Conference Agenda
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16 SES 08 A
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16. ICT in Education and Training
Paper Teachers’ Experiences with Digitalization in Norwegian Primary and Secondary Education University of Inland Norway, Norway Presenting Author:Over the past two decades, digitalization has increasingly influenced educational policy and practice (Norhagen et al., 2024). National strategies commonly frame digital competences as central to preparing students for participation in knowledge-based economies, democratic societies, and digitally mediated cultures. Internationally, both research and policy discourse emphasize that teacher preparation and teachers’ ongoing professional learning are critical to the meaningful integration of digital technologies in schools (Starkey, 2020). Within this global landscape, Norway represents a mature case of educational digitalization, characterized by early adoption of one-to-one devices, digital skills as a basic skill in the core curriculum and sustained investment in digital infrastructure. Empirical research from Norway and the Nordic countries has provided important insights into how teachers navigate digital technologies in practice. Wollscheid et al.’s (2021) longitudinal study of teachers’ use of digital and analogue tools indicates that digitalization does not replace existing practices but is negotiated over time, with teachers balancing pedagogical goals, subject traditions, and classroom management concerns. Their findings underline teachers’ active role as mediators rather than passive adopters of technology. Recent studies further highlight the complexity of teachers’ experiences of digital transformation. Aagaard et al. (2025) critically examine how digitalization initiatives in teacher education often rest on implicit assumptions about technological benefits, calling attention to tensions between policy-driven expectations and educational practice. Similarly, Stenbom and Geijer (2025), drawing on Swedish primary teachers’ perspectives, show that digital transformation reshapes teachers’ professional roles, requiring new forms of agency, coordination, and sense-making over time. Together, these studies underscore that digitalization is not a linear process but an ongoing, negotiated practice shaped by institutional conditions and professional judgment. Aagaard et al. (2025) argue that teacher preparation for the digital age remains dominated by instrumental perspectives and call for greater attention to the epistemic dimensions of professional digital competence, including teachers’ professional judgment, transformative agency, and the institutional conditions shaping digital practice. These concerns resonate with affordance-theoretical approaches to examining technology as embedded in situated practices. This study draws on affordance theory as its primary theoretical framework. Originating in Gibson’s (2015) ecological approach to perception, affordances refer to the action possibilities that emerge in the relation between an individual and their environment. Gibson’s work emphasizes that affordances are neither purely objective properties of artifacts nor subjective interpretations, but relational phenomena. Norman’s (2013) work on design furthers this perspective by highlighting how perceived affordances and signifiers shape users’ interpretations and actions. Together, Gibson and Norman provide a foundation for understanding affordances as relational, mediated, and context-dependent. However, Oliver (2005, 2011) argues that the concept has often been used too loosely, obscuring rather than clarifying how technologies shape practice, and critiques technologically deterministic accounts by calling for research that attends to the social, cultural, and institutional contexts of technology use. Aagaard (2018) offers a phenomenologically informed reinterpretation of affordances, emphasizing how technologies actively invite, inhibit, and mediate human action rather than merely offering neutral possibilities. While policies increasingly emphasize teachers’ professional digital competence, existing research provides limited insight into how teachers experience and enact agency in relation to digital technologies, how they perceive and negotiate technological affordances in practice, and how organizational structures shape these processes. We address these issues through the following research questions:
Methodology, Methods, Research Instruments or Sources Used The study draws on 22 semi-structured interviews with experienced teachers (minimum five years of teaching experience) from four schools in Norway: two primary and lower secondary schools (n = 9) and two upper secondary schools (n = 13). We used an initial survey (not reported here) to identify schools with high participation rates. School principals were then contacted, which led to direct contact with potential interview participants. The interviews focused on teachers’ experiences with digital technologies in everyday pedagogical practice, organizational contexts, and professional development. All interviews were conducted by the second author, lasted on average 48.78 minutes (SD = 6.02), and were audio-recorded. The recordings were transcribed verbatim by the first author. The analysis followed a reflexive thematic analysis (RTA) approach as developed by Braun and Clarke (2006, 2022). RTA was chosen for its theoretical flexibility and suitability for exploring patterns of meaning across a heterogeneous dataset, while explicitly acknowledging the active role of the researcher in knowledge