Sources

Veranstaltungen Bildungsserver

BAG WiWA Jahrestagung-2026

2 days 7 hours ago
25.03.2026. Die BAG WiWA Jahrestagung 2026 ist eine wissenschaftliche Jahrestagung zur wissenschaftlichen Weiterbildung für ältere Erwachsene, veranstaltet von der Bundesarbeitsgemeinschaft Wissenschaftliche Weiterbildung für Ältere (BAG WiWA), einer Sektion der DGWF, gemeinsam mit dem C3L – Center für lebenslanges Lernen an der Carl von Ossietzky Universität Oldenburg. Im Zentrum stehen Fragen der politischen Bildung in der wissenschaftlichen Weiterbildung älterer Menschen aus Sicht von Theorie, Praxis und Wirksamkeit. Veranstalter: DGWF-Deutsche Gesellschaft für wissenschaftliche Weiterbildung und Fernstudium E.V.. Link: https://dgwf.net/termin/bag-wiwa-jahrestagung-2026.html .

Festival kindly invited

3 days 4 hours ago
25.02.2026. Wie sieht die Zukunft der Literatur auf der Bühne aus? Wie lässt sie sich noch einladender, ansteckender und überraschender präsentieren?kindly invited bereitet der Literatur die Bühne – in all ihren Ausdrucksformen und Möglichkeiten: Mit dem Festival feiern wir eine begeisternde Auswahl mutiger, verspielter und origineller Veranstaltungsformate auf den unterschiedlichen Bühnen des COMEDIA Theaters in Köln. Eine fünfköpfige Jury hat aus über sechzig vorgeschlagenen Projekten ein vielfältiges Programm zusammengestellt. Das Publikum kann an fünf Tagen neue Ideen, experimentelle Formate und spannende Autor*innen erleben. kindly invited findet vom 25. Februar bis zum 1. März 2026 im COMEDIA Theater Köln statt. Veranstalter: kindly invited. Link: https://www.kindly-invited.de/ueber-uns .

Online-Kongress Schule, Autismus, Inklusion

4 days 10 hours ago
13.02.2026. Der Kongress steht unter dem Motto "Mutausbruch statt Wutausbruch! Wie Inklusion an Schulen gelingen kann." Referent*innen sind Raoul Krauthausen, Stephanie Meer-Walter, Kora Hoffmann-Rohlfs, Anne Fischer, Sabine Oberwinkler, Anna Romero-Bandtel, Sarah Weiß, Jan Vedder. Schirmherrin ist Julia Willie Hamburg (stellvertretende Ministerpräsidentin Niedersachsens und niedersächsische Kultusministerin). Die Teilnahme ist kostenlos, eine Anmeldung ist erforderlich. Veranstalter: ZAK Germany – Zentrum für Autismus-Kompetenz und Inklusion, Mittendrin Hannover e.V., ProSchool, Stiftung Irene . Link: https://www.zak-germany.de/event/fachtag-schule/ .

10. österreichische Berufsbildungsforschungskonferenz "Quo vadis Arbeitswelt? Berufliche Praxis und berufliche Bildung auf dem Prüfstand"

4 days 12 hours ago
01.07.2026. Von 1.–3. Juli 2026 findet die 10. Jubiläumsausgabe der Österreichischen Berufsbildungsforschungskonferenz (BBFK) in Innsbruck statt. Die Konferenz wird von der Pädagogischen Hochschule Tirol in Zusammenarbeit mit der Universität Innsbruck ausgerichtet und im Rahmen der Sektion Berufs- und Erwachsenenbildung der Österreichischen Gesellschaft für Forschung und Entwicklung im Bildungswesen (ÖFEB) veranstaltet. Seit 2008 bietet die BBFK im zweijährigen Rhythmus Gelegenheit zum fachlichen Austausch rund um die Forschung zu Berufs- und Erwachsenenbildung. Die Konferenz richtet sich an Fachleute der Berufs- und Berufsbildungsforschung, der berufs- und wirtschaftspädagogischen Forschung sowie der Qualifikations-, Ar-beitsmarkt-, Erwachsenen- und Weiterbildungsforschung. Veranstalter: Pädagogischen Hochschule Tirol in Zusammenarbeit mit der Universität Innsbruck. Link: https://www.bbfk.at/aktuell/279-save-the-date-10-bbfk-1-3-juli-2026-in-innsbruck .

Künstliche Intelligenz – Zukunft gestalten in der beruflichen Bildung

4 days 14 hours ago
27.01.2026. Die Arbeitswelt verändert sich rasant – und Künstliche Intelligenz (KI) ist ein entscheidender Treiber. Doch was bedeutet das für die berufliche Bildung? Welche Chancen eröffnen sich für Ausbildungsbetriebe, Schulen und Lernende? Das Programm der BIBB Bildungskonferenz 2026 umfasst Impulse aus Wissenschaft und Praxis, zu Themen wie Berufsorientierung, Modernisierung von Berufen und betrieblicher Kompetenzentwicklung. In geschlossenen Sessions werden die Themen vertieft und zum interdisziplinären Dialog angeregt. Die interaktive KI-Erlebniswelt mit Anwendungsbeispielen und Ausstellungen rund um das Thema KI in der beruflichen Bildung dient als weiteres Forum für den Austausch. Veranstalter: Bundesinstitut für Berufsbildung (BIBB) . Link: https://www.bibb.de/de/207534.php?from_stage=ID_96240&title=BIBB-Bildungskonferenz-2026-im-Livestream .

Ulmer Comic-Woche

6 days 6 hours ago
03.02.2026. Die Ulmer Comic-Woche steht im Zeichen der grafischen Romane, eine Form der Comics, die Literatur und bildende Kunst vereint. Comics sind nicht nur lustige Bildgeschichten für Kinder, sondern können komplexe Geschichten erzählen, mit zeichnerischer Tiefe beeindrucken oder durch emotionale Bildwirkung Nähe erzeugen. Das Programm der ersten Ulmer Comic-Woche lädt dazu ein, neue Bücher zu entdecken, es möchte Leseimpulse schaffen, Qualität und Genialität illustrieren und auf einen Nischenmarkt aufmerksam machen, der es verdient hat, gesehen zu werden. Die Ulmer Comic-Woche findet 2026 zum ersten Mal als Pilotprojekt statt. Sie erhält noch keine Förderung. Trotzdem ist der Eintritt zu den Graphic-Novel-Lesungen frei. Durch Ihren Besuch und eine Spende direkt am Veranstaltungsabend können Sie die Comic-Woche in ihrem Fortbestehen unterstützen. Veranstalter: Stadtbibliothek Ulm. Link: https://stadtbibliothek.ulm.de/vor-ort/zentralbibliothek/comic-woche .

Ein Funke Licht im Dunkeln - Warum Hoffnung in der Kinder- und Jugend- literatur unverzichtbar ist

6 days 6 hours ago
27.02.2026. Kinderbücher spielen eine entscheidende Rolle in der Entwicklung junger Menschen und sind weit mehr als einfach nur ein Mittel zur Unterhaltung. Gut erzählte Geschichten prägen das Weltbild und das Selbstverständnis von Kindern und Jugendlichen; sie berühren emotional und können zudem zeigen, dass es oft auch aus scheinbar hoffnungslosen Situationen Auswege gibt. In einer Zeit, in der wir immer wieder mit beunruhigenden Nachrichten konfrontiert werden (Kriege, Umweltkatastrophen, Arbeitslosigkeit und Armut), sind solch wegweisende Lichtblicke wichtig. Junge (und auch ältere) Menschen brauchen deshalb kinderliterarische Werke mehr denn je - vor allem wenn sie erleben, wie sich ihr Umfeld durch manche Fragen verunsichern lässt. Kinderbücher leisten einen entscheidenden Beitrag, indem sie real existierenden Defiziten etwas entgegensetzen, das sich als nützlich fürs Leben erweisen kann. Sie regen durch die gemeinsame Lektüre zum Nachdenken und zum generationenübergreifenden Austausch an. Die Veranstaltung ist als interdisziplinärer Austausch geplant und eignet sich damit sowohl für ein universitäres Publikum als auch für Bibliotheksangestellte, pädagogische Fachkräfte, Literatur- und Kulturvermittlerinnen und -vermittler, sowie Menschen, die es lieben, sich mit Literatur zu beschäftigen. Sie ist als lese- und literaturpädagogische Weiterbildung beim Bundesverband Leseförderung (BVL) anerkannt und bei der Hessischen Lehrkräfte-akademie als Fortbildungsangebot akkreditiert. Veranstalter: Kooperative Tagung der Universität Siegen und der Phantastischen Bibliothek Wetzlar. Link: https://phantastik.eu/events/ein-funke-licht-im-dunkeln-warum-hoffnung-in-der-kinder-und-jugendliteratur-unverzichtbar-ist/ .

