use and appropriation of technologies and digital artifacts involved in the creation of transmedia content (Bar, Weber and Pisani, 2016). The educational design around narratives tries to explore how young university students involved in collaborative and participatory activities of design, creation, presentation and dissemination through the network of their own techno-media experiences, not only find a personal meaning to their participation in digital culture but also qualitatively and quantitatively modify their own informational capital by appropriating all these tools, knowledge and practical skills in the digital ecosystem of the augmented society. Educational designs from a transmedia perspective such as the one we have studied allow us to help redefine the active role that social media and media culture can play as instruments of social and citizen empowerment (Buckingham and Kehily, 2014). At the same time, we believe that the processes associated with transmedia literacy can be a good opportunity to reintroduce issues related to citizenship into university classrooms. References Bar, F.; Weber, M. S.; Pisani, F. (2016). «Mobile technology appropriation in a distant mirror: Baroquization, creolization, and cannibalism». New Media & Society, 18 (4). Buckingham, D.; Kehhily, M. J. (2014). «Introduction: Rethinking Youth Cultu- res in the Age of Global Media». En: S. Bragg, M. J. Kehily, D. Buckingham (ed.). Youth Cultures in the Age of Global Media. UK: Palgrave MacMillan, 1-18. Cobo, C.; Moravec, J. W. (2011). Aprendizaje invisible. Hacia una nueva ecología de la educación. Barcelona: Col·lecció Transmedia XXI. Laboratori de Mitjans Interactius / Publicacions i Edicions de la Universitat de Barcelona. Ito, M. (2010). Hanging Out, Messing Around, and Geeking Out. Massachusetts: MIT Jenkins, H.; Ito, M.; Boyd, D. (2015). Participatory Culture in a Networked Era: A conversation on Youth, Learning, Commerce, and Politics. Cambridge, UK: Polity Press. Malone, T. W.; Bernstein, M. S. (2015). Handbook of Collective Intelligence. Cambridge, MA: MIT Press. Scolari, C. (2016). «Alfabetismo transmedia. Estrategias de aprendizaje informal y competencias mediáticas en la nueva ecología de la comunicación». Telos, 103, 13-23. Wängqvist, M.; Frisén, A. (2016). «Who am I OnLine? Understanding the mea- ning of OnLine Contexts for Identity Development». Adolescent Research Review, 1, 139-152. 16. ICT in Education and Training
Paper Assessing Algorithmic Media Content Awareness Among Third-grade Students: First Insights from an Explorative Study 1Aalto University, Finland; 2University of Helsinki, Finland Presenting Author:When our interaction with the world becomes more and more mediated by screens, digital and physical realities are intertwined. It is important to understand how the nature of this new reality affects us in our everyday lives. In this paper we explore third-grade school children’s level of understanding of the algorithmic nature of the digital platforms they use daily and influence on their behavior. The growing use of Artificial Intelligence (AI), algorithms and machine learning, in applications popular among children, are changing the ways they see the world and themselves. To understand how the applications are affecting their experience we wanted to study precisely children’s understanding of the role of algorithms in their use of digital media content. Therefore, we wanted to study one aspect of media and digital literacy, algorithmic literacy. Understanding of digital literacy lies beyond mere use of digital application, simple ability to use them. To be literate, to read more than what is seen, one should be aware of the underlying algorithms affecting our experiences of interaction with the applications. Recent research, dedicated to the distinctions between multi-platform and single-platform users, has demonstrated how diverse platform engagement significantly enhances algorithmic understanding (Espinoza-Rojas et al., 2023; Shin et al., 2020; Andersen, 2020). These studies underline the factor of users’ adaptive behaviors in response to algorithmic outputs and highlight the importance of emotional and ethical considerations of digital interactions. Algorithm literacy (AL) can be defined as having an understanding of the utilization of algorithms in online applications, platforms, and services. It involves knowledge of the functioning of algorithms, the ability to critically assess algorithmic decision-making, and possessing the skills necessary to navigate and potentially impact algorithmic operations (Andersen, 2020; Dogruel, 2021; Shin et al., 2022). Algorithmic literacy can be considered the informed ability to critically examine, interrogate, propose solutions for, contest and agree with digital services (Long & Magerko 2020). At the core of algorithmic literacy is explicability, which shapes individuals’ attitudes towards and views on algorithmic decision-making technologies (Hermann 2021). To explore childrens as users of algorithmic media we conducted a study with a teaching experiment in a third-grade classroom (9 to 10 years old) in [nation]. In the beginning of the experiment the students (N=18) filled a questionnaire measuring the awareness of algorithmic media content. The same questionnaire was filled after the teaching experiment. In the core of the teaching experiment was the student's own project work done in small teams (2-3 in each). During the classes the students designed advertisements consisting of two photos taken by them and two slogans invented by them and attached to the photos. The task was (1) to design a good advertisement of carrots and (2) a bad advertisement of carrots. To work on their photos each team got a bag of carrots. In the second class the students voted for the best five advertisements. Then children were provided with a calculation of votes and selection of the top five advertisements with a number of votes each got. Based on the results, the students were asked to share media time for each advertisement. This way the children in teams were acting like a human-algorithm. For the task we didn’t give them any math examples for calculating the shares, but rather let them figure it out (or not) by themselves. The small team discussions were audio recorded during the design of the advertisements as well during making decisions on how long each advertisement should get media time. In the end of the second class we demonstrated how a computer-algorithm would share the media time, based on the votes given. Methodology, Methods, Research Instruments or Sources Used Children’s understanding of the algorithmic media content was studied with the Algorithmic Media Content Awareness scale (AMCA-scale) (Zarouali et al., 2021) and by collecting qualitative data, audio recordings from their work in small teams. Through the AMCA questionnaire — localized for the purpose — we assessed the dimensions of the children’s algorithmic awareness: ‘content filtering’, ‘automated decision-making’, ‘human-algorithm interplay’, and ‘ethical considerations’. In the questioner we used statements and a simple scale: “yes”, ”no”, “I don’t know”. The 13 questions were related to the role of algorithms in media content recommendation, content tailoring, automated decision-making, and their ethical implications ((e.g. “YouTube makes independent decisions about which videos to show me”). Combining the results from the questionnaire and analysis of the audio recording we aimed to know how children perceive ethical considerations in algorithmic media by assessing their understanding of transparency, potential biases, and privacy concerns. With the teaching experiments we wanted to explore if working with the advertisement task and as a human-algorithm would have any effect on their understanding about algorithmic media and its logics. Therefore the questionnaire was done by the students twice, before starting the teaching experiment and after the teaching experiment. The audio recordings from each teams’ two working sessions — during designing their advertisements and when acting as a human-algorithm and making decisions on the media time — was conducted to analyze the children’s thinking process. In the analysis of the qualitative data we will apply Thematic Content Analysis (TCA) (Anderson, 2007; Smith, 1992. The results of the content analysis will be combined with the results from the questionnaire, although recognizing all the individual students from the audio recordings has been found impossible. The Principal of the school approved the research plan and informed consent was addressed to the children’s guardians and the children. The nature of research was explained to children by their teacher and the researchers. The questionnaire data was stored in a secure server and the audio recordings were stored in a harddisk accessible only for the researchers. The research applied the guidelines and recommendations of the [nation] National Board on Research Integrity and followed their ethical principles of conducting research with children participants: participant consent, right to self determination, prevention of harm and privacy and data protection. Conclusions, Expected Outcomes or Findings Students' initial understanding of how algorithms affect their media content and how data is collected and used was very limited. In the pre-questionnaire, almost 80% of the students answered “yes” to the statement “YouTube knows how to recommend videos for me”. On the other hand, 45% of the students answered “no” or “I don’t know” to the statement “YouTube can estimate how interested I am in any video”. The answers are possibly demonstrating mystification with their thinking. Same time students know that YouTube is able to “know” and recommend videos for them, but they do not understand how it happens. With the questions related to ethics and privacy, the answers to the pre-questionnaire did not include many signs of concerns, but again, rather lack of understanding. To the statement “Videos YouTube shows for me, may be inaccurate or biased. They may increase prejudices” 30% answered “yes”, 50% “I don’t know”, and 20% “no”. The large number of not being sure, may demonstrate that the students have never thought about the issue. The results from the post-questionnaire demonstrate a slight change in the students' understanding of algorithms. In their answers to the privacy issues students were a bit more concerned. When in the pre-questionnaire 50% of the students answered “I don’t know” 22% “no" and 28% “yes” to the statement “computer programs on YouTube use information collected about me in order to recommend certain types of videos to me. This affects my privacy”iIn the post-questionnaire 40% were still answering “I don’t know" and 20% “no”, but 40% answered “yes”. The similar patterns exist in the students' answers to other questions, too. These first insights from the pre- and post-questionnaire will guide us in the qualitative data analysis to understand the students' thinking before, during and after the teaching experiment. References Andersen, J. (2020). Understanding and interpreting algorithms: Toward a hermeneutics of algorithms. Media, Culture & Society, 42(7–8), 1479–1494. https://doi.org/10.1177/0163443720919373. Anderson, R. (2007). Thematic content analysis (TCA). Descriptive presentation of qualitative data, 3, 1-4. Dogruel, L. (2021). What is algorithm literacy? A conceptualization and challenges regarding its empirical measurement. 75898, 9, 67-93. Espinoza-Rojas, J., Siles, I., & Castelain, T. (2023). How using various platforms shapes awareness of algorithms. Behaviour & Information Technology, 42(9), 1422-1433. https://doi.org/10.1080/0144929X.2022.2078224. Hermann, E. (2022). Artificial intelligence and mass personalization of communication content—An ethical and literacy perspective. New Media & Society, 24(5), 1258-1277. Long, D., & Magerko, B. (2020, April). What is AI literacy? Competencies and design considerations. In Proceedings of the 2020 CHI conference on human factors in computing systems (pp. 1-16). Shin, D., Rasul, A., & Fotiadis, A. (2022). Why am I seeing this? Deconstructing algorithm literacy through the lens of users. Internet Research, 32(4), 1214-1234. Shin, D., Zhong, B., & Biocca, F. A. (2020). Beyond user experience: What constitutes algorithmic experiences?. International Journal of Information Management, 52, 102061. Smith, C. P. (Ed.). (1992). Motivation and personality: Handbook of thematic content analysis. Cambridge University Press. Zarouali, B., Boerman, S. C., & de Vreese, C. H. (2021). Is this recommended by an algorithm? The development and validation of the algorithmic media content awareness scale (AMCA-scale). Telematics and Informatics, 62, 101607. |
17:30 - 19:00 | 16 SES 08 A: Digital Governance, EdTech and Behaviour Modification Location: Room 016 in ΧΩΔ 02 (Common Teaching Facilities [CTF02]) [Ground Floor] Session Chair: Teresa Di Spiridione Paper Session |
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16. ICT in Education and Training
Paper Democratizing Digital Governance in Education: Challenges, Opportunities, and Ethical Considerations for School Authorities NLA University College, Norway Presenting Author:Research in the field of education has explored the role of accountability policies in different contexts (e.g. Maroy, 2015) and how performance-based systems of accountability have increasingly been implemented to ensure that schools are held responsible for quality improvement on measurable policy-indicators (Camphuijsen, 2020). Recent research has also focused on how digital tools (such as Learning Analytic Platforms, abbreviated as LAPs) are used as policy tools for governance and accountability purposes (Martinez Lunde, 2022). However, less attention has been granted to processes of democratizing these tools by involving and making them transparent to the public. This study intends to address this gap in the literature and contribute to important insights to the intersection of digital and democratic governance of schools, especially in the Nordic countries. The paper is based on the premise that technological democratization is a 'moral imperative'. (Sclove, 1992, p. 143). The Nordic, and especially the Norwegian context emerges as an interesting case as researchers have highlighted tension between internal practice of educational professionals, and external practices such as national testing policy (Martinez Lunde, 2022). Additionally, research suggests that discursive tensions between a language of performance data and democracy has been rendered more visible in policies over time (Larsen et al., 2020).
