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27 SES 12 C JS: Joint Paper Session - AI Literacy, Game-Based Learning and Epistemic Work with Tablets - NW 04 and NW 27
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27. Didactics - Learning and Teaching
Paper AI as a Learning Partner in Teaching Equilibrium: Student–AI Interaction, Understanding and Perceptions in a Simulation Project Shanghai jiao tong university, China, People's Republic of Presenting Author:The conceptual mastery of chemical equilibrium remains one of the most persistent pedagogical challenges in secondary and post-secondary science education. This topic requires students to navigate complex cognitive shifts between the macroscopic world of observable phenomenaand the invisible, sub-microscopic world of particulate interactions (Rajmawati et al., 2022; Chiu et al., 2002). This difficulty is frequently framed within the triplet model of chemical representation, which posits that deep understanding relies on the learner's ability to seamlessly integrate the macro, sub-micro, and symbolic levels of chemistry (Talanquer, 2011). Research consistently indicates that students often struggle to connect these levels, frequently relying on rote memorization of algorithmic procedures without developing a conceptual schema of the underlying molecular dynamics (Ncgobo & Moloi, 2025). To address these disconnects, educational technology has increasingly turned toward digital visualizations. For decades, interactive simulations have been established as effective tools for visualizing the invisible, allowing learners to manipulate variables and observe the immediate consequences on molecular behavior (Olympiou et al., 2013). Tools such as PhET simulations have become staples in the classroom, credited with reducing cognitive load and helping students build mental models of abstract concepts (Rahmawati et al., 2022). However, a critical limitation remains in how these tools are typically implemented. Educational research suggests that while exploring a simulation promotes inquiry, the act of designing and building a simulation engages higher-order cognitive processes, forcing learners to explicitly define the relationships between variables (Magana & Jong, 2018). This distinction aligns with the theoretical framework of constructionism, which posits that learning is most effective when learners are actively engaged in creating tangible public artifacts (Papert & Harel, 1991). In the context of science education, computational thinking and coding offer a pathway for this constructionist learning. However, the practical integration of coding into chemistry curricula has been hampered by a significant barrier: the syntactic burden of programming (Fuchs et al., 2024). The emergence of Generative Artificial Intelligence (GenAI) proposes a paradigm shift to overcome this barrier. Large Language Models (LLMs) have the potential to handle the syntactic complexities of coding (Jiang et al., 2024), thereby freeing students to focus on the semantic logic of the scientific content. In this arrangement, AI transitions from a tool for information retrieval to a co-coding partner. This partnership creates a unique Zone of Proximal Development (Chaiklin, 2003), where the student provides the scientific reasoning and the AI provides the technical execution. This allows non-coding students to become creators of scientific artifacts, potentially deepening their engagement with the triplet of chemical representation by forcing them to describe particulate behavior in precise, algorithmic terms. Furthermore, the effectiveness of such interventions is often amplified when grounded in relevant contexts. As argued by Rahayu (2019), integrating Socio-Scientific Issues (SSI) into chemistry education is essential for enhancing chemical literacy and transferable skills. The carbonic acid–bicarbonate buffer system in human blood provides an ideal SSI context, linking the abstract concept of equilibrium shifts to the tangible health imperative of pH stability . Despite the proliferation of GenAI tools, there remains a paucity of empirical research on how students navigate the specific intersection of prompt engineering, chemical logic, and simulation design. While the potential for AI-as-partner is theorized, the specific dynamics of how students correct AI misconceptions and refine their own understanding through this dialogue are not yet fully understood. This study addresses this gap by investigating an instructional intervention