IK-DACH-Tagung 2026

6 days 7 hours ago
17.09.2026. Vom 17. bis 18. September 2026 findet der 5. DACH-Tag der Universität Augsburg statt! Der Informationskompetenz-DACH-Tag bietet Expertinnen und Experten aus Bibliotheken eine Plattform, um neue, innovative und kontroverse Ideen, Aktivitäten und Projekte zur Förderung von Informationskompetenz zu präsentieren und zu diskutieren. Die Tagung wird von den Kommissionen für Informationskompetenz der bibliothekarischen Berufsverbände aus Deutschland, Österreich und der Schweiz organisiert und lädt dazu ein, aktuelle Entwicklungen kritisch zu reflektieren und neue Konzepte sowie experimentelle Ideen kennenzulernen – Impulse aus der Praxis, die die Informationskompetenz von morgen prägen können. In diesem Jahr wird ist das Tagungsthema „Back to the Future? Informationskompetenz gestern, heute, morgen“. Veranstalter: Universität Augsburg. Link: https://www.uni-augsburg.de/de/organisation/bibliothek/veranstaltungen/ik-dach-tagung-2026/ .

BeWell Meeting 2026 on Happiness Research

6 days 8 hours ago
26.02.2026. Over recent years, the BeWell Meeting has established itself as a key platform for exchange in interdisciplinary happiness research. It focuses on questions of how people evaluate their lives, which factors shape subjective well-being and life satisfaction, and which societal and political framework conditions enable people to live a good life. In doing so, the conference makes an important contribution to current debates on social progress beyond purely economic indicators (“Beyond GDP”). A highlight of this year’s programme is the keynote lecture by Katarzyna de Lazari-Radek, Professor of Philosophy at the University of Łódź (Poland). She is internationally recognised as one of the leading voices in the philosophical debate on well-being and happiness. In her lecture, she will discuss key ethical and philosophical perspectives on what constitutes a good life. In addition to the keynote, the BeWell Meeting features open panels with contributions from economics, sociology and psychology. In particular, early-career researchers are given the opportunity to present and discuss their work in front of an international academic audience. Veranstalter: Leibniz Institute of Agricultural Development in Transition Economies (IAMO) in cooperation with Martin Luther University Halle-Wittenberg. Link: https://verliebtinhalle.de/location/bewell-meeting-2026 .

Keep the Gate – Pädagogik an der Grenze

6 days 9 hours ago
25.02.2026. Wie können Sie junge Menschen in einer Welt voller Manipulation, Memes und Meinungen erreichen? Dieser Workshop richtet sich an Pädagog*innen, die mehr wollen als reine Medienaufklärung. „Keep the Gate“ ist eine Einladung, neue Wege zu gehen – in der Vermittlung von politischer Medienkompetenz, aber auch in der Reflexion der eigenen Haltung. Im Zentrum stehen Propaganda und Populismus – nicht als abstrakte Phänomene, sondern als hochwirksame, emotionale Kräfte, die tagtäglich auf Jugendliche einwirken. Warum sind diese Phänomene so erfolgreich, Gefühle zu triggern, Feindbilder zu erschaffen und Gemeinschaft zu simulieren? Und wie begegnen wir dem pädagogisch – ohne zu moralisieren oder abzuschrecken? „Keep the Gate“ ist ein Angebot für Pädagog*innen, die nicht nur erklären oder belehren, sondern mit echter Begegnung etwas bewegen wollen. Demokratie beginnt im Dialog – nicht in der Didaktik. Veranstalter: Akademie der Kulturellen Bildung. Link: https://kulturellebildung.de/kurse/keep-the-gate-paedagogik-an-der-grenze/ .

Online-Vortrag zu Open Science und künstlicher Intelligenz

6 days 10 hours ago
05.02.2026. Anwendungen künstlicher Intelligenz (KI) ermöglichen neue Formen der maschinellen Verarbeitung von Forschungsinhalten. Sie erhöhen nicht nur die Nutzungsmöglichkeiten des „enhanced contents“, sondern auch seine Reichweite signifikant. Gleichzeitig bilden sie die Grundlage für neue Geschäftsmodelle – dabei begünstigt Open Access auch neue Formen der kommerziellen Verwertung von Forschung. Dieser Zusammenhang ist nicht neu, gewinnt durch KI aber an Virulenz. Die Fragen, die sich im Zusammenhang von KI und Open Science stellen, sind vielfältig. In einer Keynote spricht Dr. Rafael Ball, leitender Bibliothekar an der ETH Zürich, über Wechselwirkungen von KI, wissenschaftlichem Publizieren und Open Access. Der Vortrag mit anschließender Diskussion von Handlungsoptionen für die Wissenschaft findet am Donnerstag, 5. Februar, digital von 10.30 bis 11.10 Uhr statt und ist Teil eines Open Science Symposiums der Universität Paderborn. Interessierte können sich noch bis zum 25. Januar für eine Teilnahme anmelden unter go.upb.de/openscienceoase.  Veranstalter: Projekt OASE, Institut für Medienwissenschaften der Universität Paderborn. Link: https://kw.uni-paderborn.de/institut-fuer-medienwissenschaften/dm/projekte-1/oase-1/oase-symposium-05022026 .

Frag EPALE

1 week 2 days ago
03.02.2026. In der EPALE-Sprechstunde werden die besten Tipps und Tricks für die Nutzung der Plattform erläutert und allgemeine Fragen zu EPALE beantwortet.Es wird gezeigt, wie Blogs erstellt, Gruppen angelegt, Ressourcen hochgeladen und vieles mehr umgesetzt werden kann.Noch kein EPALE-Konto? Kein Problem! Gemeinsam werden die Anmeldung und die ersten Schritte auf EPALE durchgegangen. Veranstalter: EPALE Deutschland. Link: https://epale.ec.europa.eu/de/content/frag-epale-naechste-sprechstunde-am-03-februar-0 .

BERA Conference 2026

1 week 2 days ago
08.09.2026. The BERA Annual Conference is a major event in the educational research calendar, bringing together researchers, educators, and practitioners to share ideas, inspire debate, and showcase the latest work in the field. It provides opportunities to network, support early-career colleagues, build collaborations, connect with publishers and funders, and explore research beyond one’s own area. Above all, it is a dynamic gathering that fosters a sense of community among educational researchers and contributes to the ongoing development of the field. Veranstalter: British Educational Research Association (BERA) . Link: https://www.bera.ac.uk/conference/bera-conference-2026 .

International Conference: Human Rights and Democratic Culture in Practice: Applications and Challenges

1 week 2 days ago
25.04.2026. The Joint Master’s Program, “Identity, Education and Competences for Democratic Culture” of the National and Kapodistrian University of Athens (NKUA) and the European Wergeland Centre (EWC), and the Marangopoulos Foundation for Human Rights (MFHR) are organizing an international conference in Athens, the birthplace of Democracy, on 25-26 April 2026. The aim of the international conference is to explore the ways in which the values ​​of Human Rights and Democratic Culture can be applied in practice, as well as the challenges they face in a rapidly changing world. The conference aspires to bring together scholars, researchers, educators and professionals from Greece and abroad, focusing on issues of identity, participation, social justice and the rule of law. Veranstalter: National and Kapodistrian University of Athens & The European Wergeland Centre and the Marangopoulos Foundation for Human Rights . Link: https://eera-ecer.de/other-organisations-events/international-conference-human-rights-and-democratic-culture-in-practice-applications-and-challenges .

ECTEL 2026 Twenty-first European Conference on Technology Enhanced Learning

1 week 2 days ago
14.09.2026. The European Conference on Technology-Enhanced Learning (ECTEL) engages researchers, practitioners, educational developers, entrepreneurs, industry leaders, and policy makers to address current challenges and advances in the field. ECTEL 2026 will take place on 14-18 September 2026 in Valencia, Spain, with the theme Mindful TEL: Learning Technologies Shaped with Intention. ECTEL 2026 will be a face-to-face conference. Veranstalter: European Association of Technology Enhanced Learning. Link: https://ea-tel.eu/ectel2026 .