Methodology, Methods, Research Instruments or Sources Used This study is inspired by a literature review anchored in the principles outlined by Boote & Beile (2005), meaning it draws from a range of sources, including books, articles, official documents, and research reports related to democratizing of digital governance tools in education over the last 10 years. Moreover, the article employs a post-structural approach to policy analysis (Bacchi & Goodwin, 2016); critically examining the role of digital policy tools not only as a means to “solve” problems but are also intrinsically linked to producing them. To support the theoretical investigation, the study applies qualitative synthesis techniques informed by meta-ethnography (Noblitt & Hare, 1988). This method facilitates the synthesis of diverse qualitative studies, which enables the identification of themes and patterns in the findings from different studies utilizing different framework. In conjunction with the meta-ethnographic approach, the study also draws inspiration from the case-study approach (Yin, 2018). By examining several cases, such as the implementation of different digital policy-tools in Norway, the current article seeks to derive comparative insights into the dynamics of policy implementation, thereby aiming to account for contextual variations on how such tools represent challenges and opportunities for school authorities. The methodological synthesis of literature review, post-structural policy analysis, meta-ethnography, and case study-approach ensures a flexible and systematic approach to the complexity when investigating the democratization of policy tools. This synthesis allows for critically analyzing policy-dimensions of digital policy tools based on the first two approaches (literature review and post-structural analysis), while also considering the local and contextually situated studies based on the latter methodological approaches (meta-ethnography and case-study approach). This allows for including studies on how, e.g. municipalities in Norway use digital tools of governance and how these tools are subject to democratization, and what are the possible implications for students’ learning and well-being at school-level. Conclusions, Expected Outcomes or Findings The use of digital governance tools in education has the potential to leverage technologies such as Artificial Intelligence (AI) to ensure cost efficiency and savings. For example, the widely used Conexus Insight in Norway shows a case of the benefits of AI in promoting technical and economic efficiency in the domain of education and accountability. However, this raises the challenge of balancing cost-savings and efficiency with the need for democratic digital governance as a ‘moral imperative’ (Sclove, 1992). Current research suggests that school authorities must exercise discretion to ensure that the use of digital policy tools does not undermine students’ well-being and learning outcomes (Southgate, 2021). The expected outcomes of this study include a contribution to understanding the complex challenges faced when authorities ensure the democratization of digital policy tools in digital governance. The research aims to identify opportunities and potential strategies for promoting transparency, participatory decision-making, and accountability in the use of digital policy tools in education. This understanding can inform policymakers, school authorities and other stakeholders in their efforts to create democratic and inclusive systems of governance, also in the sphere of digital systems of governance. Additionally, the study seeks to contribute to theoretical discussions by expanding the existing knowledge base on the intersection of digital governance, democracy, and the best interest of all students in education. Thus, by critically examining existing policies, theories and frameworks, the article sheds light on the complexities inherent in democratizing policy tools in the context of digital governance. In turn, this may contribute to understanding the role of ethics in professional judgement of school authorities when faced with the adoption and implementation of digital tools in educational settings. This may, in turn, inform the practices of school authorities and policy makers on the uses of digital tools. References Anderson, G. L., & Cohen, M. I. (2018). The New Democratic Professional in Education: Confronting Markets, Metrics, and Managerialism. Teachers College Press. Aristotle. (1999). The Nicomachean Ethics (p. 56). Blackwell. Bacchi, C., & Goodwin, S. (2016). Poststructural policy analysis (1st ed.) Palgrave Macmillan. Birmingham, C. (2004). Phronesis: A Model for Pedagogical Reflection. Journal of Teacher Education, 55(4), 313–324. Boote, D. N., & Beile, P. (2005). Scholars Before Researchers: On the Centrality of the Dissertation Literature Review in Research Preparation. In Educational Researcher (Vol. 34, Issue 6, pp. 3–15). https://doi.org/10.3102/0013189x034006003 Camphuijsen, M. K. (2020). Coping with performance expectations: towards a deeper understanding of variation in school principals’ responses to accountability demands. Educational Assessment, Evaluation and Accountability. https://doi.org/10.1007/s11092-020-09344-6 Larsen, E., Møller, J., & Jensen, R. (2020). Constructions of professionalism and the democratic mandate in education A discourse analysis of Norwegian public policy documents. Journal of Education Policy, 1–20. Martinez Lunde, I. (2022). Learning analytics as modes of anticipation: enacting time in actor-networks. Scandinavian Journal of Educational Research, 1–15. Martinez Lunde, I. (2022). Digitization in school leadership and educational governance: Examples from policy and practice [PhD Dissertation]. University of Oslo. Maroy, C. (2015). Comparing Accountability Policy Tools and Rationales: Various Ways, Various Effects? In H.-G. Kotthoff & E. Klerides (Eds.), Governing Educational Spaces: Knowledge, Teaching, and Learning in Transition (pp. 35–59). Sense Publishers. Noblitt, G. W., & Hare, R. D. (1988). Meta-ethnography. SAGE Publications. O’day, J. A. (2002). Complexity, Accountability, and School Improvement. Harvard Educational Review, 72(3). Sclove, R. E. (1992). The Nuts and Bolts of Democracy: Democratic Theory and Technological Design. In L. Winner (Ed.), Democracy in a Technological Society (pp. 139–157). Springer Netherlands. Sinclair, A. (1995). The chameleon of accountability: Forms and discourses. In Accounting, Organizations and Society (Vol. 20, Issues 2–3, pp. 219–237). https://doi.org/10.1016/0361-3682(93)e0003-y Southgate, E. (2021). Artificial Intelligence and Maching Learning: A Practical and Ethical Guide for Teachers. In C. Wyatt-Smith, B. Lingard, & E. Heck (Eds.), Digital disruption in teaching and testing. Routledge. Sugrue, C., & Solbrekke, T. (Eds.). (2014). Professional responsibility: New Horizons of Praxis. Routledge. Yin, R. K. (2018). Case study research and applications (6th ed.). SAGE Publications. 16. ICT in Education and Training
Paper What Change(S) Does The Edtech Industry Offer To School Pedagogy? Hebrew University of Jerusalem, Israel Presenting Author:In recent decades, there has been a major change in the education technology field, as more and more high-tech companies, including start-ups, enter the educational technology arena, previously dominated by big publishers and non-profit organizations. A large portion of the EdTech sector is profit-driven and sees the educational field as a potential market (Williamson, 2017). The discussion on technology and education has been characterized by cycles of hype, hope, and disappointment (Gouseti, 2010). The rise of the EdTech industry in the education field has been accompanied by a similar hopeful discourse about its potential to disrupt and fix the educational system (Selwyn, 2016). Is it another cycle? This question motivated us to examine what pedagogical change(s) EdTech companies offer to schools and to what extent these changes are linked to the pedagogical changes required in the education system as described in the literature. Educational researchers and leading agencies state that owing to trends of digitalism, globalism, and aspirations towards a knowledge society, life in the 21st century involves new challenges (e.g., growing need for innovation and knowledge creation) (Law 2014; OECD, 2018; Tan et al., 2021). Therefore, today’s students must develop certain skills, orientations, and competencies, often termed 21st-century skills (National Research Council, 2012). Moreover, educational researchers and agencies state that the educational system should undergo a transformative change towards learner-centered pedagogies. This is imperative because the prevailing teacher-centered instruction in schools is deemed inadequate for fostering 21st-century skills among students (Bremner et al., 2022; Tan et al., 2021; OECD, 2018). Learner-centeredness is not merely about students being active during the lesson, but rather, it is about students being involved in decision-making about their learning in dialogue with peers and the teacher, metaphorically co-writing the script of their learning with the teachers. In contrast, in teacher-centered pedagogy, teachers write the learning script: they control every aspect of the educational situation (Ben-David Kolikant, 2019; Bremner et al., 2022; Gutierrez et al., 1995). According to Law (2014), who reviewed empirical studies related to pedagogical innovation and change, another important dimension to consider when analyzing pedagogical innovation and change is the role students, teachers, and technology will play, and their closeness to teacher-centered and learner-centered practice. Finally, learner-centered pedagogies feature high curricular flexibility. Namely a certain degree of freedom for students to make decisions and co-write their learning scripts and the freedom required for teachers to support the diverse needs that emerge as students undergo these learning processes (Bremner et al., 2022). This transformative change towards learner-centered pedagogies means restructuring educational goals and a dramatic change in teachers and students' roles and responsibilities (Law 2014; OECD 2018). Such a change can be classified as a second-order