where students utilize AI to design interactive simulations of the blood buffer system, moving from passive consumers to active architects of their own learning tools. Methodology, Methods, Research Instruments or Sources Used This research employs a qualitative case study to investigate the learning processes and perceptions of Grade 11 chemistry students. The core instructional intervention required students to engage with LLMs to generate the code for an interactive HTML simulation. Specifically, the project tasked students with designing a digital representation of the carbonic acid–bicarbonate buffer system. The objective was to create a functional visualization demonstrating how human blood mitigates drastic changes in pH upon the introduction of acidic or basic substances, effectively requiring students to translate the abstract chemical principles of Le Chatelier’s principle into dynamic logic. To ensure methodological rigor and triangulation, data collection involved a tripartite approach. The primary data source consisted of the full transcripts of the interaction between the students and the GenAI. These logs were analyzed to examine how students articulated chemical concepts to the machine and how they navigated the iterative process of prompt engineering to refine the scientific accuracy of the code. Complementing this, the study assessed the final digital artifacts produced by the students. These simulations were evaluated for scientific accuracy, with a specific focus on the fidelity of the visual representation of ions in relation to stoichiometry and the expected equilibrium shifts. Additionally, semi-structured post-activity interviews were conducted to gather qualitative data regarding the students’ shifting perceptions of AI utility within the hard sciences. The analytical framework centered on the process of debugging as a proxy for conceptual understanding. Special attention was paid to instances where the AI generated chemically inaccurate simulations, such as incorrect directional shifts in equilibrium or erroneous particulate ratios. The analysis focused on how students identified these specific errors and, more importantly, how they utilized their chemical knowledge to formulate corrective prompts. This allowed the researchers to trace the students' ability to diagnose logic errors in the AI's output, thereby treating the refinement of the code as evidence of deepening scientific comprehension. Conclusions, Expected Outcomes or Findings Analysis of the student-AI interaction reveals that the necessity of prompt engineering served as a powerful form of pedagogical reinforcement. To generate a functional simulation, students were forced to be explicitly precise about the chemical rules governing the system. The AI acted as a mirror for the students' misconceptions; if the student explained the theory vaguely, the simulation behaved erratically. Consequently, the recursive process of prompting, observing errors, and refining chemical explanations effectively deepened the students' grasp of microscopic interactions. Preliminary findings indicate that this constructionist approach successfully bridged the gap between microscopic interaction and macroscopic reaction phenomena (Berg et al., 2019). Students were able to visualize how the invisible consumption of hydrogen ions by bicarbonate directly resulted in the observable stability of pH values. Furthermore, student reflections highlighted a significant shift in their perception of Generative AI. Initially viewed by many as a tool for bypassing work, the AI was eventually recognized as a collaborative "more knowledgeable other" within their Zone of Proximal Development (Chaiklin, 2003). However, the study also identified challenges regarding the critical digital literacy required to identify AI hallucinations in scientific logic, necessitating active teacher intervention. Ultimately, this research suggests that when AI is positioned as a collaborative partner in creating digital artifacts, it demands a higher level of conceptual clarity from the learner, offering a viable pathway for developing both chemical understanding and digital competency. References Berg, A., Orraryd, D., Pettersson, A., & Hultén, M. (2019). Representational challenges in animated chemistry: self-generated animations as a means to encourage students’ reflections on sub-micro processes in laboratory exercises. Chemistry Education Research and Practice. https://doi.org/10.1039/c8rp00288f. Chiu, M., Chou, C., & Liu, C. (2002). Dynamic