Fortbildung: Einführung in die Themen Inklusion, Teilhabe und Behinderung

1 week 2 days ago
16.06.2026. Diese Fortbildung widmet sich den Grundlagen zur Teilhabe und Inklusion von Menschen mit Behinderungen in den Freiwilligendiensten statt. Teilnehmende erhalten eine Einführung in das Thema Behinderung aus menschenrechtlicher Perspektive sowie zu verschiedenen Formen von Behinderung und Beeinträchtigung. Zudem werden praktische Methoden und Handlungsempfehlungen zur Barrierefreiheit, Inklusion und zum sensiblen Umgang mit Menschen mit Behinderungen in den Freiwilligendiensten erläutert und diskutiert. Veranstalter: Der paritätische Gesamtverband. Link: https://www.der-paritaetische.de/termin-detailansicht/fortbildung-einfuehrung-in-die-themen-inklusion-teilhabe-und-behinderung-1-1-1/ .

Jahresauftakttagung Medienpädagogik 2026: „Sexualität, Identität, Medien – Zwischen Orientierung, Vielfalt und Herausforderungen im digitalen Raum“

1 week 2 days ago
19.02.2026. Digitale Medien spielen für Kinder und Jugendliche ganz selbstverständlich eine Rolle, wenn sie sich mit der eigenen Sexualität und Geschlechtsidentität beschäftigen. So werden KI-Tools beispielsweise als wichtige Werkzeuge zur Sexualaufklärung genutzt. In diesem Zusammenhang findet auch immer eine Auseinandersetzung mit Sexualitäten, Geschlechtsidentitäten und Rollenbildern von anderen statt. Social-Media-Angebote wie TikTok oder Instagram bieten hier vielfältige Inhalte und Räume für Aufklärung, Empowerment und Identitätsfindung. Gleichzeitig werden junge Menschen regelmäßig mit überfordernden Inhalten und Grenzverletzungen konfrontiert. So gehören sexualisierte und grenzüberschreitende Inhalte zu einem jugendlichen Medienhandeln dazu. Auf der Jahresauftakttagung Medienpädagogik 2026 werden spannende Vorträge und Workshops rund um das medienpädagogische Spannungsfeld “Sexualität, Identität, Medien” angeboten. Veranstalter: JFF - Institut für Medienpädagogik in Forschung und Praxis & BJR - Bayerischer Jugendring. Link: https://www.jff.de/veranstaltungen/aktuelle-veranstaltungen/details/jetzt-anmelden-jahresauftakttagung-medienpaedagogik-2026 .

Fortbildung: Diversität in meiner Organisation

1 week 2 days ago
24.02.2026. Diese Schulung möchte für das Thema Diversität sensibilisieren und es den Teilnehmenden ermöglichen Zusammenhänge zwischen Diversität und Diskriminierung wahrzunehmen und aufzeigen, warum Intersektionalität und Privilegien wichtige Begriffe in diesem Zusammenhang sind. Neben einem Input der Referentin zum Thema Diversität bietet die Fortbildung Kleingruppenarbeit, Diskussion und kreative Übungen an. Es wird außerdem Raum für die Reflexion der eigenen Diversität und Erarbeitung von Handlungsmöglichkeiten am Arbeitsplatz geben, um Diskriminierung wirksam zu begegnen. Veranstalter: Der paritätische Gesamtverband. Link: https://www.der-paritaetische.de/termin-detailansicht/fortbildung-diversitaet-in-meiner-organisation/ .

Online-Seminar „Einstieg in die inklusive Medienarbeit“

1 week 2 days ago
20.01.2026. Das kostenfreie Online-Seminar „Einstieg in die inklusive Medienarbeit“ bietet pädagogischen Fachkräften einen praxisorientierten Einstieg in die Grundlagen inklusiver medienpädagogischer Arbeit: Es beleuchtet, wie Medienarbeit gestaltet werden kann, damit alle jungen Menschen – mit und ohne Behinderung – teilhaben können, und vermittelt zentrale Haltungen, Methoden und Arbeitsweisen. Veranstalter: JFF - Jugend Fim Fernsehen e.V.. Link: https://www.jff.de/veranstaltungen/aktuelle-veranstaltungen/details/online-seminar-einstieg-in-die-inklusive-medienarbei .

Fortbildung: Resilienz für Fachkräfte aus den Freiwilligendiensten

1 week 2 days ago
27.01.2026. Diese Schulung ist als Einstieg in das Thema Resilienz angelegt. Neben der grundlegenden Wissensvermittlung zum Thema wird es Zeit für Reflexion und Austausch sowie Überlegungen zum Transfer in die eigene Praxis geben. Die Ziele der Fortbildung sind: Stärkung der eigenen Leistungsfähigkeit und Widerstandskraft im Umgang mit Anforderungen und Herausforderungen; Ausbau der persönlichen Handlungskompetenz in herausfordernden Situationen und auch der Blick darauf, wo ich bei Bedarf Unterstützung holen kann; Lernen, für sich selbst Grenzen zu ziehen – wofür bin ich verantwortlich und wofür auch nicht Veranstalter: Der paritätische Gesamtverband. Link: https://www.der-paritaetische.de/termin-detailansicht/fortbildung-resilienz-fuer-fachkraefte-aus-den-freiwilligendiensten/ .

AJET

BJET

Cognition and Instruction

Distance Education

ETR&D

The impact of neuroscience and artificial intelligence on feedback: a systematic review

2 days 22 hours ago
In recent years, significant advances in brain imaging technologies, artificial intelligence (AI), and neuroscience have significantly improved our understanding of how the brain functions in the learning process. This research aims to explore the role of neuroscience and AI in designing effective feedback mechanisms by investigating their impact on learning-teaching processes. To achieve this goal, the study addresses the following questions: "1) What are the objective orientations, thematic patterns, methodological approaches, and key findings of neuroscience research investigating feedback processes?" and "2) What are the objective orientations, thematic patterns, methodological approaches, and key findings of AI research investigating feedback processes?" This research adopts a systematic review methodology that encompasses four key stages: planning, searching, selection, and synthesis. Using specific keywords, relevant studies in educational sciences, educational psychology, and neuroscience were systematically identified from the Web of Science (WOS) database, specifically targeting publications indexed in SSCI, ESCI, and SCI-E. Through comprehensive thematic analysis, we systematically mapped the research landscapes in both domains. The systematic review reveals that neuroscience and AI research provide complementary insights into feedback effectiveness. The findings suggest that optimal feedback design requires integrating neurologically-informed principles with AI-enabled delivery systems to create developmentally appropriate and individually adaptive learning environments. This study further highlights a notable deficiency in interdisciplinary research that integrates neuroscience and AI approaches to optimize feedback for performance and learning. Limited collaboration between these fields hinders knowledge exchange and prevents mutual enhancement of feedback methodologies. These fields have developed independently with limited integration and a lack of comprehensive theoretical exploration and investigation into various feedback types and strategies.

Revolutionizing arts education through 3D virtual reality: a mixed-method analysis of its impact on sculpting and carving skills among undergraduate art students

1 week 6 days ago
Developing sculpting and carving skills among art college students remains a critical problem in art education, where the conventional approaches are not very constructive for creativity, skill generation, and spatial conception development. To overcome this challenge, 3D Virtual Reality (VR) technology was developed for the enhancement of sculpture and carving skills. This research examined the difference between sculpting in a VR environment and traditional clay modeling, including their impact on creativity, skill acquisition, student motivation and participation, learning time, spatial ability, and creativity. A mixed method was used that involved quantitative questionnaires and qualitative interviews, with 532 undergraduate students who were a part of both VR and clay models, focusing on data collection. The result showed that the students were able to perform better in VR environments with enhanced creativity, technical skills, spatial thinking, and higher levels of engagement and motivation when compared to clay sculpting. It was found that VR allowed students to learn and perform complex sculpting processes in a short time, and students were more innovative in the ways they designed sculptures. It was also shown that VR facilitated the acquisition of 3D space and, more importantly, provided an interactive setting that was immersive and promoted creativity. This study demonstrates the use of VR in the field of arts education, providing evidence that VR can change the course of traditional sculpting and carving. The results highlight the VR’s ability to improve technical skills as well as artistic skills. The research indicates that VR improves the process of teaching sculpting techniques and provides a better understanding of the creative function and faster learning of the sculpting process.