change, a term that refers to cases where the system itself undergoes a change that involves restructuring the goals, procedures, and boundaries of the system. In contrast, first-order change refers to cases where there is a change in the way procedures are carried out in a given system, but the system itself and the essence of these procedures remain the same (Ertmer, 2005; Watzlawick et al., 1974). Technology can support and sustain a second-order change towards learner-centeredness (Ertmer, 2005; Law, 2014; OECD, 2018). We examined EdTech companies that offer pedagogically-oriented products for K-12 formal education from a pedagogical perspective. Data sources were the websites of all companies that presented at the ASU+GSV summit, 2018. Comparing each product’s description against learner-centered pedagogy principles, we revealed that only a few companies aim at second-order change. The majority aim at middle-order change, within which one component of traditional teacher-centered pedagogy is broken, yet the essence of teacher-centeredness is preserved. Methodology, Methods, Research Instruments or Sources Used We examined all the 368 companies that presented at the ASU+GSV summit in May 2018. We chose this sample because: (a) The ASU+GSV summit is one of the main and most prestigious conferences in the EdTech industry, which gathers investors, entrepreneurs, and educational policymakers from around the world (asugsvsummit.com, 2018). Every year, the conference appears on the list of main industry conventions in Ed-Surge magazine and other magazines such as Forbes, and it has a large number of attendees: over 4000 each year. (b) The companies participating in the conference have not necessarily implemented their product in schools on a wide scale but have already gained the interest of investors and the summit organizers and therefore can be considered industry representatives. We conducted a content analysis of the information presented on each company's website (Skalski, Neuendorf & Cajigas, 2017). Our focus was on companies that offer K-12 pedagogical tools. Out of 368 companies, 66 matched these criteria. These companies' websites were analyzed. We first coded the learning subject(s) the product is intended to be used. Then we characterized the product against the principles of learner-centered pedagogies as described in the literature (e.g., Law, 2014). Specifically, three dimensions were analyzed: who is the scriptwriter, the level of freedom the scriptwriter has, and what is the teacher’s role. The categories in each dimension span an axis, where the category at the lowest level denotes teacher-centeredness and the highest learner-centeredness. We also analyzed the rationale companies present for the necessity of their product in their own language. Three dimensions emerged out of the analysis: Reasons given by the companies; Pedagogical concepts used to describe the product; and Emotional terms describing the use of the product in the classroom. Conclusions, Expected Outcomes or Findings About a fifth of the companies (13 companies) offer products supporting first-order pedagogical change, and another fifth (14 companies) promote second-order pedagogical change. Most of these companies offer products for programming and science teaching. Most companies (59%), however, could not be labelled as promoting first- or second-order change. These products provided the students with limited autonomy over the learning script, enabling them to choose a fixed script from a fixed inventory or work on a task at their own pace. Teachers are often provided with dashboards to regulate students’ progress. These products leave most control over the learning script in the teachers’ hands. Namely, a component of traditional pedagogy is broken, yet traditional pedagogy is maintained in essence. We thus conclude that these products offer middle-order change, defined as a change that “represents a compromise; the magnitude of change is greater than [the] first-order change, yet it neither affects the critical success factors nor is strategic in nature.” (Golembiewski et al., 1976, as quoted in Lorenzi and Riley 2000, 119). These findings are discordant with the importance education ministries and policy organizations worldwide ascribe to 21st-century skills and the place of these skills on their agenda (for example, OECD, 2018). Moreover, the companies’ statements regarding the pedagogy their product supports do not align with the relatively small number of products we identified as promoting leaner-centeredness. Our findings put up a warning sign regarding the expectations from the EdTech industry and place the responsibility on the client, the education system, to define how to change transformatively. We should be aware of "mechanic perception" (Fois & Barak, 2016), by which the mere idea of implementing EdTech products is positive unto itself. References Asugsvsummit.com. (2018) About. Retrieved from - http://www.asugsvsummit.com/about/summit-details Ben-David Kolikant, Y. (2019). Adapting school to the twenty-first century: Educators' perspectives. Technology, Pedagogy, and Education, 28(3), 287-299. Bremner, N., Sakata, N., & Cameron, L. (2022). The outcomes of learner-centred pedagogy: A systematic review. International Journal of Educational Development, 94, 102649. Ertmer, P. A. (2005). Teacher pedagogical beliefs: The final frontier in our quest for technology integration?. Educational technology research and development, 53(4), 25-39. Fois Y. & Barak Y. (2016). Teacher education in the maze of pedagogical innovation. Tel Aviv: Mofet Institute (In Hebrew). Gouseti, A. (2010). Web 2.0 and education: not just another case of hype, hope and disappointment?. Learning, Media and Technology, 35(3), 351-356. Law, N. (2014) Comparing pedagogical innovations. In Comparative education research: Approaches and methods, pp. 333-364. Cham: Springer International Publishing. Lorenzi, N. M., & Riley, R. T. (2000). Managing change: an overview. Journal of the American Medical Informatics Association, 7(2), 116-124. National Research Council. (2012). Education for life and work: Developing transferable knowledge and skills in the 21st century. National Academies Press. Organisation for Economic Co-operation and Development (OECD). (2018). The future of education and skills: Education 2030. OECD Education Working Papers. OECD Publishing, Paris. Ramiel, H. (2021). Edtech disruption logic and policy work: The case of an Israeli edtech unit. Learning, Media and Technology, 46(1), 20-32. Selwyn, N. (2016). Is technology good for education?. John Wiley & Sons. Skalski, P., Neuendorf, K., and Cajigas (2016) Content Analysis in the Interactive Media Age.In K. Neuendorf (Ed.), The content analysis guidebook. (pp 201-242). Sage. Tan, S. C., Chan, C., Bielaczyc, K., Ma, L., Scardamalia, M., & Bereiter, C. (2021). Knowledge building: Aligning education with needs for knowledge creation in the digital age. Educational Technology Research and Development, 1-24. Watzlawick, P., Weakland, J. H., & Fisch, R. (1974). Change: Principles of problem formation and problem resolution. WW Norton & Company. Williamson, B. (2017). Educating Silicon Valley: Corporate education reform and the reproduction of the techno-economic revolution. Review of Education, Pedagogy, and Cultural Studies, 39(3), 265-288. Wu, Y. C. J., Huang, S., Kuo, L., & Wu, W. H. (2010). Management education for sustainability: A web-based content analysis. Academy of Management Learning & Education, 9(3), 520-531. Zhao, Y. (2018). Personalizable education for greatness. Kappa Delta Pi Record, 54(3), 109-115. 16. ICT in Education and Training
Paper Using Virtual Reality for Pedestrian Behaviour Modification: A Pilot Study. 1Department of Research and Psychology in Education, Complutense University of Madrid, Spain; 2CeDInt, Polithecnical University of Madrid, Spain Presenting Author:Over the last few years, the number of pedestrian fatalities on urban roads has increased, due largely to infractions associated with their behaviors (e.g., crossing when traffic lights are red). It is argued these behaviors reflect a lack of risk perception. Road safety programs have tried to raise awareness through different methods, using quite often experiences with emotional impact (e.g., testimonies of people who have experienced an accident themselves). Advances in technology have made it possible to develop more effective intervention programs. Concretely, VR technology provides new opportunities for human factors research in areas that are dangerous or difficult to study in the real world. Generally, it has been deployed with the aim of increasing the efficacy of these safety programs. Previous studies have demonstrated the potential of VR to improve pedestrian behaviors, especially when it is accompanied by a debriefing and critical reflection. Within this background, the present study aims to provide evidence regarding to what extent the use of VR on road safety might improve pedestrian behavior. Thus, in order to achieve this goal, the following research questions are posed: RQ1: Having an accident as a pedestrian in a VR might help to improve the behavior in urban environments? In particular, does it help to reduce violations and errors and increase positive behavior? (a) The hypothesis regarding RQ1 (Hypothesis 1) is that having an accident as a pedestrian in VR will be associated with a reduction in the number of violations and errors and an increase in the number of positive behaviors. RQ2: Having a reflection and debriefing on the experience in an urban VR environment might help to improve pedestrian behavior? In particular, does it help to reduce violations and errors and increase positive behavior? The hypothesis regarding the RQ2 (Hypothesis 2) is that having a reflection and debriefing on the experience will be associated with a reduction in the number of violations and errors and an increase in the number of positive behaviors. Methodology, Methods, Research Instruments or Sources Used To this end, a 2x2 factorial, quasi-experimental study with pre-post measures was designed, where participants (N = 43; M = 24.5 years; SD = 5.14, female 65.12%, all of them spanish speakers and mainly students in higher education) were randomly