Processes of Conceptual Change: Analysis of Constructing Mental Models of Chemical Equilibrium. Journal of Research in Science Teaching, 39, 688-712. https://doi.org/10.1002/tea.10041. Fuchs, W., McDonald, A., Gautam, A., & Kazerouni, A. (2024). Recommendations for Improving End-User Programming Education: A Case Study with Undergraduate Chemistry Students. Journal of Chemical Education, 101, 3085 - 3096. https://doi.org/10.1021/acs.jchemed.4c00219. Jiang, J., Wang, F., Shen, J., Kim, S., & Kim, S. (2024). A Survey on Large Language Models for Code Generation. ACM Transactions on Software Engineering and Methodology. https://doi.org/10.1145/3747588. Magana, A., & Jong, T. (2018). Modeling and simulation practices in engineering education. Computer Applications in Engineering Education, 26, 731 - 738. https://doi.org/10.1002/cae.21980. Ncgobo, B., & Moloi, M. (2025). The impact of ICT-driven TSPCK applications on the comprehension of chemical equilibrium in high school: A systematic review. INTED2025 Proceedings, 1273–1279. https://doi.org/10.21125/inted.2025.0407 Olympiou, G., Zacharias, Z., & deJong, T. (2013). Making the invisible visible: enhancing students’ conceptual understanding by introducing representations of abstract objects in a simulation. Instructional Science, 41, 575-596. https://doi.org/10.1007/s11251-012-9245-2. Papert, S., & Harel, I. (1991). Situating constructionism. constructionism, 36(2), 1-11. Rahayu, S. (2019). Socio-scientific Issues (SSI) in Chemistry Education: Enhancing Both Students’ Chemical Literacy & Transferable Skills. Journal of Physics: Conference Series, 1227. https://doi.org/10.1088/1742-6596/1227/1/012008. Rahmawati, Y., Zulhipri, Hartanto, O., Falani, I., & Iriyadi, D. (2022). Students’ conceptual Talanquer, V. (2011). Macro, submicro, and symbolic: The many faces of the chemistry “triplet”. International Journal of Science Education, 33(2), 179-195. understanding in chemistry learning using PhET interactive simulations. Journal of Technology and Science Education, 12(2), 303-326. https://doi.org/10.3926/jotse.1597 27. Didactics - Learning and Teaching
Paper Doing Epistemic Work with Tablets: Digital Materialities and the Interactional Organization of Group Work in Classrooms 1: University of Wuppertal, Germany; 2: University of Cologne, Germany Presenting Author:Digital media are widely regarded as a key prerequisite for enabling students’ participation in a digitized society, and their sustainable integration into classroom teaching is a central concern of educational policy across Europe (cf. European Commission, 2023). In this context, tablet-based group work has gained prominence as a didactic arrangement expected to support new forms of learning, collaboration, and knowledge production in response to changing learning cultures. While output-oriented research suggests that digital technologies can be associated with gains in competencies or learning outcomes (cf. Chen et al., 2018), considerably less is known about how learning and teaching processes are accomplished in digitally mediated classroom interaction. From a didactic and classroom-interaction perspective, this constitutes a significant research gap. In particular, the operational level at which teaching and learning unfold through interactional practices has rarely been examined in relation to the material specificities of digital technologies (cf. Cerratto Pargman & Jahnke 2019). Existing research often conceptualizes tablets, apps, or digital platforms as tools or resources supporting learning, rather than as constitutive elements of classroom practice (cf. Kalthoff/Röhl, 2011). As a result, the interactional organization of group work and the role digital materialities play in shaping epistemic activity remain insufficiently understood (cf. Engel & Jörissen 2022, but: Mathieu, 2021). This paper addresses this gap by adopting an inductive-reconstructive perspective on digitized classroom practice (cf. Proske et al. 2023). It draws on findings from a DFG-funded research project investigating how digital materialities participate in social processes of knowledge production in tablet-based group work. The central objective is to contribute to didactic research by analyzing learning and teaching not primarily as outcomes or instructional designs, but as interactionally organized, sociomaterial practices through which knowledge is collaboratively produced in classrooms, with a particular focus on recurrent demands and challenges in group-based epistemic work.