production. Analysis followed the six recursive phases of RTA: (1) familiarization with the data through repeated reading of transcripts and analytic notes; (2) systematic, interpretative coding across the dataset, attending to both semantic and latent meanings; (3) generating candidate themes by examining patterned relationships among codes; (4) reviewing and refining themes in relation to both coded extracts and the dataset as a whole; (5) defining and naming themes based on shared meaning and meaningful consistencies among codes; and (6) producing the analytic narrative. Coding and theme development were abductive (Alvesson & Sköldberg, 2018), drawing on the interview data while being informed by affordance theory and prior research on digitalization in education. Reflexivity, theoretical coherence, and analytic depth were prioritized. Throughout the process, analytic notes (i.e., a spreadsheet) documented interpretative decisions and aided the exploration of similarities and contrasts between educational levels. Rather than treating specific technologies as discrete analytic objects, the analysis focused on how teachers make sense of how digital technologies are introduced and what they enable, constrain, or reconfigure in practice, allowing for systematic comparison between primary/lower secondary and upper secondary education. All participants were informed about the voluntary nature of the study, their right to withdraw at any time, and the secure recording and handling of data in accordance with the University’s data protection policies. The study was reported to the Norwegian Data Protection Services, ensuring lawful collection and processing of personal data. Conclusions, Expected Outcomes or Findings The preliminary results from our analyses encompassed four themes outlined below. Top-down ambitions and negotiated implementation Decisions about core technologies were largely made at municipal or county level, especially in primary and lower secondary schools, where tablets were often described as “just decided.” Initial rollouts were marked by trial-and-error and weak pedagogical anchoring. Over time, some schools developed more collaborative practices through roles such as digital pedagogues. In upper secondary education, teachers reported somewhat greater agency to propose and test tools, though within centrally defined platforms (e.g., Microsoft and iOS), indicating negotiated rather than purely top-down implementation. Invisible digital labor Digitalization relied heavily on teachers’ self-directed learning and informal collegial support. While designated digital coordinators existed in some schools, systematic training time was limited. Many teachers described learning new tools and maintaining digital practices during evenings and weekends. This work was experienced both as professional responsibility and as a quality risk when tools were introduced before teachers felt confident. Progress often depended on a small group of enthusiasts who often invested substantial unpaid effort to support colleagues. Rethinking what it means to be a good teacher Digital tools were widely valued for organization, communication, differentiation, and for visualizing or simulating complex content, particularly for students with learning or language difficulties. At the same time, teachers raised concerns about shallow engagement, behaviorist logics, and reduced perseverance. Many actively balanced digital and non-digital activities, including reintroducing handwriting and paper-based projects. Platformization and fragmented digital competence The transition from tablet-based primary education to computer-based upper secondary schooling was described as disruptive, with upper secondary teachers often needing to teach basic computer skills. Fragmentation was also evident within and between schools, shaped by platforms, licenses, and local practices. Digital competence was frequently seen as stable rather than evolving, obscuring the differences between digital ecosystems. References Aagaard, J. (2018). Magnetic and multistable: Reinterpreting the affordances of educational technology. International Journal of Educational Technology in Higher Education, 15(1), 4. https://doi.org/10.1186/s41239-017-0088-4 Aagaard, T., Amdam, S. H., Nagel, I., Vika, K. S., Andreasen, J. K., Pedersen, C., & Røkenes, F. M. (2025). Teacher preparation for the digital age: Is it still an instrumental endeavor? Scandinavian Journal of Educational Research, 69(3), 651–665. https://doi.org/10.1080/00313831.2024.2330927 Alvesson, M., & Sköldberg, K. (2018). Reflexive methodology: New vistas for qualitative research (3rd ed.). SAGE. Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa Braun, V., & Clarke, V. (2022). Conceptual and design thinking for thematic analysis. Qualitative Psychology, 9(1), 3–26. https://doi.org/10.1037/qup0000196 Gibson, J. J. (2015). The ecological approach to visual perception: Classic edition. Psychology Press. Norhagen, S. L., Krumsvik, R. J., & Røkenes, F. M. (2024). Developing professional digital competence in Norwegian teacher education: A scoping review. Frontiers in Education, 9, 1363529. https://doi.org/10.3389/feduc.2024.1363529 Norman, D. A. (2013). The design of everyday things. Basic Books. Oliver, M. (2005). The Problem with affordance. E-Learning and Digital Media, 2(4), 402–413. https://doi.org/10.2304/elea.2005.2.4.402 Oliver, M. (2011). Technological determinism in educational technology research: Some alternative ways of thinking about the relationship between learning and technology: Educational technology and determinism. Journal of Computer Assisted Learning, 27(5), 373–384. https://doi.org/10.1111/j.1365-2729.2011.00406.x Starkey, L. (2020). A review of research exploring teacher preparation for the digital age. Cambridge Journal of Education, 50(1), 37–56. https://doi.org/10.1080/0305764X.2019.1625867 Stenbom, S., & Geijer, L. (2025). Primary school teachers’ perception of digital transformation and their teaching role. Scandinavian Journal of Educational Research, 69(5), 1131–1144. https://doi.org/10.1080/00313831.2024.2394395 Wollscheid, S., Tømte, C. E., Flittig-Aardalen, H., Vaagland, K., & Vennerød-Diesen, F. (2021). A balancing Act – Perceptions of how Teachers in Norwegian and Mathematics combine Digital and Analogue Devices. Nordic Journal of Digital Literacy, 16(3–4), 102–114. https://doi.org/10.18261/issn.1891-943x-2021-03-04-02 16. ICT in Education and Training