assigned to one of four conditions. Namely, Group 1(Accident in VR/Debriefing) visually experienced an accident in the VR environment and subsequently participated in a joint reflection process; Group 2(Accident in VR/NoDebriefing) visually experienced an accident in the VR environment, without post-reflection; Group 3 (NoAccident in VR/Debriefing) participated in a VR environment without an accident but with post-reflection; and Group 4 (NoAccident in VR/NoDebriefing) participated in a VR environment without an accident and without post-reflection. Data was collected over three weeks, and the sessions were individual and lasted approximately 45 minutes per person. The different stages of the process were, Stage 1 (pre-self-report measures), Stage 2 (pre-post behavioral measures), Familiarization scenario, Scenario 1 (pre-behavioral measures), Debriefing/Nodebriefing, Scenario 2 (post behavioral measures), and Stage 3 (post self-report measures). Therefore, the analysis was twofold. The pedestrian behavior was tested using both self-report measures (i.e., using Walking Behaviour Questionnaire) and behavioral measures (i.e., pedestrian behavior in VR). Pre-post data were collected in both cases. Moreover, Multivariate analysis (MANOVA) and Generalised Linear Mixed Models (GLMM) were applied for statistical analysis. Conclusions, Expected Outcomes or Findings The main results revealed that: -(a) Participants reported a general reduction in the number of violations of the norms, regardless of the condition. Although MANOVA results revealed nonsignificant differences between the four groups (Pillai’s Trace = .207 , F= .962; df= 9.117; p= .475), there was a main effect on pedestrian behaviour regarding pre-post measures, in particular, there was a significant reduction in the number of violations (F (1,84)= 8.60 ; p < .005), as also shown by descriptive analysis . -(b) There was a significant reduction in the number of violations committed in VR (i.e., crossing when the traffic light is red, in the condition where participants previously experienced an accident (X² (1) = 15.04; p < .001). These results support the potential of using VR environments to improve pedestrian behavior. Although the GLMM revealed no main effect of the variables, there was a significant interaction between receiving debriefing or not and the time (χ² (1) = 4.685; p = .03), in other words, there were differences between pre-post, depending on whether the participants received debriefing or not. In sum, the findings also show that the mere experimentation of an accident in VR was not associated with a reduction in the number of violations and errors and a rise in positive behaviors. However, there was a decrease in violations in all the group conditions. In particular, participants reflected on their opinions in the post, claiming that they had experienced changes in their behavior. However, they did not know whether to associate them with filling in the questionnaire or experiencing VR. In other words, completing the Walking Behaviour Questionnaire might force participants to reflect on their behavior as pedestrians, and in turn, modify it. References -Feng, Q., Luo, H., Li, W., Chen, Y., & Zhang, J. (2021). The moderating effect of debriefing on learning outcomes of IVR-based instruction: an experimental research. Applied Sciences, 11(21), 10426. https://doi.org/10.3390/app112110426 -Granié, M. A., Pannetier, M., & Gueho, L. (2013). Developing a self-reporting method to measure pedestrian behaviors at all ages. Accident Analysis & Prevention, 50, 830-839. -Hou, M., Chen, S., & Cheng, J. (2022). The effect of risk perception and other psychological factors on mobile phone use while crossing the street among pedestrians. Accident Analysis & Prevention, 170, 106643. https://doi.org/10.1016/j.aap.2022.106643 -Luo, H., Yang, T., Kwon, S., Li, G., Zuo, M., & Choi, I. (2021). Performing versus observing: Investigating the effectiveness of group debriefing in a VR-based safety education program. Computers & Education, 175, 104316.https://doi.org/10.1016/j.compedu.2021.104316 -Observatorio Nacional de Seguridad Vial (2023). Siniestralidad mortal en vías interurbanas 2022; Dirección General de Tráfico: Madrid, España -Osorio-García, D., Hernández-Pulgarín, G., & Escobar, D. A. (2023). Profiles of pedestrian risk behavior while crossing the street. Safety science, 163, 106120. https://doi.org/10.1016/j.ssci.2023.106120 -Purcell, C., & Romijn, A. (2020). Teaching children road safety using a simulated environment. Journal of Education and Educational Development, 7(1), 44-54. https://doi.org/10.22555/joeed.v7i1.2948 -Schneider, S., Maruhn, P., Dang, N. T., Pala, P., Cavallo, V., & Bengler, K. (2022). Pedestrian crossing decisions in virtual environments: behavioral validity in CAVEs and head-mounted displays. Human factors, 64(7), 1210-1226. https://doi.org/10.1177/0018720820987446 -Seo, H. J., Park, G. M., Son, M., & Hong, A. J. (2021). Establishment of virtual-reality-based safety education and training system for safety engagement. Education Sciences, 11(12), 786. https://doi.org/10.3390/educsci11120786 -Useche, S. A., Alonso, F., & Montoro, L. (2020). Validation of the walking behavior questionnaire (WBQ): a tool for measuring risky and safe walking under a behavioral perspective. Journal of Transport & Health, 18, 100899. -Useche, S. A., Hezaveh, A. M., Llamazares, F. J., & Cherry, C. (2021). Not gendered… but different from each other? A structural equation model for explaining risky road behaviors of female and male pedestrians. Accident Analysis & Prevention, 150, 105942. https://doi.org/10.1016/j.aap.2020.105942 |
Date: Thursday, 29/Aug/2024 | |
13:45 - 15:15 | 16 SES 11 A: NW 16 Network Meeting Location: Room 016 in ΧΩΔ 02 (Common Teaching Facilities [CTF02]) [Ground Floor] Session Chair: Ruth Wood Network Meeting |
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16. ICT in Education and Training
Paper NW 16 Network Meeting Kingston University, UK Presenting Author:Networks hold a meeting during ECER. All interested are welcome. Methodology, Methods, Research Instruments or Sources Used . Conclusions, Expected Outcomes or Findings . References . |
15:45 - 17:15 | 16 SES 12 A: ICT in Primary Schools Location: Room 016 in ΧΩΔ 02 (Common Teaching Facilities [CTF02]) [Ground Floor] Session Chair: Heike Schaumburg Paper Session |
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16. ICT in Education and Training
Paper Examining the Viability of Immersive Learning Environments (ILEs) for Fostering Early Years Education in an Era of Uncertainty University of Northampton, United Kingdom Presenting Author:As a PhD student, this presentation seeks to elucidate the results from the data obtained from phases 1 and 2 of the research project. The central focus of the research project is the utilisation of Immersive Learning Environments (ILEs) and their impact on promoting learning in early childhood. The motivation for this study stems from my first-hand experiences as a Primary Teacher and Senior Lecturer in Education, observing the evolution of digital resources within the everchanging educational landscape. Notably, my recent role spearheading the development of the Early Years Virtual Learning Environment (EYVE) aimed to create an immersive games-based learning experience for trainee professionals, offering insights into how ILEs can effectively promote learning among higher education learners. This experience prompted a critical examination of whether the lessons learned in higher education contexts could be applied to early childhood education. The international landscape of early years education is evolving with the integration of digital technology, notably through ILEs. These virtual platforms enhance traditional teaching methods, fostering critical thinking and offering personalised learning experiences for young minds (Vidal-Hall et al., 2020). The shift extends beyond classrooms as a plethora of research has shown that digital technology has become a major part of children’s lives with digital fluency being shown across family households (Edwards et al., 2017; Palaiologou, 2016; Plowman, 2015). However, challenges such as concerns over screen time, privacy, and ensuring equitable access to technology have emerged (Rose et al., 2019; Yuen et al., 2020). Perez (2016) contends that such immersion merely entertains, impeding the potential establishment of vital connections between the digital and real worlds crucial for supporting learning and development. Striking a balance between the benefits and challenges is crucial, emphasising the need for thoughtful integration to harness the full potential of digital tools in early childhood education. In England, a child from birth to five years is recognised within the statutory guidance known as the Early Years Foundation Stage (EYFS) (DfE, 2021). More recently, the EYFS has undergone changes to remove technology as a specific aspect within the framework. Within the EYFS reforms (DfE, 2020: p9-14) it was noted that there ‘was a concern that technology is missing’ and ‘the removal of technology … would be a negative step’; despite this consultation the technology strand was later removed in September 2021. It could be suggested that this created conflicting views of the value technology has within early years and arguably question how children can gain skills or knowledge of how to use technology effectively and safely without focus placed within the EYFS (Faulder, 2021). In an age of uncertainty, Karabon (2021) agrees that the design of the curriculum should focus on the child at the centre, suggesting that the curriculum and learning space should be led by the child and for the child, recognising the importance of supporting practitioners to integrate technology within everyday practice. Ethridge et al. (2022) echo this, highlighting the pivotal role of technology in fostering play-based learning, particularly evident during virtual teaching experiences prompted by the COVID-19 pandemic. Additionally, the OECD (2022) examines the possible trends affecting the future of education from early childhood to lifelong learning, emphasising the indispensability of digital skills and competencies in navigating the challenges of the 21st century.