The paper is guided by the following research questions:
The theoretical framework combines interaction-analytic approaches with sociomaterial perspectives. From an ethnomethodological perspective, classroom learning is understood as a situated accomplishment emerging through participants’ coordinated actions, talk, embodied conduct, and the use of material artefacts (cf. Housley, 2012). Sociomaterial approaches conceptualize digital technology not merely as external tools, but as active components of human-technology arrangements that co-shape educational practices (cf. Fenwick et al., 2011; Nevile, 2014; Valasmo et al. 2022). Bringing these perspectives together, the paper introduces epistemic vision as an analytic heuristic building on Goodwin’s concept of professional vision (Goodwin, 1994), capturing how participants orient to and make relevant epistemic objects under conditions of dynamic, screen-based materiality. Methodology, Methods, Research Instruments or Sources Used The study adopts a qualitative, inductive-reconstructive research design grounded in interaction analysis and microethnography (cf. Jordan & Henderson, 1995; Erickson, 2006; Herrle, 2020). This approach is well suited to investigating how teaching and learning are accomplished at the operational level of classroom interaction and how recurrent demands and challenges in group-based knowledge production are practically addressed in digitally mediated settings. The empirical basis consists of multi-perspectival video recordings of lower secondary classroom instruction (Sekundarstufe I) at two grammar schools and one comprehensive school in North Rhine-Westphalia, Germany. The corpus includes ten lessons (90 minutes each) from the subjects mathematics, German, and politics, all involving phases of tablet-based group work embedded in regular classroom instruction. The selection of subjects and instructional contexts aimed to capture variation in task characteristics and digital learning environments while maintaining comparability across cases. Data collection combines fixed video cameras documenting whole-class interaction with mobile action cameras, audio recorders, and tablet screen recordings capturing group coordination and individual engagement with digital materials. This multi-perspectival design enables the simultaneous analysis of talk, embodied conduct, spatial arrangements, and on-screen activities, providing detailed access to how digital materialities become interactionally relevant in group work (cf. Herrle et al., 2025). Analytically, the study follows a “whole-to-part” logic (Erickson, 2006). First, lesson-level analyses reconstruct the overall instructional organization and identify segments of group work. Second, selected group work episodes are subjected to sequential microanalysis informed by ethnomethodology and conversation analysis (cf. Gardner, 2019; Housley, 2012), focusing on how participants coordinate actions, orient to tasks, and make epistemic objects relevant in interaction (cf. Streeck et al., 2011). To address the research questions, episodes are compared across cases to identify recurrent demands and challenges, and minimal and maximal contrasts (cf. Glaser & Strauss, 1967/2006) are used to examine how task design and digital environments shape interactional practices. The analysis further examines how digital materialities are incorporated, made accountable, or contested in interaction, supporting analytic generalization beyond individual cases. Conclusions, Expected Outcomes or Findings The paper provides empirical and theoretical insights into how knowledge production in tablet-based classroom group work is interactionally accomplished and how digital materialities participate in these processes. By focusing on recurrent demands and challenges, the analysis identifies patterns that characterize epistemic work across contexts. With regard to research question (1), the findings show that the collaborative production of knowledge products in group work is organized around a limited set of recurrent demands and challenges. Across cases, students address challenges related to transforming material environments into epistemic ecologies, coordinating task-related actions, searching for and documenting knowledge objects, and negotiating epistemic status. These reference problems structure epistemic activity and render knowledge production interactionally manageable. Addressing research question (2), the analysis demonstrates that dealing with demands and challenges varies systematically with task characteristics and the