The effects of a metacognitive scaffolding-supported online inquiry-based learning approach on students’ science achievement, metacognitive ability, and inquiry skills

1 week 6 days ago
The online inquiry-based learning (OIBL) environment enhances autonomy and provides a safe context for implementing science education. It facilitates the development of students’ inquiry skills and understanding of scientific concepts. However, the effectiveness of OIBL is often compromised by students’ limited metacognitive abilities, particularly in planning, monitoring, and evaluating their inquiry processes. To address this challenge, this study designed a metacognitive scaffolding-supported online inquiry-based learning (MS-OIBL) approach to enhance students’ self-regulation and support effective inquiry learning in OIBL environments. A quasi-experimental study was conducted with fifth-grade students at two similar-level schools in Beijing, China. The study evaluated the impact of the MS-OIBL approach on students’ science achievement, metacognitive ability, and inquiry skills. Data were collected through surveys and log entries. A total of 236 students participated; 121 in the experimental group used the MS-OIBL approach, and 115 in the control group used a traditional OIBL approach without metacognitive scaffolding. The results revealed that the MS-OIBL group significantly outperformed the traditional OIBL group in terms of science achievement, metacognitive regulation ability, and inquiry skills. However, no significant differences were found between the two groups in overall metacognitive ability or metacognitive knowledge. These findings suggest that the MS-OIBL approach effectively improves students’ science performance and inquiry skills. It also promotes metacognitive regulation behavior and enhances metacognitive regulation ability. This study provides valuable insights for teachers, students, and researchers in the fields of science education and metacognition. It highlights the potential of metacognitive scaffolding to optimize online inquiry learning environments.

Effects of graphical summarization and AI-based chatbots on learners' reading comprehension achievement, motivation, self-efficacy, critical thinking and cognitive load

2 weeks 1 day ago
Reading comprehension is an essential skill for learning and is facilitated through extensive reading, text discussion and analysis, and writing. With the spread of mobile technology, Artificial Intelligence (AI)-based chatbots, which combine speech recognition and semantic understanding, is a potential language learning tool to overcome students’ learning difficulties encountered in traditional instruction by providing personalized, real-time feedback. However, some students are not able to well organize learning contents through text-only reading, resulting in ineffective learning. Graphic organization is seen as a useful strategy to improve students' memory and comprehension. The study employed a quasi-experimental design to investigate the effects of an intelligent chatbot combining the graphical summarization strategy, speech recognition, and semantic comprehension on students' reading performance, learning experience, and tendency to think critically and reflectively. The subjects were 107 Grade 10 students, randomly divided into four groups, using a graphical summarization-based AI chatbot, a text summarization-based AI chatbot, graphical summarization-based learning, and text summarization-based learning. It was found that both the AI-based chatbot and graphical summarization strategy benefited students by improving their learning achievements; moreover, the significant interaction between the AI-based chatbot and graphical summarization strategy further showed the effectiveness of combining the two. In terms of intrinsic motivation, self-efficacy, critical thinking and cognitive load, the AI-based chatbot benefited the students more than traditional teaching; moreover, the graphical summarization strategy benefited the students more than text summarization did. The interview results further showed that combining the graphical summarization strategy and the AI-based chatbot enabled students to gain a more complete understanding of the learning content.

How to promote students to pose deep questions in knowledge building? A data-driven approach to assessment and feedback

2 weeks 6 days ago
The question is the primary step in knowledge building (KB) learning. Students propose a profound question that can inspire them to engage in collaborative exploration actively, thereby forming deep KB. However, not all students can pose valuable questions in the current KB. Considering the potential role of questioning in promoting the development of community theory, this study employed an effectiveness validation research design to investigate how a data-driven assessment and feedback approach influences students’ ability to pose thoughtful questions in KB learning. Thirty-two sixth-grade students from a primary school in Yangzhou, China, participated in a 15-week KB learning process using the data-driven assessment and feedback method. The research findings indicated that by addressing challenges such as student anxiety over scores, challenges in teachers’ integration of feedback into instruction, and variations in students’ ability to interpret and apply feedback, the data-driven assessment and feedback approach was refined and optimized. This approach effectively supported students in posing deep questions by enhancing their domain contextuality, openness, and dynamicity. The data-driven assessment and feedback method proposed in this study provided researchers and teachers with operational references for human–computer collaboration and was expected to serve as effective tools for supporting KB learning and posing deep questions.

Science of artificial intelligence research capacity on research and innovation productivities of higher education learning in the top 10 countries

3 weeks 4 days ago
This study investigates the impact of AI research capacity on research and innovation productivities in higher education institutions in the top 10 countries, by employing Prais-Winsten Corrected Standard Errors (PCSE), Panel Quantile Regression (PQR), and Two-Stage Least Squares (2SLS) models from 2017 to 2021. The findings revealed that an increase in AI research output (AIRO) is improving the institutions' research productivity, while AI patent grants (AIPG) have a negligible effect on it; but AI research impact (AIRI) and AI talent concentration (AITC) have no impact on it. Furthermore, increases in AIRO, AIRI, and AIPG improve the institutions' innovation productivity, but AITC does not. Moreover, AI investment (AII) has a negligible impact on AI jobs, skills and AI software development; yet, the AII promotes bachelor’s degree AI professionals but negligibly impacts that of associates, less than bachelor’s degree, and advanced degrees AI professionals. On the other side, AII has a synergetic effect on AIRO and AIPG in stimulating the institutions' research productivity, but it has no such effect on AIRI and AITC. But with respect to the institutions' research innovation productivity, the AII has such an effect on AIRO, AIRI, and AIPG, whereas such an effect is negligible on AITC.

Roles and impacts of generative AI agents in STEAM learning: insights from students’ perceptions and learning experiences using information world mapping

1 month ago
The recent emergence of generative artificial intelligence (GenAI) agents has brought significant potential and challenges in education. In science, technology, engineering, arts, and mathematics (STEAM) education, it is especially vital to cultivate students’ GenAI literacy and critical thinking skills. These competencies enable students to effectively apply artificial intelligence (AI) technologies in their STEAM learning. The present study proposed a GenAI agent-based STEAM learning approach and adopted the information world mapping (IWM) method to explore how a GenAI agent enhanced the engagement of 12 middle school students in a STEAM course, and their perceptions of GenAI agent-supported STEAM learning. These students fully participated in a 16-week course titled “Creative Design in STEAM Education.” Participants were asked to illustrate significant individuals, items, locations, and their interconnections to delve into their perceptions of and feedback on GenAI agent-supported STEAM learning. The results showed that while middle school students’ GenAI literacy improved, it did not reach a statistically significant level. In contrast, there was a significant enhancement in their critical thinking tendencies. Regarding students’ perceptions of GenAI agent-supported STEAM learning, the majority acknowledged that the GenAI agent played the roles of information provider and interaction facilitator in STEAM learning activities, particularly excelling in information retrieval and learning interactions. Moreover, the GenAI agent had positive influences on students in various aspects, including learning support, task completion, tool functionality, user experience, usage confidence and attitudes, as well as perceived warmth. Overall, the GenAI agent-based STEAM learning approach effectively enhanced middle school students’ technical skills and problem-solving abilities while also strengthening their teamwork, ethical awareness, and reflective capabilities, thereby demonstrating its potential for future applications in education.

Metacognition design framework to aid metacognitive skill development in university students supported by the virtual learning environment

1 month ago
Metacognitive skills are key transversal skills, strongly linked to academic achievement and essential for effective lifelong learning. They are widely recognized to underpin many of the core competencies required for effective social and professional participation, including core competencies such as critical thinking, problem-solving, and self-awareness, highlighted by United Nations Educational, Scientific and Cultural Organization (UNESCO) as key to Education for Sustainable Development. Digital learning technologies and virtual learning environments increasingly form a core strategic dimension of teaching and learning within Higher Education, however effectively harnessing them to enhance student learning remains challenging. This paper presents the Metacognition Design Framework, an evidence-based learning design that scaffolds the development of metacognitive skills in students through blended learning. It draws on the tools available within the virtual learning environment to provide a unique, and potentially powerful, opportunity to extend ‘metacognitive influence’ on student activity and learning outside standard class times with realistic levels of staff input. The design provides clarity for planning accessible learning interventions, their linkage with appropriate technology, and for guiding how face-to-face and online, or fully online, components interrelate. It also delivers an effective conduit to convey information in a practical format that readily permits adaptation to local contexts. Overall, it offers a practical way to re-frame educators as designers, increasing educator design capacity and the effective deployment of technology to enhance learning, at the same time targeting a learning outcome with high potential impact.