Navigating the uncertainties of education, this study delves into the relationship between digital learning and societal changes, drawing on Bronfenbrenner's ecological systems theory (1992). By unravelling these intricacies, the research contributes to the development of robust educational environments within settings and within the home that encapsulate memory and foster a sense of optimism for the future. Methodology, Methods, Research Instruments or Sources Used The presentation will focus on an instrumental case study methodology. The research study in question was an area which I had recognised that required a range of evidence to identify whether learning could be potentially promoted using ILEs, therefore according to Gillham (2000; p.1), this would align to ‘the here and now’ which aimed to ‘seek a range of different kinds of evidence’ to support in answering the research questions. Yin (2018, p.17) supports this by stating that a case study ‘can cover multiple cases and then draw a single set of “cross-case” conclusions’. Simons (2009, p.4) discusses that ‘the case could be a person, a classroom, an institution, a programme, a policy or a system’, given that this research project was focused on the setting and home environment as well as observing children this meant that the case was varied throughout the project. This study aims to investigate the feasibility of Immersive Learning Environments (ILEs) in the promotion of learning within Early Years. The objectives of the study are: 1. To identify parents’/carers’ and practitioners’ perspectives on defining features of an ILE in the field of early childhood in England. 2. To establish whether ILEs have an impact on the promotion of learning for children within the home and the setting context. 3. To synthesise definitions to design ILEs that promote learning in early childhood education. The current intention of the project is to conduct a three-phase approach when applying the methods. For the purpose of this presentation, the results from phase 1 and 2 will be discussed. 1. Phase 1 will use semi-structured interviews to gather both educators and parents’ perspectives of ILEs and learning within early childhood. 2. Phase 2 will then comprise an observation and implementation stage which will apply a range of ILEs using Extended Reality (XR) within both home and setting contexts. 3. Phase 3 will develop a framework to establish whether ILEs can promote learning across the setting and home context. Conclusions, Expected Outcomes or Findings By implementing a three-phase approach in this research, the aim is to contemplate the varied perspectives of parents, practitioners, and children regarding ILEs. This presentation will delve into phases 1 and 2, highlighting key findings obtained from data collection, encompassing insights into both perceptions and interactions within ILEs. Konca (2021, p1097) highlights that children live ‘in digitally rich home environments… with parents playing a key role in children’s interaction with digital technologies’. This echoes the need for this research to identify the importance of home and setting contexts to understand how ILEs can potentially be used to promote both the learning and development of young children. In the realm of research, the exploration of digital play in early education is still in its early stages leaving uncertainty in its limited exploration. Practitioners remain sceptical about its incorporation, highlighting a disconnect between the utilization of digital technology and teacher proficiency as a significant obstacle (Vidal-Hall et al., 2020; Mertala, 2019; Hatzigianni and Kalaizidis 2018; Moss, 2015). The data gathered from phases 1 and 2 complements the literature, indicating a deficiency in teacher knowledge. This lack of understanding hinders their ability to effectively integrate new technology into the learning environment, the observations also suggest that ILEs enable learners to apply knowledge interactively. Parents have also highlighted the disparity between what is utilized in educational settings and what is familiar in the home context, with incomplete knowledge transfer. As the researcher, I recognize the importance of addressing this challenge in my research journey, to aid both educators and parents in comprehending the potential of Interactive Learning Environments (ILEs) as tools for facilitating learning. As I move into phase 3 of the research project, this data becomes crucial for developing a research framework that supports the implementation of ILEs by both practitioners and parents/carers. References Bronfenbrenner, U. (1992). Ecological systems theory. In R. Vasta (Ed.), Six theories of child development: Revised formulations and current issues (pp. 187–249). Jessica Kingsley Publishers. Department for Education (2020). Early Years Foundation Stage Reforms Government consultation response. [online]. Available from: https://assets.publishing.service.gov.uk/government/uploads/system/uploads/attachment_data/file/896872/EYFS_reforms_consultation_-_government_response.pdf [9 January 2024]. Department for Education (2021). Statutory framework for the early years foundation stage. London: DfE Ethridge, P., Gray, C., McPherson, A. and Janus, M. (2022) ‘Fostering play through virtual teaching: challenges, barriers, and strategies’, Early Childhood Education Journal, 50(1), pp. 1-10. Faulder, M. (2021) Curriculum- In focus… Technology. [online] Available from: https://www.nurseryworld.co.uk/features/article/curriculum-in-focus-technology [29 January 2024] Gillham, B. (2000) Case Study Research Methods. London: Continuum. Hatzigianni, M. Kalaitzidis, I. (2018) Early childhood educators’ attitudes and beliefs around the use of touchscreen technologies by children under three years of age. British Journal of Educational Technology. 49 (5), pp.883-895. Karabon, A. (2021) Examining how early childhood preservice teacher funds of knowledge shapes pedagogical decision making. Teaching and teacher education. 106 (1), pp.1-10. Konca, A. (2021) Digital Technology Usage of Young Children: Screen Time and Families. Early Childhood Education Journal. 50 (0), pp.1097-1108. Mertala, P. (2019). Teachers’ beliefs about technology integration in early childhood education: A meta-ethnographical synthesis of qualitative research. Computers in Human Behavior. 101, pp.334-349. Moss, P. (2015) There are alternatives! Contestation and hope in early childhood education. Global Studies of Childhood. 5 (3), pp.226-238. OECD (2022) OECD Future of Education and Skills 2030. Paris: OECD Publishing Perez, S (2016). Hands-on with Play-Doh Touch, the app that brings kids’ creations to life. [online] TechCrunch. Available at: https://techcrunch.com/2016/11/18/hands-on-with-play-doh-touch-the-app-that-brings-kids-creations-to-life/ [9 January 2024] Simons, H. (2009). Case Study Research in Practice. London: SAGE. Vidal-Hall, C. Flewitt, R. Wyse, D. (2020) Early Childhood practitioner beliefs about digital media: integrating technology into a child-centred classroom environment. Early Childhood Education Research Journal. 28 (2), pp. 167-181. Yin, R. (2018). Case Study Research and Applications- Designs and Methods. London: SAGE. 16. ICT in Education and Training
Paper Investigating the Impact of Blended Learning on the Learning Environment of Elementary School Students University of Cyprus, Cyprus Presenting Author:Rapid social changes have shaped the demands and challenges that education is called upon to address in recent years. With digital transformation being one of the priorities of the EU, the integration of technology in education in its various forms, such as Blended Learning (BL), is more necessary than ever. BL is the learning approach that combines face-to-face teaching in the classroom in the presence of educators and online teaching in a space outside the school. This research studies the learning environment during the implementation of BL in elementary education for fourth-grade students (aged 9-10) in a public school in an urban area of Cyprus and examines how the learning environment evolved during the COVID-19 pandemic. The research question was: How did blended learning affect the learning environment of fourth-grade students in elementary schools during the Covid-19 pandemic? The existence of a research gap in investigating the impact of BL within learning environments in Cypriot primary education makes this research significant and necessary. The findings of the research have both practical and theoretical importance, offering guidelines for the successful implementation of BL in primary schools and contributing to clarifying research gaps and understanding the application of BL. The literature review examined theoretical approaches that recognize the social dimension of learning, such as theories on learning environments, social practices within Communities of Practice, and the climate and culture of the classroom. In these approaches, the unique learning environment of each class significantly affects the quality of students' learning and the achievement of their learning goals. The classroom community functions as a learning community where the participation and interaction of its members are crucial for learning. Similarly, the degree of engagement in classroom practices corresponds to the different social positions a student constructs, along with the associated influences and privileges. Thus, these approaches identify common perceptions about the learning environment of the class. Specifically, the learning environment is influenced: (a) firstly, by the opportunities for interaction among its members, (b) secondly, by the opportunities for personal improvement and development given to students, and (c) thirdly, by the opportunities that create a climate of collectivity within the classroom community. In the present research, qualitative methods were applied for the collection and analysis of data following an emergent research design. Data were collected from observations and analysis units from posts in the digital tools used, in order to achieve a deeper understanding and interpretation of how BL influenced the children's learning environment. Through the thematic analysis approach, themes were identified and analyzed from the data. The emerging themes were connected with existing theories, advancing the construction of an interpretive and theoretical framework that provides answers to the research question. The results of the research reflect specific temporal circumstances and may not apply to different conditions, even for students with similar characteristics to the sample, although they align with the findings of other studies on the educational impacts of the pandemic. However, they do provide a representative picture of the response to the crisis brought about by the spread of the virus, which disrupted many aspects of the daily lives of educators and students. Methodology, Methods, Research Instruments or Sources Used An action research was conducted in three cycles, with each cycle being revised based on the previous one. The starting point was the existing problematic situation, which concerned the forced adoption of BL as a teaching method due to the pandemic. The researcher was a female educator with experience in integrating technology into teaching but not in remote online education. A total of 63 students from three fourth-grade classes of an elementary school participated in the study. These were three different classes for which the educator was responsible over three consecutive years. For the collection of data analyzed using qualitative techniques, material was gathered from the "educator's diary," in which the educator recorded observations, reflective comments, and significant events. Additionally, material was collected from the digital tools used. Regarding the digital tools, the ClassDojo application was used for communication between educator and parents. In the first cycle, students used the school's computers and touch screens in small groups mainly for practice. During the online phase of the first cycle, students used personal devices and digital exercise tools (e.g., Forms, Kahoot, and Learning Apps). In the second cycle, face-to-face teaching included the use of Android touch screens in 1:1 conditions and even more exercise tools (e.g., wordwall, Quizizz, Liveworksheets, Pixton). During the online phase, the Microsoft Teams was used. In the third cycle, Google Classroom was used for face-to-face teaching as a learning management system, along with tools such as Google Docs, Jamboard, and Scratch. Online teaching for individual students was facilitated through Padlet, with instructions and material corresponding to classroom activities. As for the research processes, the study included three research cycles, starting with face-to-face teaching but following different paths thereafter. During the first cycle, the school year began without an emergency plan, and with the pandemic, teaching continued online through asynchronous remote education. Enriched Virtual and Self-Blend models were used. In the second cycle, the year began with face-to-face teaching and continued online using Teams and Enriched Virtual model. There was preparation to meet the learning demands of online learning. In the third cycle, online learning was individualized. Self-blend model was applied. For the analysis of the data, qualitative techniques were applied, focusing on how BL influenced the learning environment, as well as on the analysis of the educator's teaching practice based on the recorded data in the educator's