Paper Exploring Youth Workers’ Professional Needs in Relation to Immersive Technologies Middle East Technical University, Department of Educational Sciences, Turkey (Türkiye) Presenting Author:This study is conducted within the scope of the MEFER (Metaverse Futures: Education beyond Realms) project, a European Union–funded initiative focusing on the responsible integration of immersive technologies in youth work contexts. Immersive technologies (e.g., virtual reality, augmented reality, and mixed or extended reality) are commonly described as technologies that blend physical and digital spaces and enable users to engage with simulated or augmented environments (Milgram & Kishino, 1994). Research literature has examined the use of immersive virtual reality in learning contexts, with evidence drawn from meta-analytic and systematic review studies indicating its potential to support learning outcomes and learner engagement across educational settings (e.g., Coban et al., 2022; Conrad et al., 2024; Radianti et al., 2020). In this study, youth workers are approached as current or potential users of immersive technologies operating within digital youth work contexts. Youth workers are recognised as key educational practitioners in non-formal learning environments, particularly in relation to supporting digital competence, participation, and social inclusion. The European Digital Competence Framework (DigComp) defines digital competence as a combination of knowledge, skills, and attitudes required to use digital technologies confidently, critically, and safely (Vuorikari et al., 2022). In parallel, European guidelines highlight the need for professionals working with young people to be equipped to address digital risks, including data protection, online safety, and well-being (Council of Europe, 2019). Existing European reports and assessment tools indicate that the integration of advanced digital and immersive technologies into youth work remains uneven. Youth work organisations and practitioners face challenges related to access, infrastructure, training opportunities, ethical considerations, and institutional support (SALTO Participation & Information, 2023). These documents emphasise the importance of identifying practitioners’ existing capacities, perceived challenges, and professional development needs before implementing immersive technologies in youth work settings. Building on this context, the present study aims to identify the professional needs of youth workers regarding the use of immersive technologies in youth work contexts, with a particular focus on their existing knowledge, competencies, perceived challenges, and support requirements. The study seeks to develop an evidence-based understanding of how immersive digital tools are currently perceived, accessed, and utilised by youth workers, as well as the structural and individual barriers shaping their integration into practice. More specifically, the research examines youth workers’ needs concerning digital literacy, digital safety and security awareness, and access to appropriate learning resources. In addition, it explores their preferences regarding training formats, learning materials, and digital platforms to determine priority areas for professional development. Methodology, Methods, Research Instruments or Sources Used This study employed a qualitative descriptive research design to explore youth workers’ needs, experiences, and perspectives regarding the integration of immersive technologies in youth work contexts. This design was selected because it enables a comprehensive, low-inference description of participants’ views and is particularly suitable for needs assessment studies that aim to inform practice and capacity-building initiatives (Sandelowski, 2000). This study was conducted across six partner countries (Türkiye, Serbia, Croatia, Norway, Spain, and Poland) and involved multiple stakeholder perspectives within youth work settings. Participation was voluntary, informed consent was obtained from all participants, and ethical principles were observed throughout the multi-country data collection process. Participants were recruited through purposive sampling, with each partner organization identifying youth workers within their professional networks who had experience or interest in digital and immersive technologies. A total of 66 youth workers participated in the study. Of these, 43 took part in eight focus group discussions (18 females and 25 males), and 23 participated in individual semi-structured interviews (13 females and 10 males). The use of both focus-groups and individual interviews enabled the collection of complementary data, capturing both shared perspectives through group interaction and more in-depth individual experiences. Data were collected using semi-structured