degree of didactic structuring of the digital environment. In narrowly defined tasks embedded in didactically reduced digital settings, epistemic work tends to follow stabilized trajectories oriented towards predefined knowledge products. By contrast, open-ended tasks in less structured digital environments give rise to exploratory practices, negotiation of relevance, and shifting epistemic roles. These configurations illustrate how instructional design decisions shape the organization and scope of group-based epistemic work. With respect to research question (3), the findings show that digital materialities participate in epistemic work as interactionally relevant co-participants. In more structured environments, digital artefacts function as stabilizing reference points, whereas in more open environments they guide attention and structure exploratory trajectories. Overall, the paper contributes to current debates in didactic and classroom interaction research by demonstrating how digital materialities become constitutive elements of group-based epistemic work rather than mere instructional tools. By foregrounding the situated accomplishment of epistemic activity, it advances a practice-oriented, sociomaterial perspective on teaching and learning in digitally mediated classrooms. References Cerratto Pargman, T., & Jahnke, I. (Hrsg). (2019). Emergent practices and material conditions in learning and teaching with technologies. Springer. Engel, J., & Jörissen, B. (2022). Schule und Medialität. In T. Hascher, W. Helsper & T.-S. Idel (Hrsg.), Handbuch Schulforschung (3. Aufl., S. 615–635). Springer VS. Erickson, F. (2006). Definition and Analysis of Data from Videotape: Some Research Procedures and Their Rationales. In J. L. Green, G. Camilli, & P. B. Elmore (Eds.), Handbook of complementary methods in education research (pp. 177–191). Routledge. Fenwick, T., Edwards, R., & Sawchuk, P. (2011). Emerging Approaches to Educational Research. Tracing the sociomaterial. Routledge. Goodwin, C. (1994). Professional Vision. American Anthropologist, 96(3), 606–633. Herrle, M. (2020). Ethnographic Microanalysis. In M. Huber & D. E. Froehlich (Hrsg.), Analyzing Group Interactions. A Guidebook for Qualitative, Quantitative and Mixed Methods (S. 11–25). Routledge. Herrle, M., Proske, M., Puzicha, A., & Zimmer, A. (2025). Digitale Materialitäten in multizentrischen Interaktionen. Mikroethnographische Verfahren zur Untersuchung gruppenförmigen Arbeitens im Tablet-gestützten Unterricht. In R. Wilke, & H. Knoblauch (Eds.), Videographie und Videoanalyse. Beiträge zur Erhebung, Analyse und Nutzung von Videodaten in der Qualitativen Forschung (pp. 335–355). Beltz Juventa. Housley, W. (2012). Ethnomethodology, conversation analysis and educational settings. In S. Delamont & A. Jones (Eds.), Handbook of Qualitative Research in Education (pp. 446-459). Edward Elgar. Kalthoff, H., & Roehl, T. (2011). Interobjectivity and Interactivity: Material Objects and Discourse in Class. Human Studies, 34(4), 451–469. Mathieu, C. S. (2021). iPads and interaction: a materials perspective on collaborative discourse in secondary Spanish immersion. Classroom Discourse, 12(1–2), 146–167. https://doi.org/10.1080/19463014.2020.1852092 Nevile, M., Haddington, P., Heinemann, T., & Rauniomaa, M. (Eds.) (2014). Interacting with objects. Language, materiality, and social activity. John Benjamins. Proske, M., Rabenstein, K., Moldenhauer, A., Thiersch, S., Bock, A., Herrle, M., Hoffmann, M., Langer, A., Macgilchrist, F., Wagener-Böck, N., & Wolf, E. (Hrsg.). (2023). Schule und Unterricht im digitalen Wandel. Ansätze und Erträge rekonstruktiver Forschung. Klinkhardt. Streeck, J., Goodwin, C., & LeBaron, C. (2011). Embodied Interaction in the Material World: An Introduction. In J. Streeck, C. Goodwin, & C. LeBaron (Eds.), Embodied Interaction: Language and the Body in the Material World (pp. 1–26). Cambridge University Press. Valasmo, V., Paakkari, A., & Sahlström, F. (2022). The device on the desk – a sociomaterial analysis of how Snapchat adapts to and participates in the classroom. Learning, Media and Technology, 48(3), 429–443. https://doi.org/10.1080/17439884.2022.2067176 27. Didactics - Learning and Teaching