Multimedia-based cybersecurity and privacy professional development on educational technology for K-12 personnel

1 month 1 week ago
To address the rising cybersecurity threats associated with educational technology in K-12 schools and the gap in cybersecurity education, we designed and implemented a multimedia-based Educational Technology (Edtech) Cybersecurity and Privacy Awareness-Ask-Action (AAA) professional development (PD) for school administrators, technology support staff, and teachers. This study sought to identify the PD’s effectiveness, specifically focusing on the participants’ knowledge increments and the perceptions of their experience. Fifty K-12 school personnel with diverse demographic, technology and contextual backgrounds (district types and school levels) participated. Wilcoxon signed-rank tests indicated a significant increase in participants’ knowledge between pre- and post-test. Inductive coding identified emerging themes from post PD survey and follow-up interviews, highlighting participants’ perceived benefits, challenges encountered and future needs. Participants expressed an overall positive attitude, appreciating the increased cybersecurity awareness and enhanced ability to recognize and act against potential cyber threats to protect students and schools. However, challenges such as technical complexity and resource constraints were noted. Participants suggested future cybersecurity professional development could include more contextual guidance, AI-related cybersecurity topics, and provide up-to-date resources.

Digital learning innovation: engineering students’ learning motivation for AI scaffolding

1 month 2 weeks ago
This study compares engineering college students’ learning motivation between AI-featured and traditional scaffolding methods using a mixed-methods approach. Two different types of class activities, one involving solving a computational problem and the other assembling an essay, were designed to be carried out using both AI-featured and conventional methods. All activities were designed using the Attention, Relevance, Confidence, and Satisfaction (ARCS) model and results were analyzed using both quantitative and qualitative means. Findings show that participants’ motivation was significantly higher in all Attention, Relevance, Confidence, and Satisfaction categories when they used AI-featured methods for solving computational problems while their motivation was significantly higher when they used AI-featured methods only in Attention and Confidence for the essay activity. Qualitative findings describe how AI features motivated learners based on the different types of scaffoldings. Additionally, how the AI features are related to each ARCS model categories are summarized. The results suggest strategies for optimizing the design of AI-featured scaffolds to motivate learners in STEM fields grounded in the ARCS model. This involves linking learners’ goals and interests to real scientific applications of AI by expanding ‘Relevance’ and adjusting learning requirements to strengthen ‘Confidence’ and ‘Satisfaction’.

Co-designing, developing, and implementing multiple learning analytics dashboards for data-driven decision-making in education: a design-based research approach

1 month 2 weeks ago
This research investigates the design, development and implementation of Multiple Learning Analytics Dashboards (MLADs) with the goal of enhancing data-driven decision-making among teachers in primary education. The study presents a Design-Based Research (DBR) approach to ensure the iterative development and refinement of MLADs through collaboration with educational professionals. The research involved four key steps in the presented DBR approach: 1) identifying the requirements through stakeholder interviews; 2) generating design ideas through brainstorming sessions and prototyping; 3) collaboratively designing and developing MLADs and conducting usability testing to gather feedback; and 4) implementing the MLADs in real-world educational settings. This paper outlines the research methodology, the participants involved, and the progress made toward developing these Learning Analytics Dashboards (LADs). The outcomes highlight the creation of tailored MLADs for teachers across multiple municipalities, as well as the lessons learned from real-world implementation. Additionally, we analyze user feedback from teachers regarding the dashboard’s clarity, navigation, functionality, and design, providing a comprehensive view of the dashboard’s usability and areas for future enhancement.

The impact of emerging educational technologies, including artificial intelligence and augmented reality, on the improvement of practical skills learning

1 month 2 weeks ago
Background Briefly describe the educational challenge, the relevance of AI and AR, and why improving practical skills learning is important. Purpose/Objective State the primary aim of the study (to investigate the impact of AI and AR on practical skills learning) and any secondary aims (motivation, engagement, retention). Methods Include study design (mixed-methods, quasi-experimental), participants, sampling, instruments (questionnaires, observations, interviews), intervention (AI + AR), and analysis methods. Results Summarize the key findings: significantly higher post-test scores in the AI/AR group, improved motivation, engagement, satisfaction, and stronger 3-month retention relative to controls. Conclusion Provide a concise interpretation that AI and AR effectively enhance practical skill acquisition and have important implications for education and training.

Static, dynamic, or human? The role of slide dynamics and instructor cues in video lectures

2 months ago
The present study investigated the interplay of cognitive cues and social cues in instructional videos on students’ knowledge acquisition and sense of social presence. 312 preservice teachers took part in the study. Out of these, 238 participants were randomly assigned to one of three experimental groups receiving an asynchronous online video lecture on three research methods topics, featuring either static slides with voiceover (minimal signaling), dynamic slides with voiceover (moderate signaling), or dynamic slides with additional instructor signaling (maximum signaling). 74 participants served as a control group and completed pre- and posttests without attending the course. Perceived difficulty, invested effort, motivation, and notetaking were included as covariates. Dynamic slides did not improve knowledge acquisition compared to static slides. However, instructor signaling enhanced knowledge acquisition when perceived difficulty was high. Furthermore, instructor signaling significantly increased perceptions of social presence for two of the three investigated topics, highlighting the importance of social cues.

Incorporating spirituality and art factors into interdisciplinary tasks: project-based STREAM, STEAM, and STEM approaches

2 months ago
Spirituality and art have been recognized by educators as crucial factors affecting students’ learning outcomes. By taking these two factors into account, this study proposed the project-based STREAM (Science, Technology, Religion, Engineering, Art, and Mathematics) approach to improving students’ learning achievement, 21st-century competencies, computational thinking, and project outcomes in a science course in response to several challenges encountered by conventional STEM education in addressing global issues. A quasi-experimental design was employed, involving 79 participants distributed across three groups: a project-based STEM approach, a project-based STEAM approach, and a project-based STREAM approach. The experimental results showed that students who learned with the STREAM and STEAM approaches performed significantly better on learning achievement, complex problem-solving, creativity, and project quality than those who learned with the STEM approach. Students who learned with the STREAM approach had higher meta-cognition and communication than those who learned with the STEAM and STEM approaches. However, there was no significant difference between students who learned with the STREAM, STEAM, and STEM approaches in the collaboration aspect. Students who learned with the STREAM and STEM approaches had significantly better computational thinking than those who learned with the STEAM approach. Additionally, the integration of the religious aspect cultivated a heightened sense of care for their peers and the environment, as well as respect for differing opinions. The findings could be a valuable reference and provide recommendations for teachers, instructors, and researchers to develop the STREAM curriculum.

How mindful and mindless online searching affects curiosity and information recall

2 months ago
With the advancement of technology and the internet, individuals offload their cognitive demands onto the internet to access information and supplement their cognitive capacity. However, heavy reliance on the internet often produces undesirable consequences such as poor metacognitive judgments and memory retention. This study investigated whether these negative effects can be mitigated by making learners more cognitively mindful of their search activities. A total of 104 undergraduate students were randomly assigned to two conditions. In the thinking-before-googling condition, participants had to first generate or guess answers to three brainstorming questions about modern pentathlon, a topic unfamiliar to most college students, before searching to find answers to 15 more specific problems on it. In the googling-only condition, participants were instead shown a keyword slide and immediately started searching the internet for the same 15 problems. The thinking-before-googling group demonstrated significantly higher pre-search curiosity and recall performance compared to the googling-only group. However, no significant group differences emerged in cognitive self-esteem and the estimation of performance and study time. Both groups expressed significantly higher interest in the topic after the search compared to before. Curiosity is discussed as the potential psychological mechanism underlying the benefits of the thinking-before-googling group.

Flipping the switch: how artificial intelligence learning companions in flipped classrooms enhance students’ computational thinking

2 months 1 week ago
Artificial intelligence (AI) has ushered in an era where Computational Thinking (CT) emerges as a crucial skill. This interconnected, data-driven landscape necessitates deeper CT skills, enabling students to effectively navigate both the opportunities and challenges presented by AI. The flipped classroom model has gained widespread acceptance in CT education owing to its adaptability, interactivity, and personalization. However conventional implementations of the flipped classroom model still face significant limitations such as insufficient student autonomy in learning processes and a need for enhanced quality of classroom interactions. Addressing these, our study introduces a synergy of flipped classrooms with AI, termed the Flipped Classroom with AI Learning Companion teaching model (FC-AIC). This model aims to enhance high school students CT, self-efficacy, and motivational levels compared to traditional flipped classrooms (FC). Our quasi-experimental research involved 60 first-year high school students from central China, divided into control (FC) and experimental (FCAIC) groups over eight weeks. Students completed a questionnaire to self-appraise their CT, self-efficacy, and motivation at pre-intervention and post-intervention stages. Results indicate that FC-AIC significantly boosts student self-perceptions of their own CT skills, specifically in problem-solving and creativity, and improves perceived self-efficacy and intrinsic motivation without notably impacting perceived extrinsic motivation. This investigation highlights how integrating flipped classrooms with AI technologies can synergistically enhance educational paradigms offering new insights about practical innovations for intelligent educational frameworks.