discussion and interview guides developed specifically for the needs assessment. Focus group discussions facilitated dynamic interaction among participants and explored topics such as awareness and use of immersive technologies (e.g., virtual reality, augmented reality, metaverse), perceived challenges, ethical and safety considerations, training needs, real-world applications, and future directions for youth work. Individual interviews allowed for a deeper examination of participants’ personal experiences, reasons for adopting or avoiding immersive technologies, observed psychological and social issues among youth, strategies for addressing these issues, and expectations regarding professional training and institutional support. Data collection was conducted either face-to-face or online, depending on local conditions and participant availability. Participation was voluntary, informed consent was obtained from all participants, and ethical principles were observed throughout the multi-country data collection process. All focus group discussions and interviews were audio-recorded and transcribed verbatim. The data were analysed using thematic analysis, following an iterative process of familiarisation, inductive coding, and theme development as outlined by Braun and Clarke (2006). This analytic approach enabled the identification of recurring patterns and themes that captured youth workers’ articulated needs, challenges, and institutional constraints related to immersive technologies, while remaining grounded in participants’ accounts. Conclusions, Expected Outcomes or Findings Thematic analysis of the gathered data revealed three overarching themes and related sub-themes reflecting youth workers’ needs regarding the integration of immersive technologies in youth work contexts. The first theme, pedagogical and content-related needs, included sub-themes related to awareness, practice, and learning design. Participants reported a high level of conceptual familiarity with immersive technologies (e.g., virtual reality, augmented reality, and the metaverse) and major technology platforms, alongside limited hands-on experience. A recurring sub-theme concerned the scarcity of purpose-driven, educational content and the dominance of entertainment-oriented applications. Participants emphasized the need for learner-centred, curriculum-aligned materials that support experiential learning through simulations, virtual environments, and interactive activities. Visual-first design, gamification, creative content production, and the development of transferable skills (e.g., communication, collaboration, problem-solving) were also highlighted, together with accessibility and social inclusion. The second theme, ethical, safety, and well-being considerations, captured concerns related to psychological, social, and legal risks. Sub-themes included potential psychological effects (e.g., social isolation, over-identification with virtual environments), vulnerability and control issues (e.g., exposure to inappropriate content and cyberbullying), and data privacy and protection. Participants highlighted the need for structured safety protocols, staged introductions to immersive environments, guidance on digital hygiene, and compliance with ethical and legal standards. The third theme, training and institutional capacity-building needs, reflected structural barriers to adoption. Sub-themes included high financial costs, rapid technological obsolescence, limited technical infrastructure, and insufficient institutional support. Participants emphasized the need for comprehensive training that combines technical skills with ethical, psychological, and social dimensions. Strategic planning, institutional buy-in, access to technical support, cost-effective and scalable solutions, role transitions toward digital facilitation, and standardized frameworks emerged as central requirements for sustainable implementation. References Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa Coban, M., Bolat, Y. I., & Goksu, I. (2022). The potential of immersive virtual reality to enhance learning: A meta-analysis. Educational Research Review, 36, 100452. https://doi.org/10.1016/j.edurev.2022.100452 Conrad, M., Kablitz, D., & Schumann, S. (2024). Learning effectiveness of immersive virtual reality in education and training: A systematic review of findings. Computers & Education: X Reality, 4, 100053. https://doi.org/10.1016/j.cexr.2024.100053 Council of Europe. (2019). European guidelines for digital youth work. https://digitalyouthwork.eu/guidelines/ Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778 SALTO Participation & Information. (2023). Assessment tool on digital capacities of youth work organisations. SALTO Participation & Information Resource Centre. https://participationpool.eu/resource/assessment-tool-on-digital-capacities-of-youth-work/ Sandelowski, M., 2000. Whatever happened to qualitative description? Research in Nursing & Health, 23(4), 334-340. https://doi.org/10.1002/1098-240X(200008)23:4<334::AID-NUR9>3.0.CO;2-G Vuorikari, R., Kluzer, S., & Punie, Y. (2022). DigComp 2.2: The digital competence framework for citizens-With new examples of knowledge, skills, and attitudes. 16. ICT in Education and Training