Paper Knowing and Acting in Uncertain Times: Dialogic Game-Based Learning for Critical GenAI Literacy in Learning and Teaching University of Strathclyde, United Kingdom Presenting Author:The pedagogical uncertainties created by generative artificial intelligence (GenAI) since 2022 is profoundly challenging didactic practices at an unprecedented speed. In uncertain times, there is an urgent need for teaching innovations to go beyond technical instruction and develop learners’ critical, ethical and epistemic literacies. While student adoption of GenAI is widespread in higher education, institutional responses have often centred on prohibition or narrow compliance guidance rather than pedagogical grounded engagement. Emerging research on critical AI literacy argues that such approaches are insufficient as they fail to develop learners’ capacity to make informed judgements about appropriate use (Bearman et al., 2024). Furthermore, researchers have called for collaborative and reflective pedagogies to be embedded in didactic practices in order to enhance learners’ higher-order thinking (Li et al., 2025). This study investigates how dialogic, game-based learning can support higher education students in their development of critical GenAI literacy and feedback literacy within a design-based methodology that explicitly embraces pedagogical uncertainty. The conceptual framework integrates four strands. First, dialogic theory positions learning as meaning-making through encounters between multiple voices rather than transmission of fixed static knowledge (Bakhtin, 1981; Linell, 2009). Feedback literacy, therefore, requires reciprocal and exploratory exchanges that can open potentialities for learning when students are invited to question, justify and co-construct understandings with others (Steen-Utheim & Wittek, 2017). Second, ongoing work on student and shared epistemic agency conceptualises agency as distributed across people, tools and institutional systems, rather than as an individual capacity (Damşa et al., 2010). This is especially salient in GenAI contexts where students’ sense of authorship and responsibility is negotiated with non-human actors, including assessment practices (Yang et al., 2024). Third, the study is underpinned by sociomaterial perspectives which foreground how students, teachers, technologies, spaces and policies configure what can be known and achieved in learning environments (Fenwick et al., 2011). The GenAI analogue card game designed for this study, therefore, can be regarded not as a neutral pedagogical artefact but as an actor that shape possibilities for action. Fourth, the study is underpinned by game-based learning theories which highlight how games can create playful, low-risk environments where players experiment, iterate and reflect, particularly when debriefing and guided reflection are built into design (Plass et al., 2015). In other words, games can serve as dialogic spaces where players (learners) discuss, debate and reason their decisions (Hanghøj et al., 2021). To this end, the present study addresses the following research questions:
Methodology, Methods, Research Instruments or Sources Used The study adopted a design-based research (DBR) approach and investigated technology-enhanced learning environments (Wang & Hannafin, 2005). DBR enabled iterative refinement of the methodological design while simultaneously developing theoretical insights that aligned with the research questions. The study also followed a mixed-methods design (Creswell & Plano Clark, 2018) which allowed us to combine quantitative with qualitative data and explore lived experiences and perspectives underlying changes in key constructs. The participants were undergraduate and postgraduate students from a Scottish university via purposive sampling (Field, 2018). They attended one of the three repeated workshops which comprised pre-workshop survey, gameplay in small groups, structured post-game plenary reflection, and post-workshop survey. Following DBR principles, we made minor tweaks to the game mechanics, prompts and facilitation guidelines after each iteration. The instruments were: the GenAI literacy assessment test (Jin et al., 2025), the feedback literacy behaviour scale (FLBS) (Dawson et al., 2024), and Gameful Experience (GAMEX) (Eppmann, 2018). Quantitative analyses informed the follow-up interviews where participants were invited to reflect on their experiences of the workshop and the game, critical incidents during gameplay, any changes in relation to their future GenAI use and feedback literacy. Coding followed reflexive thematic analysis framework to identify patterns with cross-case analysis on how the game interacted with personal and institutional contexts in learning (Braun & Clarke, 2021). Conclusions, Expected Outcomes or Findings While data collection is ongoing, the expected outcomes of the project include: measurable gains in aspects of critical