Evaluating the impact of an early reading app on preschool literacy skills: A pilot randomized control study

2 months 2 weeks ago
The current study examined the effects of using a commercially available computer program on the early literacy skills of preschool children and the relationship between fidelity and improvement in literacy skills. Parents and their preschool children were recruited to voluntarily participate in an educational app study. Forty-two preschool children were randomly assigned to an intervention group, which used OgStar Early Reader, or a control group, which used IXL Math. The recommendation was to use the program for 15–20 min per day for five days a week over eight weeks in the summer prior to kindergarten. Three Dynamic Indicators of Basic Early Literacy Skills (DIBELS) measures were used to assess literacy skills: Letter Naming Fluency (LNF), Phoneme Segmentation Fluency (PSF), and Nonsense Word Fluency (NWF). A total of 33 children completed posttests. The intervention group scored statistically significantly higher on LNF posttests (g = 0.41, p = .025) and NWF- correct letter sounds posttests (g = 0.52, p = .009) over the control group. No statistically significant differences were found between the groups for PSF (g = 0.19, p = .458) or NWF- words recoded correctly (g = 0.61, p = .057). Overall, children completed between seven and 131 lesson segments during the study, suggesting fidelity to the planned intervention varied across participants. The number of lessons completed was moderately related to participant gains on LNF and NWF (r = 0.31–0.38). These findings provide some initial support that the use of the early reader app may improve alphabetic knowledge for preschool children.

Latent profile analysis of motivated self-directed e-learning and collaborative e-learning: the role of peer-to-peer confirmation and subjective learning achievements

2 months 3 weeks ago
The study investigates the latent profiles of learners based on motivated self-directed learning (MSDL) and collaborative learning (CL) within an e-learning environment, focusing on how peer-to-peer confirmation is linked to learners' engagement and learning outcomes. Grounded in Self-Determination Theory, and drawing on empirical insights from recent benchmark studies, the research identifies two distinct learner profiles: one with low MSDL and CL engagement and the other with high engagement in self-directed and collaborative learning, including ICT-based activities. Logistic regression analysis reveals that peer-to-peer confirmation, particularly individual attention, predicts class membership, though the overall explanatory power is limited. Additionally, moderation analysis demonstrates that while peer assistance can support engagement, excessive support may diminish the benefits of self-directed learning on subjective achievement. The findings underline the importance of adapting social support strategies to different learner profiles, highlighting the motivational function of peer confirmation in fostering autonomy, relatedness, and competence. This study provides insights on how to optimise e-learning environments by balancing external support and learner agency, and offers practical recommendations for digital pedagogy design.

IEEE ToLT

Instructional Science

Enhancing learning of nanoscale phenomena: the role of agent-based models and embodied reasoning

5 days 22 hours ago
Understanding nanoscale phenomena poses significant challenges for students because it requires reasoning about emergent behaviours that are invisible and highly abstract. Agent-based models (ABMs) can function as embodied learning environments, enabling students to manipulate individual agents and observe system-level outcomes while engaging embodied processes such as perspective taking, causal inference, and motor-supported thinking. In this study, two treatment conditions were developed: (a) working with ABMs and (b) watching visualization videos. The aim was to investigate whether ABMs are associated with greater engagement in embodied reasoning strategies than videos, and whether such engagement is associated with conceptual understanding in nanoscience education. Twenty-seven undergraduate students were assigned to one of the two conditions, and their conceptual understanding was assessed through pre- and post-tests alongside process data. Results showed that ABM students demonstrated greater gains in explanatory knowledge, knowledge transfer and engaged more frequently in embodied reasoning strategies. Beyond nanoscience, the findings illustrate how technology-enhanced instructional designs that leverage embodied processes—such as gesture, spatial transformation, and active manipulation—may support students’ reasoning about complex scientific phenomena across STEM domains.

Effects of a situated learning theory based mobile augmented reality application on primary students’ Tang poetry learning outcomes, motivation, and technology acceptance

6 days 22 hours ago
Mobile augmented reality (MAR) provides learners with an immersive and interactive experience. However, few studies have applied situated learning theory (SLT) to the design of MAR in educational contexts, and even fewer have explored its use in the learning of Tang poetry. This study aimed to address this gap by designing and developing a mobile augmented reality application (app) based on situated learning theory (SLT-MAR) to support primary school students in learning Tang poetry. The study involved 120 4th-grade students from a public primary school in central China. Using a QUAN-qual sequential mixed-methods experimental design, this study examined the effectiveness of the SLT-MAR app. The results indicated that students using the SLT-MAR app outperformed students in the MAR and traditional classroom learning (TCL) groups in terms of Tang poetry achievement, motivation, and technology acceptance. In addition, semi-structured interviews revealed that students perceived the SLT-MAR app as enhancing their motivation and found it beneficial to their Tang poetry learning. The study discusses both theoretical and practical implications, contributes to the literature on integrating SLT with AR technology in educational settings, and provides insights for future research and practice.

Inclusive pedagogy in practice within the multi-tiered systems of support framework: a design-based research in a Chinese EFL classroom

1 week 3 days ago
This design-based research study examines the implementation of inclusive pedagogy in an English as a Foreign Language (EFL) classroom in a Chinese elementary school, integrating the Teaching Proficiency through Reading and Storytelling (TPRS) method within the Multi-Tiered System of Support (MTSS) framework. Addressing a critical gap, it explores how inclusive pedagogy can be effectively applied within China’s exam-oriented education system, where such practices are often misunderstood or underutilised. Over three years, iterative cycles of planning, action, development, and reflection refined teaching strategies and assessed their impact on diverse learners. Data were collected through teacher field notes, classroom videos, parent and peer-teacher feedback, and student assessments, including standardised tests and reading evaluations using the Oxford Reading Criterion Scale. The findings indicate that inclusive pedagogy significantly enhanced students’ English proficiency, engagement, and sense of belonging, benefiting high-, mid-, and low-performing students alike. Additionally, the study highlights the transformative role of teacher collaboration and parental involvement in overcoming cultural and systemic barriers. By providing empirical evidence of the effectiveness of inclusive pedagogy in a non-Western context, this research offers valuable insights for educators and policymakers aiming to implement inclusive practices in diverse educational settings. The findings underscore the importance of evidence-based, culturally responsive approaches to inclusive education that support all learners.

Leveraging conjecture mapping for design-based research: a case of adoption and development

1 week 6 days ago
Design-based research (DBR) is a widely adopted methodology in the learning sciences. As an alternative to the conventional experimental studies in controlled lab settings, DBR recognizes the intricate dynamics of the naturalistic educational settings and distinguishes itself through well-defined contexts and iterative design cycles that generate findings to inform both theory and practice. A significant advancement in DBR is Sandoval’s introduction of conjecture mapping (CM) in 2004 and subsequently refined in 2014. CM provides a visual framework to elucidate the DBR designs, with the primary objective of identifying the most critical features of a learning design. This paper reports on a case of adopting CM in a three-cycle DBR study of Character Education Learning through Digital Storytelling in Primary 5 classrooms in Singapore. It refines the conjecture formulation and introduces a generic conjecture statement to reinforce the robustness of DBR design logic. Design principles, intervention evidence, and complementary evidence are incorporated as new components to strengthen the links between DBR and CM frameworks. Additionally, it enhances the visual notations of the map to systematically distinguish conjectures by their status and prominence within each cycle. This paper exemplifies the application of CM. It contributes to the ongoing discourse on CM, while advancing the discussion of DBR as a meta-methodology and proposing future directions for DBR and CM research.