diary and the posts on the digital platforms used. Conclusions, Expected Outcomes or Findings During the three cycles, different learning environments were observed, influenced by the health protocols due to the pandemic. These environments offered varied opportunities for interaction, personal development, and a sense of collectivity. In the first phase of the first cycle before the pandemic, there was a positive learning environment during face-to-face teaching (e.g., using various teaching techniques and student-centered approaches), where students had the opportunity for interaction, a sense of collectivity, and personal development. However, the unpreparedness for the transition to online teaching from face-to-face teaching caused disorganization, and the learning environment did not offer suitable opportunities for all students. In the online teaching of the second cycle, proper preparation and training led to effective online learning. The transition from traditional to online teaching was smooth, following criteria of quality implementation and effectiveness. In the face-to-face teaching with restrictive health protocols and social distancing, limited interaction was observed, and teacher-centered methods limited opportunities for personal development and collectivity. In the face-to-face teaching of the third cycle, the use of a learning management system and the integration of technology based on learning theories improved interaction among students through digital collaborative activities, "overcoming" social distances. This learning environment was shaped through the experiences and training of the previous school years. In conclusion, the success of Blended Learning depends on both effective face-to-face teaching and online learning, as they are interconnected. Therefore, to maximize the positive aspects of each phase of BL, it is necessary: - Face-to-face teaching in a learning environment that provides opportunities for interactions, personal development, and enhancement of creating a sense of collectivity. - Online teaching using learning management systems and reliable standards. - Integration of technology in all phases based on learning theories. References Casimir, O. A., Blake, S. C., Klosky, J. V., & Gazmararian, J. A. (2023). Adaptations to the Learning Environment for Elementary School Children in Georgia during the COVID-19 Pandemic. Journal of Child and Family Studies, 1-14. Christensen, C. M., Horn, M. B., & Staker, H. (2013). Is K-12 Blended Learning Disruptive? An Introduction to the Theory of Hybrids. Clayton Christensen Institute for Disruptive Innovation. Li, S., & Wang, W. (2022). Effect of blended learning on student performance in K-12 settings: A meta-analysis. Journal of Computer Assisted Learning, 38(5), 1254–1272. Moos, R. H. (1973). Conceptualizations of human environments. American Psychologist, 28(8), 652–665. Pittman, J., Severino, L., DeCarlo-Tecce, M. J., & Kiosoglous, C. (2021). An action research case study: Digital equity and educational inclusion during an emergent COVID-19 divide. Journal for Multicultural Education, 15(1), 68-84. Quality Matters. (n.d.). Course Design Rubric Standards. Retrieved from: https://www.qualitymatters.org/sites/default/files/PDFs/StandardsfromtheK-12RubricFifthEdition.pdf Rachmadtullah, R., Marianus Subandowo, R., Humaira, M. A., Aliyyah, R. R., Samsudin, A., & Nurtanto, M. (2020). Use of blended learning with moodle: Study effectiveness in elementary school teacher education students during the COVID-19 pandemic. International journal of advanced science and technology, 29(7), 3272-3277. Rasheed, R. A., Kamsin, A., & Abdullah, N. A. (2020). Challenges in the online component of blended learning: A systematic review. Computers & Education, 144, 103701. Rusticus, S. A., Pashootan, T., & Mah, A. (2023). What are the key elements of a positive learning environment? Perspectives from students and faculty. Learning Environments Research, 26(1), 161-175. Singh, J., Steele, K., & Singh, L. (2021). Combining the best of online and face-to-face learning: Hybrid and blended learning approach for COVID-19, post vaccine, & post-pandemic world. Journal of Educational Technology Systems, 50(2), 140-171. Staker, H., & Horn, M. B. (2012). Classifying K–12 blended learning. Retrieved from http://www.christenseninstitute.org/wp-content/uploads/2013/04/Classifying-K-12-blended-learning.pdf Van Laer, S., & Elen, J. (2017). In search of attributes that support self-regulation in blended learning environments. Education and Information Technologies, 22, 1395-1454. 16. ICT in Education and Training
Paper Digital Education Action Plan: Technology Integration in Greek Primary Schools 1National and Kapodistrian University of Athens, Greece; 2University of Thessaly, Greece Presenting Author:This century is characterised as an era of rapid technological changes (Judy & D’ Amico, 1997). There are great opportunities offered by the Internet and communication technologies. However, the need for training and education of the citizens to be competent in the use of these technologies also emerged (Mannila et al., 2018). At the European Union, citizens acknowledge the importance of training for digital skills and consider it among the top five digital priorities in their countries (European Commission, 2023a). The European Commission introduced a scheme to support the European citizens and to prepare them for this digital era. The Digital Decade policy programme 2030 aims to transform public services, businesses, skills, and infrastructures in Europe by 2030 in order to achieve the objectives and targets for the Europe’s digital transformation (European Commission, 2023b). Education will be the main pilar in order to address this need for developing digital skills and to support this transformative process. Digital education is the systematic use of digital technologies in teaching and learning in formal and in non-formal education within a community, and the essential technological equipment required to support this educational process (Lynn et al., 2022). Early in 2018, EU introduced the Digital Education Action Plan (DEAP) 2018 – 2020. In September 2020, the new DEAP 2021 – 2027 was introduced by the European Commission as an initiative for this digital era. DEAP includes a vision of inclusive and accessible digital education and has two strategic priorities: fostering a high performing digital education ecosystem and developing digital skills and competences for the European citizens (European Commission, 2023c). Even though the European Union does not interfere in the national education system of its member states, it can affect their policies through initiatives and collective targets (Staude, 2011). The purpose of this study is to track the process of achieving digital education and to offer suggestions for its progress. This study uses technology integration as an indicator to investigate to what extent teachers use technology for their teaching and their students’ learning. Integration of digital technologies in education systems refers to the embedding of technology to enhance teaching and learning (Conrads et al., 2017). On average less than 40% of educators across the EU feel ready to use digital technologies in teaching, with divergences between EU Member States (OECD, 2018, as quoted in European Commission, 2023c). This study focuses specifically on the case of Greece. However, it offers recommendations for any European country that aims to enact their digital policies in accordance with the DEAP. Taking into account the great importance of the technological integration for digital education policies and the need of tracking the process of enactment of these policies, this study aims to examine the progress of the technological integration in the Greek state-funded schools. The research questions are: 1) To what extent do primary school teachers in state-funded schools in Greece currently integrate technology in their lessons? 2) Which factors predict technology integration in state-funded primary schools in Greece? 3) When pre-specified key factors are controlled, is technology integration explained by between-group effects or within-group effects? Methodology, Methods, Research Instruments or Sources Used This study uses a policy enactment framework and explores this with empirical data. Previous work on context and factor related policy enactment, such as that of Perryman et al. (2017) and Keddie (2019) have utilized a ‘fourfold heuristic’ (Keddie, 2019, p. 7) constituted by ‘situated, material, professional and external dimensions’ (Braun et al., 2011, p. 585). In Keddie’s (2019, p. 11) work, the factors for policy enactment are presented in a more elaborated mode: • Material factors (such as staffing, infrastructure, and school budget) • Situated factors (such as school setting, history, and intake) • Professional factors (such as teacher values and commitments) • External factors (such as local and national policy and systemic support, expectations, and pressures) Survey data of 205 class teachers in 32 state-funded primary schools in Greece are used to explore the policy enactment in relation to these factors. Convenience sampling was used. However, the schools were located across the country. In the sample, there were urban, semi-urban and rural schools. The analysis of the data was multi-level. The model discussed was a fully nested model since all the classroom teachers were located within one school. The analysis was done with the R programming language in the R Studio. Conclusions, Expected Outcomes or Findings This paper will present the findings for the policy enactment in relation to the four aforementioned factors. One of the key findings is that the Greek educational system is not yet ready to succeed in technology integration. The Greek state-funded schools do not have the necessary technological equipment. Furthermore, not every school has the same access to technological equipment and digital integration and the rural schools lack significant equipment compared to the semi-urban and urban ones. Furthermore, technology integration is mainly explained by teacher-level factors and not school-level factors. Currently, the policy in Greece adopts a top-down approach. This study suggests a bottom-up policy approach. The policy makers should collaborate with teachers and other stakeholders to ensure sustainable and scalable systemic change to achieve digital education. To conclude, although the European Commission aims through initiatives and funding to improve the factors, which are statistically significant predictors of technology integration and are linked to capacity building, there should be more support to have the desirable outcome. To achieve digital education and technology integration, it is imperative that more and higher quality professional development courses are offered to teachers. References Braun, A., Ball, S. J., Maguire, M., & Hoskins, K. (2011). Taking context seriously: towards explaining policy enactments in the secondary school. Discourse: Studies in the Cultural Politics of Education, 32(4), 585-596. https://doi.org/10.1080/01596306.2011.601555 Conrads, J., Rasmussen, M., Winters, N., Geniets, A., & Langer, L. (2017). Digital education policies in Europe and beyond: Key design principles for more effective policies. Joint Research Centre, European Commission. European Commission. (2023a). 2030 Digital Decade: report on the state of the Digital Decade 2023, Publications Office of the European Union. https://data.europa.eu/doi/10.2759/318547 European Commission. (2023b). The Digital Decade policy programme 2030 [Infographic]. Retrieved May 27, 2023, from https://digital-strategy.ec.europa.eu/en/library/policy-programme-path-digital-decade-factsheet?fbclid=IwAR2B_bnZ16SlJ4Sk82nFA79qAaHfh7AmxJHOlSAj6hNKZUhFRDcVGBToj8g European Commission. (2023c). Digital Education Action Plan (2021-2027). Retrieved May 13, 2023, from https://education.ec.europa.eu/focus-topics/digital-education/action-plan Judy, R. W., & D' Amico, C. (1997). Workforce 2020: Work and workers in the 21st century. (Report No ISBN-1-55813-061-6). Hudson Institute, Herman Kahn Center, Indianapolis. Keddie, Α. (2019). Context matters: primary schools and academies reform in England. Journal of Education Policy, 34(1), 6-21. https://doi.org/10.1080/02680939.2017.1402959 Lynn, T., Rosati, P., Conway, E., Curran, D., Fox, G., & O’Gorman, C. (2022). Digital education. In Digital Towns: Accelerating and Measuring the Digital Transformation of Rural Societies and Economies (pp. 133-150). Cham: Springer International Publishing. Mannila, L., Nordén, L. Å., & Pears, A. (2018, August). Digital competence, teacher self-efficacy and training needs. In Proceedings of the 2018 ACM Conference on International Computing Education Research (pp. 78-85). Perryman, J., Ball, S. J., Braun, A., & Maguire, M. (2017). Translating policy: governmentality and the reflective teacher. Journal of Education Policy, 32(6), 745-756. https://doi.org/10.1080/02680939.2017.1309072 Staude, E. (2011). National Education Systems in the European Union. [Master’s thesis, Washington University]. Washington University Open Scholarship Institutional Repository. https://openscholarship.wustl.edu/cgi/viewcontent.cgi?article=1457&context=etd |
Date: Friday, 30/Aug/2024 | |
9:30 - 11:00 | 16 SES 14 A: Online and Blended Learning Location: Room 016 in ΧΩΔ 02 (Common Teaching Facilities [CTF02]) [Ground Floor] Session Chair: Lizana Oberholzer Paper Session |
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16. ICT in Education and Training