Paper Developing the LLM-ed Framework for Learning Design: A Design-Based Research study on pedagogical integration of Generative AI in Higher Education Universitat Oberta de Catalunya, Spain Presenting Author:As teaching has evolved from knowledge transmission to a design science in response to rapidly changing technological and cultural contexts (Laurillard, 2012), the diffusion of Generative Artificial Intelligence (GenAI), particularly Large Language Models (LLMs), constitutes a major development within the field of Information and Communication Technologies (ICT) in education. In Higher Education (HE), tools such as ChatGPT or Gemini, among others, have been rapidly adopted by students and teachers, often preceding the development of shared pedagogical frameworks, institutional guidance, or research-informed models for their educational use. Recent research on AI literacy in Higher Education has highlighted the need for conceptual frameworks that support educators in developing critical, ethical, and pedagogically grounded understandings of AI (Zhou & Schofield, 2024). However, current debates and emerging frameworks tend to remain at a conceptual or competence-oriented level, while less attention is given to how LLMs can be systematically integrated into learning design processes in pedagogically meaningful, inclusive, and ethically responsible ways (Celik, 2023). Recent work on AI literacy highlights that developing educators’ and learners’ conceptual and practical understanding of AI remains an emergent research area with complex definitions and pedagogical implications, requiring frameworks that move beyond competency descriptors toward structured integration within learning design processes (Biagini, 2025). This paper presents the research and development of the LLM-ed Framework for Learning Design (Guàrdia et al., 2025), developed within the European-funded ADMIT project (Generative AI and Large Language Models in Higher Education). The framework addresses GenAI explicitly as an emerging educational ICT and aims to support teachers and instructional designers in integrating LLMs into learning design activities across different educational contexts. Unlike existing learning design models, the LLM-ed Framework explicitly operationalises the pedagogical role of LLMs across design phases, making teacher–AI collaboration visible, structured, and ethically grounded. The study is guided by the following research question: How can Large Language Models, conceptualised as emerging ICTs, be systematically integrated into Learning Design processes in Higher Education in pedagogically sound, ethically responsible, and institutionally transferable ways? The theoretical foundations of the framework draw on Learning Design (LD) as a research-informed approach to improving educational quality through coherent alignment between learning outcomes, learning activities, assessment, and learner experience (Laurillard, 2012). LD conceptualises teachers as designers and decision-makers who intentionally orchestrate pedagogical, technological, and contextual elements. Constructivist learning theories and principles of active learning underpin this approach, emphasising learner engagement, feedback, and collaboration. Universal Design for Learning (UDL) is embedded as a transversal design framework to address learner variability, accessibility, and inclusion from the outset (CAST, 2024). In addition, the framework is informed by research and policy perspectives on ICT integration and AI in education, including UNESCO’s AI Competency Framework for Teachers (UNESCO, 2024) and European digital education strategies (European Commission, 2021), which position AI as a support for professional practice rather than a replacement for pedagogical judgment. The development of the LLM-ed Framework was informed by a systematic review of literature on Learning Design models and on the educational use of digital technologies and GenAI. Building on this review, a comparative analysis of established LD models—including ABC Learning Design, Carpe Diem, enABLe, Iceberg, and ELDeR—was conducted. While these models provide robust foundations for technology-enhanced learning, they were not conceived to explicitly address the pedagogical affordances and risks associated with LLMs. The comparative analysis identified recurrent learning design activities and decision points where LLMs can provide pedagogical support, such as scaffolding learning, supporting constructive alignment, personalisation, and inclusive design. Methodology, Methods, Research Instruments or Sources Used The study adopts a Design-Based Research (DBR) methodology, which is well suited to investigating complex educational innovations involving emerging Information and Communication Technologies (ICTs) through iterative, theory-informed, and participatory processes (Amiel & Reeves, 2008; Anderson & Shattuck, 2012). DBR supports the simultaneous development of theoretical understanding and practical solutions by integrating cycles of design, enactment, analysis, and refinement within authentic educational contexts. Within this approach, the research unfolded across four interrelated and iterative phases, each informing subsequent design decisions. In Phase 1, a systematic literature review and comparative analysis of established Learning Design (LD) models was conducted to identify shared pedagogical structures, design activities, and decision points relevant to the integration of Large Language Models (LLMs). This phase provided the theoretical grounding for the framework and informed the identification of potential pedagogical affordances and risks associated with LLM use in Higher Education. In Phase 2, an initial version of the LLM-ed Framework for Learning Design was conceptualised by mapping identified LLM affordances onto the shared learning design activities identified in Phase 1. Ethical, legal, and inclusivity considerations—drawing on Universal Design for Learning principles and international policy guidance—were