Learning with concept maps: the effect of activity structure and the type of task

1 month ago
A review of the literature reveals a discrepancy about what type of task with concept maps is the most effective for individual learning. Furthermore, to date, no research has compared these tasks in individual and collaborative learning contexts. This paper explores the influence of the different tasks on learning, involving concept maps and summaries. The participants were 226 undergraduates who were randomly assigned to 12 experimental conditions. Two independent variables were considered: the knowledge representation task (fill-in-the-blanks concept map, sort a shuffled concepts-provided map, self-construct a map, write a summary) and the structure of the activity (individual + collaborative, collaborative + individual, and fully individual). In addition to the evaluation of comprehension and delayed recall, 4195 verbal exchanges during the collaborative activities were recorded and analyzed. Results confirm an interaction between the type of task and the structure of the activity. The students who self-constructed complete concept maps and then discussed them in pairs obtained better learning results than those in other conditions. Verbal interaction was much more dialogic in this type of task, with a significantly greater proportion than in the other conditions of in-depth exploratory talk episodes, and a lower proportion of cumulative talk. However, the fill-in-the-blanks and shuffled-concepts conditions provided a greater proportion of superficial exploratory talk, and the collaborative summary condition generated a greater proportion of non-dialogic talk fragments. The findings are discussed in the context of the ICAP (Interactive, Constructive, Active, and Passive learning) framework, cognitive load theory and the sociocultural perspective on dialogic learning.

From curiosity to competence: the pivotal pathway of grit and flow in a large-scale study of Chinese adolescents

1 month 1 week ago
In an increasingly competitive educational landscape, understanding the determinants of academic success is imperative. While prior research has identified epistemic curiosity as a predictor of academic achievement, the psychological mechanisms through which curiosity cultivates internal resources—such as grit and learning flow—remain underexplored. Drawing on Psychological Capital Theory and Self-Determination Theory, the present study investigates how epistemic curiosity promotes grit and learning flow, which together constitute a serial mediation pathway leading to academic success in a large sample of Chinese adolescents. Utilizing data from 17,352 students across 36 primary and secondary schools in 21 provinces in China (age = 9–18, M = 14.1, SD = 2.9), we employed established measures such as the Epistemic Curiosity Scale, Grit-S, and Study-Related Flow Inventory. Our findings reveal that: (1) epistemic curiosity, grit, learning flow, and academic performance are significantly and positively correlated; (2) learning flow and grit may potentially serve as partial mediators in the relationships between epistemic curiosity and academic performance; (3) grit and learning flow point to a potential sequential mediation process connecting epistemic curiosity to academic performance. This research advances the theoretical understanding of curiosity-driven psychological resource development and offers valuable implications for educational policy and practice, emphasizing the importance of nurturing these psychological traits to enhance student performance.

Testing the testing effect with advanced materials while accounting for individual differences

1 month 2 weeks ago
Retrieval practice benefits long-term memory performance in a variety of contexts, but its usefulness for retention of more advanced material is less clear. Additionally, evidence of the role of individual differences in retrieval strategy use is mixed. Such evidence is important to determine the usefulness of particular retrieval strategies as a function of cognitive processes, affective characteristics, and aspects of to-be-learned material. With a sample of undergraduate participants (n = 213), we examined how combining testing strategies (free recall, practice quizzing, and test question generation) could impact learning of a published research article compared to rereading, and how cognitive load, self-efficacy, and working memory capacity influenced these relationships. Although retrieval practice activities did not improve final test performance over rereading, the role of some individual differences varied as a function of assigned strategy. Compared to rereading, using retrieval practice increased cognitive load. Cognitive load then mediated the relationship between assigned strategy and retrieval performance, with higher cognitive load associated with lower final test scores. These results suggest that the memorial benefits of retrieval practice might be limited by cognitive load requirements.

Debriefing as epistemic engineering: conversational remembering and socially distributed metacognition in healthcare simulation

1 month 2 weeks ago
This study aims to deepen the theoretical foundations of debriefing in simulation-based pedagogy. By applying distributed cognition (DCog), we analyse a case of a simulation debriefing with nursing students. Using transcribed excerpts from video recordings, our cognitive ethnography shows how debriefing conversations function as a coordination device for two key processes: joint conversational remembering and distributed metacognition. According to our model, debriefing conversations coordinate a cascade of representations of simulated events. This cascade enables participants to engage reflexively with past actions, transforming these into shared learning opportunities. Reframing the trajectory of public representation in debriefing conversations in terms of DCog reveals new insights into the cognitive consequences of debriefing practices and how they can be developed. We highlight the importance of enabling multiple viewpoints and shared cognitive resources for epistemic outcomes, while also challenging students’ assumptions and foster critical thinking skills.

How are Lao teachers’ goals for teaching associated with their instructional practices?

1 month 2 weeks ago
Achievement goal theory (AGT) has become increasingly prominent for exploring the interplay between teachers’ goals and their instructional practices. Prior research has suggested that relational goals significantly impact mastery-oriented instruction, surpassing the influence of mastery goals. Nonetheless, much of this evidence is derived from studies conducted in Western contexts. The current work investigates the relationships between teachers’ goals and their instructional practices in the Lao context, aiming at providing a more nuanced understanding of these relationships and examining their applicability in collectivist cultural settings. A total of 207 teachers participated in this study by completing an online questionnaire that assessed their teaching goals, instructional approaches, and specific practices. Structural equation modeling was employed to analyze two models. Model 1 revealed positive correlations between relational and mastery goals with mastery-oriented instructional approaches and between ability-approach and ability-avoidance goals with performance-oriented strategies. Additionally, Model 2 demonstrated that relational goals were associated with recognition, grouping, and mutual respect, whereas mastery goals were linked to task and recognition. The findings underscore the central role of relational goals in fostering effective instructional practices, even in a collectivist cultural setting. This study also offers a more detailed understanding of the interconnection between the goals of teachers and their instructional practices, contributing to the cross-cultural AGT literature and providing insights for enhancing teaching practices globally.

The effect of guiding methods -based social annotation tool on students’ learning and perceptions

1 month 2 weeks ago
The aim of the research was to investigate the effect of guidance methods on students’ performance, and it was hypothesized that this effect is manifested through students’ learning and perception. The aim was to investigate the effect of three guiding methods (open-ended questions; objective questions; and behavioral objectives) on students’ learning and perceptions of an educational technology course. In an experimental setting, three randomly selected groups of students (n = 41) responded to depth of knowledge test questions as a measure of learning and a measure of perceptions. Students in the intervention condition were given guiding methods to guide them in interacting with digital learning resources (DLR) using a social annotation tool (Diigo). In this way, all groups were motivated to learn independently, and students’ thinking processes were guided according to the three guiding methods. It was found that students in the open-ended questions intervention condition performed significantly better on depth of knowledge test questions, followed by the behavioral objectives intervention. Whereas, objective questions intervention students’ performance worse on the post-test. The results indicated the powerful nature of guiding methods and their positive impact on students’ perceptions and future intentions. The results suggest that Diigo’s collaborative guiding methods can be useful in web-based learning, and that considering guiding methods can improve student activity and motivation.

The facilitation effect of key-step retrieval practice on learning one-variable quadratic equations

1 month 2 weeks ago
Retrieval practice is a well-established learning strategy. However, the cognitive load involved in retrieving all the steps required for problem solving may hinder its effect in mathematics learning. This study aims to optimize retrieval practice by focusing on key procedural steps to enhance students' learning outcomes in mathematical problem solving. Targeting junior middle school students, the experiment utilized one-variable quadratic equations as learning material. Participants were randomly assigned to one of three groups: a key-step retrieval group, who were instructed to recall only the essential steps in problem solving; a general retrieval group, who retrieved full solution steps; and a relearning group, who restudied the worked examples without retrieval. Results showed that while there was no significant difference in final test scores between the general retrieval practice group and the relearning group, the key-step retrieval practice group significantly outperformed both the general retrieval and relearning groups. Moreover, the key-step retrieval practice group achieved a higher initial retrieval success rate than the general retrieval practice group. These findings indicate that emphasizing key steps during retrieval practice can improve students' transfer performance and lead to more effective learning of mathematical problem solving.

Interactive Learning Environments

International Journal of Computer-Supported Collaborative Learning

Understanding when anger becomes productive or destructive in collaborative educational games

1 month 2 weeks ago
In collaborative learning game environments where competition and collaboration coexist, conflicts among students are not uncommon. While conflicts of ideas and opinions are prevalent during collaborative learning, they are often perceived as elements to be avoided. One of the main concerns about conflict is its ability to trigger negative emotions, such as anger, which can compromise effective peer interaction, collaborative learning, and, in turn, diminish the quality of group discussions. However, this raises the question of whether anger always negatively affects collaborative learning. Most studies on negative emotions are related to test anxiety or boredom, while the impacts of emotions such as anger on learning are less explored. Especially within computer-supported collaborative learning (CSCL), there is limited research on how anger impacts students’ collaborative activities and learning. To address these issues, this paper aims to explore the potential relationship between anger and its impact on students’ collaborative discourse in a hybrid game-based simulation. Our findings suggest that anger has the potential to facilitate diverse and productive collaborative discussions. Students, driven by their anger, delved deeper into game mechanics, linked concepts to real-life situations, and employed various forms of logical reasoning to substantiate their opinions. However, the moment a student exhibited “tilting“ behavior, the quality of their collaborative discussions plummeted. Our findings provide important preliminary insights into the concept of “tilting” within immersive collaborative learning games and how it may manifest; they also offer guidance on the timing for educators’ intervention in collaborative discourse when anger arises among students.