GenAI literacy, particularly in participants’ ability to recognise the limitations and risks of GenAI for learning, teaching and assessment, and their capacity to articulate context-sensitive criteria for appropriate use. We also anticipate positive shifts in feedback-related behaviours and greater reflexivity about their own work and a clearer sense of effecting change in follow-up course work. Furthermore, we expect that participants will reflect on their experiences of the mediational role of the game both as a safe space for pedagogical dialogue and as a tool that helps them voice uncertainties, express tensions between institutional policies and GenAI use in practice, and co-construct shared norms. This project will also generate evidence for the increased nuances in participants’ framing of ethical and responsible AI use, and increased confidence as well as willingness in continuing to improve their understanding of the technology for both personal and academic use. The study aims to elaborate a model of dialogic GenAI pedagogy that integrate dialogic theory, shared epistemic agency and feedback literacy in higher education. This model conceptualises how game artefacts can facilitate the translation of institutional learning and teaching policies and classroom practices. The findings will challenge the ‘policing’ approaches to AI use in educational institutions at all levels, and demonstrate that trust-based open dialogue is fundamental for the development of critical GenAI literacy. References Bakhtin, M. M. (1981). The dialogic imagination: Four essays. University of Texas Press. Bearman, M., Dawson, P., Bennett, S., Hall, M., & Molloy, E. (2024). Evaluative judgement and generative AI: A framework for assessment in a time of artificial intelligence. Assessment & Evaluation in Higher Education, 49(2), 167–181. https://doi.org/10.1080/02602938.2024.2301234 Braun, V., & Clarke, V. (2021). Thematic analysis: A practical guide. SAGE. Creswell, J. W., & Plano Clark, V. L. (2018). Designing and conducting mixed methods research (3rd ed.). SAGE. Damşa, C. I., Kirschner, P. A., Andriessen, J. E. B., Erkens, G., & Sins, P. H. M. (2010). Shared epistemic agency: An empirical study of an emergent construct. The Journal of the Learning Sciences, 19(2), 143–186. https://doi.org/10.1080/10508401003708381 Dawson, P., Yan, Z., Lipnevich, A., Tai, J., Boud, D., & Mahoney, P. (2024). Measuring what learners do in feedback: The feedback literacy behaviour scale. Assessment & Evaluation in Higher Education, 49(3), 348–362. https://doi.org/10.1080/02602938.2023.2240983 Fenwick, T., Edwards, R., & Sawchuk, P. (2011). Emerging approaches to educational research: Tracing the sociomaterial. Routledge. Field, A. (2018). Discovering statistics using IBM SPSS statistics (5th ed.). SAGE. Hanghøj, T., Silseth, K., & Arnseth, H. C. (2021). Games, dialogue and learning: Exploring research perspectives. In P. Fotaris (Ed.), Proceedings of the 15th European Conference on Game Based Learning (pp. 315–321). Academic Conferences International. https://doi.org/10.34190/GBL.21.111 Jin, Y., Martinez-Maldonado, R., Gašević, D., & Yan, L. (2025). GLAT: The generative AI literacy assessment test. Computers and Education: Artificial Intelligence, 9, 100436. https://doi.org/10.1016/j.caeai.2025.100436 Li, Y., Sha, L., Yan, L., & Li, H. (2025). Does generative artificial intelligence improve students' higher-order thinking? A meta-analysis and implications for future research. Educational Research Review, 45, 100457. https://doi.org/10.1016/j.edurev.2024.100645 Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game‑based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533 Steen‑Utheim, A., & Wittek, A. L. (2017). Dialogic feedback and potentialities for student learning. Learning, Culture and Social Interaction, 15, 18–30. https://doi.org/10.1016/j.lcsi.2017.06.002 Wang, F., & Hannafin, M. J. (2005). Design‑based research and technology‑enhanced learning environments. Educational Technology Research and Development, 53(4), 5–23. https://doi.org/10.1007/BF02504682 Wegerif, R. (2008). Dialogic or dialectic? The significance of ontological assumptions in research on educational dialogue. British Educational Research Journal, 34(3), 347–361. https://doi.org/10.1080/01411920701532228 Yang, Y., Luo, J., Yang, M., Yang, R., & Chen, J. (2024). From surface to deep learning approaches with generative AI in higher education: An analytical framework of student agency. Studies in Higher Education, 49(5), 817–830. https://doi.org/10.1080/03075079.2024.2327003 | ||