Paper Does Anxiety in the Use of Computers of Adult Female Distance Learning Students Hinder Their Academic Self-Efficacy? 1European University Cyprus, Cyprus; 2University of Nicosia, Cyprus Presenting Author:Online pedagogical practices highlight their potential in improving availability and inclusiveness, especially for individuals with atypical needs (Khan et al., 2022). In this respect, adults comprise the largest audience for online distance education, since the latter provides an opportunity for flexible and continuous learning (Moore & Kearsley, 2011). Still, there exists factors challenging them to engage in online educational; female adult learners have been found to be an especially vulnerable subset of this population (Kara et al., 2019). Individual acceptance and usage of new technologies can be studied using the Technology Acceptance Model (TAM; Davies et al., 1989). According to the TAM, the two key factors in determining the users’ attitudes towards an e-learning system, and consequently, the actual system use, are perceived usefulness (PU) and perceived ease of use (PEOU). Perceived Usefulness (PU) is an individual’s view that the use of a specific system can enhance work performance (Liaw & Huang, 2013). Perceived Ease of Use (PEOU) is the extent to which an individual believes the use of a certain technology system will not require so much effort to be achieved. The present study evaluates the validity of TAM in the context of e-learning adoption of adult female postgraduate students in a higher education distance learning course in quantitative research methods. We investigate whether PU and PEOU predict users' overall satisfaction with the system's usage. Furthermore, we explore whether students' Computer Anxiety has an effect on PU and PEOU. Importantly, we test whether students' Academic Self-Efficacy can be explained by the two factors underlying the e-learning adoption, PU and PEOU. In this respect, we propose that, in addition to outcomes related to the user experience, namely, Satisfaction from the use of LMS, affective outcomes, namely Academic Self-Efficacy, may also be explained be external factors using the TAM framework. We investigate the direct effect of Computer Anxiety on learners' Academic Self-Efficacy and the indirect effect through PEOU and PU. Our hypothesis is that the effect of Computer Anxiety on ASE will be fully mediated by the two main factors of TAM, namely PU and PEOU. In our models, we control for the perceived quality of the Technical Support for the use of the LMS. Methodology, Methods, Research Instruments or Sources Used Methods Data Sample The present study uses cross-sectional survey data from a sample of 430 first-year postgraduate students at a Distance Learning program of a private university in Cyprus. The data were collected as part of a quantitative methods course, with a focus on survey research. Our sample consisted mainly of women (371, 85.5%), but there was a very small proportion of men, as well (59 men, 13.6%). Given the focus of our analysis, we decided to listwise exclude men from our sample. The mean age of our participants was 30.46 years old (Mean = 30.46,S.D.=7), with the minimum age being 22 years old, and the maximum 54 years of age. The vast majority of our participants came from Greece (423, 97.5%), while only four came from Cyprus (1%), and two (.5%) from elsewhere. Notable, more than half of our sample were working full-time (264 participants, 60.8%), 88 (20.3%) were working part-time, and 82, 18.9% were not working at all. Measures The two key factors that are present in all studies using the TAM model is Perceived Usefulness (PU) and PEOU (Perceived Ease of Use); these were measured by scales proposed by Sanchéz & Hueros (2010), appropriately adopted and translated in the Greek language. Technology Support scale was also taken from the same study. Perceived Satisfaction and Computer Anxiety were taken from Liaw and Huang (2013). Academic Self-Efficacy was assessed using the Motivated Strategies for Learning Questionnaire (MSLQ; Pintrich et al., 1991). Procedures The data were collected during two consecutive semesters (Fall/Spring) using an online questionnaire that was administered to all students of a graduate distance learning course on designing and contacting survey research. Ethical approval for the conduction of this study was obtained from the Cyprus Bioethical Committee. Statistical Analysis We used Structural Equation Modelling (SEM) and Mplus Statistical package (Muthén & Muthén, 2017) to answer our research questions. Before mapping the causal relationships assumed between our contrasts, we verified the construct validity of the scales using Confirmatory Factor Analysis (CFA). Treatment of missing data in our sample involved the use of the default approach in Mplus, namely Full Information Maximum Likelihood (FIML; Lee & Shi, 2021). For assessing model fit we used sample size independent fit indices (Marsh et al., 2015): The Tucker-Lewis and Comparative Fit Indices, TLI and CFI respectively, and the Root-Mean-Square Error of Approximation (RMSEA). Conclusions, Expected Outcomes or Findings Results/Conclusions Confirmatory Factor Analysis verified the assumed latent structure of our measures, and, overall our analysis verified the TAM. In extending the TAM framework, we modelled Academic Self-Efficacy (ASE) as another outcome in our model and we considered its relationship with the two main factors underlying TAM and technology adoption, namely Perceived Usefulness and Perceived Ease of Use. Both of them positively predicted ASE; their effects though were substantially smaller than the corresponding effects of Satisfaction. In considering the effect of Computer Anxiety on ASE, we considered both the direct effect and indirect effects through Perceived Usefulness and Perceived Ease of Use. However, the former was not statistically significant (β = .011,SE=.046) and was therefore not kept in the final model. Does Technical Support Compensate for the Negative Effect of Computer Anxiety? In our structural model, we assumed a one-directional relationship between computer anxiety and technical support, modelling a causal path from the former to the latter (Figure 1). Thus, we considered the indirect effects of Computer Anxiety on Perceived Usefulness and Perceived Ease of Use through Technical Support. Estimates were both positive and statistically significant. The total effect of Computer Anxiety on Perceived Ease of Use and Perceived Usefulness is estimated as the sum of direct (β = -.519, SE = .049; β=-.303, SE= .068, respectively) and indirect effects (β = .138, SE =.03; β = .089, SE=.026, respectively). Thus, we conclude that higher perceived quality of Technical Support contributes to the decrease of the negative effect of computer anxiety on the two factors (RH6). In spite of this, it does not lead to the total elimination of this effect. References References Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319-340. 10.2307/249008 Kara, M., Erdogdu, F., Kokoç, M. and Cagiltay, K., 2019. Challenges faced by adult learners in online distance education: A literature review. Open Praxis, 11(1), pp.5-22. https://doi.org/10.5944/openpraxis.11.1.929 Khan, S., Kambris, M. E. K., & Alfalahi, H. (2022). Perspectives of University Students and Faculty on remote education experiences during COVID-19- a qualitative study. Education and Information Technologies, 27, 4141-4169. 10.1007/s10639-021-10784-w Liaw, S., & Huang, H. (2013). Perceived satisfaction, perceived usefulness and interactive learning environments as predictors to self-regulation in e-learning environments. Computers & Education, 60(1), 14-24. 10.1016/j.compedu.2012.07.015 Moore, J. L., Dickson-Deane, C., & Galyen, K. (2011). e-Learning, online learning, and distance learning environments: Are they the same? Internet and Higher Education, 14, 129-135. 10.1016/j.iheduc.2010.10.001 Muthén, L. K., & Muthén, B. O. (2017). Mplus user’s guide (8th ed.). Authors. Pintrich, P.R., Smith, D.A.F., García, T., & McKeachie, W.J. (1991). A manual for the use of the motivated strategies questionnaire (MSLQ). Ann Arbor, MI University of Michigan, National Center for Research to Improve Postsecondary Teaching and Learning. Sánchez, R. A., & Hueros, A. D. (2010). Motivational factors that influence the acceptance of Moodle using TAM. Computers in Human Behavior, 26(6), 1632-1640. 10.1016/j.chb.2010.06.011 16. ICT in Education and Training
Paper Teaching Practice in Post-Covid Classrooms and the Reconfiguration of Blended Learning Models Humboldt-Universität zu Berlin, Germany Presenting Author:Originating from higher education institutions, blended learning has increasingly been permeating the K-12 education system in recent years (Picciano et al., 2012). Blended learning refers to the combination of face-to-face (F2F) instruction with online learning. It combines F2F and distance teaching and learning (Hrastinski, 2019). For K-12 education, specific didactic potentials are anticipated in blended learning. These range from enhanced incorporation of students' home learning and other non-school environments to the reinforcement of adaptive, individualized, and project-based learning, as well as the promotion of cross-disciplinary competencies such as self-regulated learning or computer- and information-related skills (Powell et al., 2014). Blended learning is more widespread in education systems in which distance learning has long been established due to structural conditions (e.g. low population density, possibility of home schooling) and the digitalization of schools is advanced, such as Australia, Canada or the U.S. (Graham & Halverson, 2022). In contrast, blended learning was initially not widely adopted in schools in many European countries. It was only with the Covid-19 pandemic, which forced a reorientation during phases of complete or partial school closures, that blended learning approaches were developed and tested. Studies on teaching during the Covid-19 pandemic indicate a significant increase in the use of digital media in some European countries, especially with regard to learning platforms and communication tools, as seen in Germany or Austria (Karpiński et al., 2020). Teachers recognized the potential in blended learning formats and expressed in surveys their intention to continue using newly tested teaching methods even after the end of the pandemic (Nalaskowski, 2023). Studies on implementations, primarily conducted in U.S. K-12 schools, have identified different models of blended learning. Watson (2008) categorizes a total of seven blended learning models on a continuum ranging from traditional face-to-face classroom instruction to instruction that is entirely conducted online and remotely. Staker and Horn (2012) map out a two-dimensional space with the dimensions of location (brick and mortar vs. remote) and course content (offline vs. online), identifying four blended learning models (rotation, flex, self-blend, enriched virtual). This classification has gained widespread recognition and continues to be referenced in numerous studies (e.g., Li & Wang, 2022). However, models like the ones proposed by Staker and Horn (2012) have limited applicability to the European context, specifically in Germany. For example, three of the four models (flex, self-blend, enriched virtual) are based on a configuration where substantial portions of the curriculum are exclusively or predominantly provided online, a situation that was rare in European schools at least until the outbreak of the COVID-19 pandemic (European Commission, 2022). Also, K-12 educational institutions transitioning from pure online institutions towards face-to-face learning, as described in Staker and Horn’s ‘enriched virtual’ model are relatively uncommon in Europe, rendering this model even less applicable.Finally, early models like the ones of Staker and Horn are criticized for falling short in considering pedagogical aspects (Graham & Halverson, 2022). The goal of this study is thus to investigate blended learning models within a European school context. More specifically, the study analyses, which blended learning models have emerged from experiences with the COVID-19 pandemic and how these models are being implemented into regular F2F school practice. Addressing criticisms of early modeling, the analysis incorporates not only physical aspects, such as the arrangement of space and time and the integration of online and offline learning but also aspects related to the design of learning tasks and learning situations. Methodology, Methods, Research Instruments or Sources Used As part of a pilot project, 18 schools in Berlin, Germany, were given the opportunity to break away from traditional face-to-face instruction and, with digital support, create spatially and temporally flexible learning environments. Legal framework conditions, particularly the mandatory attendance for students, were relaxed to provide schools with extensive freedom to develop innovative teaching concepts. At the end of the first project year, 75 structured interviews were conducted with students, teachers, school administrators, and project coordinators at the participating schools. At the end of the second project year, another brief interview was conducted with teachers or project coordinators at 15 out of the 18 schools to gather information about the current status of the newly developed concepts. The interviews at both measurement points were analyzed using the method of qualitative content analysis (Mayring, 2015) in an inductive-deductive manner. Location of