Learning to deal with hate speech: An online collective intelligence experiment on the Collective Learning platform

1 month 3 weeks ago
Background: Online hate speech on social networks and the Internet is an increasingly pervasive phenomenon to which both children and adolescents are exposed. Objective: Our study’s main objective was to ascertain whether collective intelligence can improve their handling of hate speech. Methods: We conducted the study on the Collective Learning platform, comparing results between three groups of Spanish adolescents aged 15–16 years. The groups were of different sizes: one large group (G1, n = 123) and two smaller groups (G2, n = 18; G3, n = 23). Results: The experiment showed that the conditions for the emergence of collective intelligence were met within the large group (G1) but not in the two small groups (G2 and G3). The large group, as a collective, acquired capacities to deal with hate speech; however, this did not occur in the two smaller groups. Conclusions: Our study explains how the emergence of collective intelligence in online environments helps group members acquire a series of competencies. In particular, collective intelligence can help adolescents learn to deal with hate speech.

A quarter century of advances in collaboration sensing: a comprehensive review of high-frequency metrics and their connection to collaborative constructs from 2000 to 2025

1 month 3 weeks ago
The increasing availability of multimodal sensing technologies has opened new avenues for studying human interactions. However, there remains a lack of systematic synthesis regarding which multimodal metrics are most predictive of productive collaborations. This study addresses this gap by conducting a systematic literature review of 163 studies published since 2000. Grounded in the theoretical framework of multimodal collaboration analytics (MMCA; Schneider et al., 2022), we examine how different data modalities—verbal, gaze, body, head, log, and physiological—are used to assess collaboration. Using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework (Liberati et al., 2009), we categorize studies on the basis of the types of collaborative indicators, the metrics extracted from multimodal data, and the methods used to establish relationships between them. We find several gaps, including an over-representation of lab-based studies with small sample sizes, reliance on simplistic individual or group synchrony metrics, and a lack of standard indicators for collaboration. We discuss related Grand Challenges for MMCA, including scaling up research through field-based studies, developing interpretable models that contribute to theory, computing sophisticated sensor-based metrics that better capture the temporal dynamics of interaction, and designing interventions that support collaboration using fine-grained, high frequency sensor data.

Age-related differences in explanatory activities during collaborative learning with concept maps: experimental investigation using epistemic network analysis

1 month 4 weeks ago
Collaborative learning deepens understanding by elaborating knowledge and facilitating memory-related information processing through interactions with others. In computer-supported collaborative learning (CSCL), mechanisms identified in collaborative learning are scaffolded through tools such as group awareness and scripted collaboration. While collaborative learning is considered effective, it remains unclear how older adults learn in collaborative environments using concept maps, and how cognitive decline may hinder their learning. Therefore, this study investigates differences between younger and older adults in collaborative learning with concept maps, focusing on learning performance, concept map performance, and the collaborative learning process. Learning performance was assessed using test scores, concept map performance through concept map evaluations as a tool for externalizing knowledge, and the collaborative process using the Interactive-Constructive-Active-Passive (ICAP) framework, which captures cognitive engagement. Results showed that younger adults had higher learning performance than older adults, while older adults showed no significant improvement, indicating a lack of learning gain. Similarly, younger adults outperformed older adults in concept map performance, and no improvement was observed in older adults for concept map scores. This suggests that older adults found it more difficult to elaborate knowledge, such as integrating new information. Regarding the collaborative learning process, younger adults were more likely to engage at the active, while older adults showed higher engagement at the constructive and interactive levels. Epistemic network analysis (ENA) revealed stronger connections between constructive and interactive behaviors in younger adults, and between active and interactive behaviors in older adults. These findings suggest that while younger adults progressively deepen their engagement during collaborative learning, older adults may require the reactivation of memory to engage in elaboration. These results offer insights into designing effective CSCL environments tailored to the learning needs of older adults.

Talk to the machine: Unleashing the potential of AI to scale dialogic education and reduce polarization

1 month 4 weeks ago
Dialogic education is largely advocated as a means to promote dialogue and reduce polarization. Chatbots based on large language models (LLMs) carry the potential to scale dialogic education by serving as conversation partners and sustaining a dialogic space on various topics. They combine human-like conversational abilities with machine patience. To explore this potential, we fine-tuned an LLM-based chatbot, LlamaLo, using a corpus of productive discussions. We analyzed ten discussions with LlamaLo on contentious topics, such as liberalism and cultural appropriation. Our findings show that LlamaLo effectively opens dialogic spaces by questioning interlocutors’ assumptions, presenting alternative perspectives, and providing relevant knowledge. However, challenges, such as negative tone and bias, could undermine the dialogic space and should be addressed computationally and pedagogically. We conclude that dedicated LLM-based chatbots have the potential for enhancing dialogic education and enabling seamless scripting responsive to real-time needs.

Understanding collaborative programming dynamics: The role of prior knowledge, engagement and ICAP learning modes

2 months 1 week ago
Understanding how multiple dimensions of learning engagement co-develop during collaborative programming remains a critical challenge. Drawing on the four-dimensional engagement framework encompassing behavioral, cognitive, emotional, and social components, this study employs multimodal learning analytics (MMLA) to investigate the dynamic interplay among engagement dimensions, prior knowledge, and leadership type in a university-level collaborative programming course. Group-level ICAP (Interactive, Constructive, Active, Passive) modes were coded from multimodal interaction data, while learning engagement was assessed via integrated behavioral, cognitive, emotional, and social indicators. Findings reveal that prior knowledge supports individual task execution but contributes to collaborative engagement only under strong leadership. The three core dimensions of learning engagement—behavioral, cognitive, and social—were found to be significantly interrelated, reflecting a tightly coupled system of action, thinking, and peer interaction. In contrast, emotional engagement showed weak or inconsistent correlations with the other dimensions. Furthermore, interactive discourse fostered richer engagement and higher achievement, with group formation strategies moderating these effects through the interplay of prior knowledge and leadership type. While ICAP modes and overall learning engagement were strongly correlated—partly reflecting overlapping cognitive components—ICAP captured discourse patterns, whereas engagement scores aggregated multidimensional indicators across the task, suggesting complementary rather than redundant constructs. These findings advance engagement research by integrating discourse classification and multidimensional profiling, offering practical guidance on group formation, scaffolding, and real-time engagement monitoring to enhance collaborative programming pedagogy.

How children blend feedback in a mixed-reality environment for collective embodied learning

2 months 2 weeks ago
With the rapid development of emerging technologies in education, this research explored how children use teacher-, peer-, and technology-provided feedback together toward collective and embodied learning in a mixed-reality environment. In this study, we investigated how young children interact with feedback in a mixed-reality environment, Science through Technology Enhanced Play (STEP), a system that tracks students’ movement and turns their embodiments into characters on a shared screen. We used coding and interaction analysis to analyze data from three episodes from a curriculum about states of matter across two research sites. Our analysis demonstrated that as the curriculum progressed, children engaged with collective and blended feedback, i.e., input that leads to collective sense-making and liminal blending of multiple sources, in ways that enhanced collective agency over their inquiry. First, we focused on how children transitioned from individualized views of feedback to more collective views by blending multiple sources of feedback (from self, peers, teachers/researchers, and technology) to make sense of solid bonds. Second, we found that the children leveraged feedback from their peers, facilitators, and technology-provided representations to explore how the particles must behave collectively to form liquid bonds. Third, we saw how children engaged with feedback differently on the basis of their role (observing versus embodying) in an activity focused on making gas bonds. More than simply demonstrating the sophistication with which young children engage in collective inquiry-based learning through embodied and technology-enhanced play designs, our work also demonstrates how future learning environments with complex feedback structures (i.e., the coordination of multiple sources and multiple modalities by children working collaboratively) can be designed to support student inquiry and young children’s agency in blending feedback sources that they determine enhance their collective sense-making.