embedded across all phases of the framework. This design phase resulted in a preliminary artefact that made explicit the complementary roles of teachers and AI throughout the learning design process. Phase 3 focused on participatory validation through collaborative design activities involving the ADMIT consortium. This included a joint workshop with all project partners and a series of internal institutional design sessions at participating universities. Participants included academic staff, instructional designers, researchers, and educational support professionals from multiple European higher education institutions, representing diverse disciplinary, pedagogical, and institutional contexts. These activities functioned as design enactments in which participants critically examined the framework’s clarity, pedagogical relevance, usability, and potential transferability. In Phase 4, qualitative data were collected through focus groups with teachers and instructional designers who engaged with the framework during these design activities. Data sources included focus group transcripts, workshop artefacts, and researcher field notes. Data were analysed thematically to identify recurring patterns, tensions, and opportunities for improvement. Insights generated through these DBR cycles informed successive refinements of the framework, resulting in an improved version with enhanced coherence, clarity, and practical applicability. The framework was intentionally designed as a non-prescriptive guide, supporting adaptation across institutional and disciplinary contexts beyond the ADMIT project. Conclusions, Expected Outcomes or Findings The study results in the LLM-ed Framework for Learning Design, a structured yet flexible design artefact developed and refined through iterative cycles of DBR. The framework supports the pedagogical integration of LLMs within learning design processes in Higher Education and is organised around three interconnected phases—Analysis and Planning, Activity Design, and Development and Production. Across these phases, it makes explicit the complementary roles of teachers and AI, reinforcing teacher agency while clarifying where and how LLMs can support learning design decisions. Findings from successive DBR cycles show that the framework evolved through the integration of theoretical insights and empirical feedback gathered during participatory validation activities. Collaborative workshops and focus groups led to iterative refinements that improved the framework’s clarity, usability, and pedagogical coherence, strengthening its capacity to support reflective learning design practices, ethical awareness, and critical evaluation of AI-generated outputs in relation to learning outcomes. From a DBR perspective, the study also generates design principles that extend beyond the framework itself. These include: (a) embedding GenAI within established learning design processes rather than treating it as an add-on; (b) framing AI as a collaborative assistant that supports teachers’ professional judgment; and (c) integrating ethical, inclusivity, and accessibility considerations across all phases of learning design. From a research standpoint, this study contributes to the field of ICT in Education and Training by linking the development of a concrete design artefact with emerging theoretical insights into the pedagogical integration of GenAI. The LLM-ed Framework thus functions as both a practical tool and a theory-informed model, illustrating how DBR can support the co-evolution of educational theory and professional practice. Ongoing implementations within the ADMIT project will further inform the framework’s refinement and contribute to research on design-oriented approaches to AI integration in Higher Education. References Amiel, T., & Reeves, T. C. (2008). Design-based research and educational technology: Rethinking technology and the research agenda. Educational Technology & Society, 11(4), 29–40. https://www.jstor.org/stable/jeductechsoci.11.4.29 Anderson, T., & Shattuck, J. (2012). Design-based research: A decade of progress in education research? Educational Researcher, 41(1), 16–25. https://doi.org/10.3102/0013189X11428813 Biagini, G. Towards an AI-Literate Future: A Systematic Literature Review Exploring Education, Ethics, and Applications. Int J Artif Intell Educ, 35, 2616–2666 (2025). https://doi.org/10.1007/s40593-025-00466-w CAST. (2024). Universal Design for Learning Guidelines (version 3.0). https://udlguidelines.cast.org Celik, I. (2023) ‘Towards Intelligent-TPACK: an empirical study on teachers’ professional knowledge to ethically integrate artificial intelligence (AI)-based tools into education’, Computers in Human Behavior, 138, p.107468. https://doi.org/10.1016/j.chb.2022.107468 European Commission. (2021). Digital Education Action Plan 2021–2027: Resetting education and training for the digital age. European Education Area. https://education.ec.europa.eu/focus-topics/digital-education/actions Guàrdia, L., Maina, M., Cabrera, N., Fanni, L. & Antonaci, A.(2025). The LLM-ed framework for Learning Design (Research Report No. 4.1). ADMIT project. https://doi.org/10.5281/zenodo.17201073 Laurillard, D. (2012). Teaching as a design science: Building pedagogical patterns for learning and technology. Routledge. UNESCO. (2024). AI competency framework for teachers. UNESCO Publishing. https://doi.org/10.54675/ZJTE2084 Zhou, X., & Schofield, L. (2024). Developing a conceptual framework for Artificial Intelligence (AI) literacy in higher education. Journal of Learning Development in Higher Education, (31). https://doi.org/10.47408/jldhe.vi31.1354 | ||