learning, temporal structure and methodological-didactic focus emerged as key categories to describe and differentiate blended learning concepts. Characteristics of these three categories were binary coded in the next step and then analyzed using hierarchical cluster analysis (Ward method). Finally, the clusters thus identified were contrasted based on the overall dataset to provide a more comprehensive description of the blended learning concepts. Conclusions, Expected Outcomes or Findings The project schools, depending on their existing profiles, digital infrastructure, and educational objectives, took different paths for the implementation of blended learning in their school routines. The following four blended learning models were identified: Digitally supported home learning: This cluster is characterized by regular cycles (weekly, monthly) where at least one full school day is designated for digitally supported home learning. Students receive prepared tasks through a learning platform for individualized, usually asynchronous, completion. Teachers offer whole-class video conferences and digital consultation hours. Project learning at external locations: This cluster also involves regularly occurring days that are used for (partly self-guided) field visits in combination with school-based preparation and follow-up. The didactic concept revolves around project-based learning. Digital media are used for documentation, evaluation, and reflection of learning experiences at non-school learning sites as well as consultation between students and teachers, who are overseeing visits to non-school learning sites from a distance. Digitalization of independent work: In this cluster, blended learning takes place in regularly occurring time slots, which are integrated into the school week. Students usually remain at school and use the time for digitally supported individualized independent learning, working on tasks provided through a school learning platform. Teachers are available on-site as learning advisors. The didactic concept aims at differentiated support and assistance in subject-specific learning. Flexibilization of project work in space and time: In this cluster, students work on complex, sometimes interdisciplinary project tasks for limited time periods. Starting from the school as the place of learning, students are given the opportunity to learn at home or to visit locations out of school. Learning times can be freely chosen. Digital media are used for communication among students and between teachers and students. Furthermore, the results of project work are often documented as digital products. References European Commission (2022). Teaching and learning in schools in Europe during the COVID-19 pandemic. Luxembourg: Publications Office of the European Union. Graham, C. R., & Halverson, L. R. (2022). Blended Learning Research and Practice. In: Handbook of Open, Distance and Digital Education (pp. 1-20). Singapore: Springer Nature Singapore. Hrastinski, S. (2019). What do we mean by blended learning?. TechTrends, 63(5), 564-569. Karpiński et al. (2020). Digital education action plan 2021-2027. Summary of the open public consultation. Li, S., & Wang, W. (2022). Effect of blended learning on student performance in K‐12 settings: A meta‐analysis. Journal of Computer Assisted Learning, 38(5), 1254-1272. Mayring, P. (2015). Qualitative Inhaltsanalyse. Grundlagen und Techniken. Beltz. Weinheim, 4, 58. Nalaskowski, F. (2023). Covid-19 Aftermath for Educational System in Europe. The positives. Dialogo, 9(2), 59-67. Picciano, A. G., Seaman, J., Shea, P., & Swan, K. (2012). Examining the extent and nature of online learning in American K-12 education: The research initiatives of the Alfred P. Sloan Foundation. The internet and higher education, 15(2), 127-135. Powell, A., Rabbitt, B., & Kennedy, K. (2014). iNACOL blended learning teacher competency framework. International Association for K-12 Online Learning. Staker, H., & Horn, M. B. (2012). Classifying K-12 blended learning. Innosight Institute. Retrieved from: http://192.248.16.117:8080/research/bitstream/70130/5105/1/BLENDED_LEARNING_AND_FEATURES_OF_THE_USE_OF_THE_RO.pdf Watson, J. (2008). Blended learning: The convergence of online and face-to-face education. Promising Practices in Online Learning. North American Council for Online Learning. 16. ICT in Education and Training
Paper Revisiting Assure Model in the Digital Era 1Seoul Women's College of Nursing (Seoul, South Korea); 2Hanyang Cyber University (Seoul, South Korea) Presenting Author:1. Background of the study 1.1. Problem statements regarding digital technologies for education in digital era With the rapid innovation of digital technology, the digital transformation of education has accelerated, emphasizing the role of digital technologies in teaching and learning more than ever. The use of digital technology (e.g., Kahoot) to enhance interaction in classrooms, employing personalized learning platforms (e.g., ALEKS), and using augmented/virtual reality to enhance the learning presence are no longer exceptional cases but are commonly found in many classes. Thus, digital technology plays a crucial role in improving the efficiency and effectiveness of the teaching and learning environment. However, Daniela (2019) pointed out that the centrifugal effect of technology can fragment various components of education, such as learning materials, environments, and peer interactions. Empirical studies have also reported that digital usage in education can lead to social and affective challenges (Lemay, Bazelais, & Doleck, 2021). These issues arising from digital technology necessitate strengthening pedagogical perspectives and approaches in instructional design (Daniela, 2019). In education, digital technologies are emphasized not only as an environment but also as a competence for learners. The Digital Education Action Plan 2021-2027 of the European Commission (2020) highlighted “Enhancing digital skills and competences for the digital transformation” as its second priority. Learner’s digital literacy (Eshet-Alkalai, 2004) significantly impacts learning achievements in technology-based education (Tang & Chaw, 2016). Therefore, in the context of digital education, it is essential to consider digital literacy as a factor influencing learning, and to ensure that the use of technologies in educational processes naturally enhances learners' digital literacy.
1.2. Research idea to address the problem In this research, we aim to address educational problems arising in the era of digital innovation by enhancing traditional instructional design model, ASSURE, based on technology-related theory. The ASSURE model (Heinich, Molenda, Russell, & Smaldino, 1999) is an instructional design model to guide the effective integration of media and learning materials into classrooms. It is a generalized instructional design model like the ADDIE and Dick & Carey models, applicable to various situations and contexts. The model, known for its practicality and effectiveness in enhancing learning achievements, has been widely used so far (Kim & Downey, 2016; Lei, 2023). However, unlike the past when delivery media were predominantly used, recent technologies are characterized by increased complexity and messiness (Ross & Collier, 2016). In this context, inconsiderate adoption of technology without adequately considering learners' readiness or pedagogy can induce techno-stress and may even lead to extraneous cognitive load (Agbu, 2015; Skulmowski & Xu, 2022). Therefore, if the ASSURE model, a widely used instructional design model, is revised to assist in the integration of innovative technologies into education, it is expected to be more beneficial in the digital era. As a theoretical framework to improve ASSURE, Task-Technology Fit (TTF; Goodhue & Thompson, 1995) can be considered. TTF is defined as “the degree to which a technology assists an individual in performing his or her portfolio of tasks” (p. 216). Applying TTF to learning implies that if there is an appropriate fit between the learner’s digital literacy (individual characteristics), learning activities (task characteristics), and digital technology for education (technology characteristics), the effectiveness of learning is expected to increase.
1.3. Study objectives and research Questions Building on the limitations of existing instructional design model in the age of innovative technologies, this study aims to revise ASSURE model based on the TTF model. Research questions are as follow: Q1. Revised ASSURE mode based on the task-technology fit theory (ASSURE-TTF model) is valid? Q2. Instructional design according to revised ASSURE model con contribute to the integration of innovative technologies into classes? Methodology, Methods, Research Instruments or Sources Used 2. Research design This study conducted a Model Research (Type II), the design and development research methodology of Richey and Klein (2014). Model research allows variations considering the focus of the study: whether it's the development, validation, or evaluation. As this study aims to improve an existing instructional design model, ASSURE model was revised based on the literature review on the ASSURE model and task-technology fit theory in the initial phase of the research process. The revised model was then reviewed for validity by three instructional design experts (Ph.D.). Then, ASSURE-TTF model was modified based on their feedback. To check the usability and feasibility of the model, a cognitive walkthrough with five elementary school teachers will be conducted at the last phase of the study. Conclusions, Expected Outcomes or Findings 3.1. Findings from the first two phases of the research procedure Based on the literature review, the ASSURE-TTF model was revised as follows. In most of the steps, design activities are added to the original design activities. Step A (learner analysis): An analysis of the learner’s digital literacy was added. This provides information about individual characteristics that affect task-technology fit. Step S (State standards and objectives): The addition of stating standards and objectives for digital literacy was included. Step S (Select methods, media, and materials): Instead of selecting methods and media, task analysis and decision-making regarding technology fit were included. For the task analysis, teachers first choose the instructional methods, and design a learning task which will be used according to the instructional method. After this, the activities are specified and sequenced. For the decision-making about the technology fit, technologies are mapped with the learning activities. Also, The selected technology is examined for its suitability in achieving digital literacy learning objectives. Step U (Utilize): Planning to prevent anticipated digital problems was added. Step R (Require learner participation): This step involves monitoring and solving technical problems and learner problems caused by technology use. Step E (Evaluate and revise): Evaluation of technology integration and task-technology fit was added. Three experts reviewed the validity of the revised model. The researchers of this study are now analyzing the expert review to modify the ASSURE-TTF model. 3.2. Expected outcomes After modifying the ASSURE-TTF model, a lesson plan will be developed by five elementary school teachers according to the instructional design model. Through these cognitive walkthrough methods, the usability of the model will be checked. References Agbu, J. F. (2015). Assessing technostress among open and distance learning practitioners: A comparative study. ASEAN Journal of Open Distance Learning, 7(1), 43-56. Daniela, L. (2019). Didatics of smart pedagogy: Smart pedagogy for technology enhanced learning. Springer. Eshet-Alkalai, Y. (2004). Digital literacy: a conceptual framework for survival skills in the digital era. Journal of Educational Multimedia and Hypermedia, 13(1), 93-106. European Commission (2020). Communication from the commission to the European parliament, the council, the European economic and social committee and the committee of the regions: Digital Education Action Plan 2021-2027 Resetting education and training for the digital age. Goodhue, D., & Thompson, R. L. (1995). Task–technology fit and individual performance. MIS Quarterly, 19(2), 213–236. Heinich, R.,Molenda,M., Russell, J. D., & Smaldino, S. (1999). Instructional media and technologies for learning (6th ed.). Merrill/Prentice Hall. Richey, R. C., & Klein, J. D. (2007). Design and development research. Taylor & Francis Group. Skulmowski, A., & Xu, K. M. (2022). Understanding cognitive load in digital and online learning: A new perspective on extraneous cognitive load. Educational Psychology Review, 34(1), 171-196. Kim, D., & Downey, S. (2016). Examining the Use of the ASSURE Model by K–12 Teachers. Computers in the Schools, 33(3), 153-168. Lemay, D. J., Bazelais, P., & Doleck, T. (2021). Transition to online learning during the COVID-19 pandemic. Computers in Human Behavior Reports, 4, 100130. Lei, G. (2023). Influence of ASSURE model in enhancing educational technology. Interactive Learning Environments, 1-17. Tang, C. M., & Chaw, L. Y. (2016). Digital Literacy: A Prerequisite for Effective Learning in a Blended Learning Environment?. Electronic Journal of E-learning, 14(1), 54-65. Ross, J., & Collier, A. (2016). Complexity, mess, and not-yetness: Teaching online with emerging technologies. In T. Anderson (Ed). Emergence and innovation in digital learning. (pp. 17-34). George Veletsianos. |
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