Sources

Veranstaltungen Bildungsserver

Schulentwicklung wirksam sichern - Qualität durch Evaluation

2 hours 42 minutes ago
20.05.2026. Evaluation macht Schulentwicklung nachhaltig und lernfähig. Dieser Impuls zeigt, wie Wirkung, Fortschritt und Nachhaltigkeit von Zielen und Maßnahmen überprüft werden können. Veranstalter: Robert Bosch Stiftung. Link: https://campus.deutsches-schulportal.de/event/schulentwicklung-wirksam-sichern-qualitaet-durch-evaluation-810 .

Lernen durch Engagement (LdE): Schulentwicklung partizipativ und zeitgemäß gestalten

2 hours 50 minutes ago
29.04.2026. In diesem Online-Impuls erhalten Schulleitungen und Lehrkräfte der Primarstufe einen praxisnahen Einblick, wie Schul- und Unterrichtsentwicklung mit Lernen durch Engagement (LdE) gelingen kann. Gemeinsam mit der Preisträgerschule Schule an der Burgweide aus Hamburg werden Schritte und Gelingensbedingungen vorgestellt, wie LdE nachhaltig Teil von Schulentwicklung wird. Veranstalter: Robert Bosch Stiftung. Link: https://campus.deutsches-schulportal.de/event/lernen-durch-engagement-lde-schulentwicklung-partizipativ-und-zeitgemaess-gestalten-843 .

Wie ermöglicht ein rhythmisierter Schulalltag mehr Raum für individuelles Lernen?

2 hours 58 minutes ago
22.04.2026. An dieser Präsenz-Fortbildung erhalten Teilnehmende praxisorientierte Impulse zur rhythmisierenden Struktur von Unterrichts- und Schulalltag, um Lernzeiten und Lernformen so auszurichten, dass mehr Raum für individuelles Lernen entsteht. Veranstalter: Robert Bosch Stiftung. Link: https://campus.deutsches-schulportal.de/event/wie-ermoeglicht-ein-rhythmisierter-schulalltag-mehr-raum-fuer-individuelles-lernen--792 .

Planspiel Gute Schule: Zukunftskompetenzen für eine Berufswelt im Wandel

3 hours 8 minutes ago
19.03.2026. Was macht gute Schule aus? Mit dieser Frage setzt sich das Planspiel „Gute Schule“ digital auseinander. In dieser Veranstaltung beschäftigen Sie sich spielerisch mit erfolgreicher Unterrichts- und Schulentwicklung, indem Sie sich mit verschiedenen Ansätzen zum Thema "Wie kann Schule Zukunftskompetenzen vermitteln und auf zukünftige Berufe vorbereiten?" auseinandersetzen und mit anderen Teilnehmern und Teilnehmerinnen co-kreative Lösungsansätze hierfür erspielen. Veranstalter: Robert Bosch Stiftung. Link: https://campus.deutsches-schulportal.de/event/planspiel-gute-schule-zukunftskompetenzen-fuer-eine-berufswelt-im-wandel-845 .

Slogans, Symbole und Begriffe - Bedeutungen und Umgang in der Schule

3 hours 17 minutes ago
17.03.2026. Seit dem 7. Oktober 2023 sind die Debatten um Slogans, Begriffe und Symbole auch in der Schule angekommen: Ob der Slogan „From the River to the Sea“, das Symbol der Wassermelone oder der Begriff “Zionismus” - hier gibt es widersprüchliche Verständnisse und Deutungen. In dieser Fortbildung diskutieren wir Bedeutungen, Wirkungen und den Umgang damit in der Schule. Veranstalter: Robert Bosch Stiftung. Link: https://campus.deutsches-schulportal.de/event/slogans-symbole-und-begriffe-bedeutungen-und-umgang-in-der-schule-800 .

Demokratie.Macht.Schule.-Gemeinsam lernwirksamen Unterricht gestalten

3 hours 28 minutes ago
17.03.2026. Ziele des Lernforums sind es praktische Beispiele aufzuzeigen: wie demokratische Kompetenzen aufgebaut und implementiert werden können, Schulen für progressive Unterrichts- und Schulentwicklung zu begeistern, gute Schulpraxis durch Praxisnahe Impulse sichtbar zu machen, regionale und zugängliche Netzwerke unter den Teilnehmenden zu stärken und Schulen für den Schulpreis zu begeistern. Veranstalter: Robert Bosch Stiftung. Link: https://campus.deutsches-schulportal.de/event/demokratie-macht-schule-gemeinsam-lernwirksamen-unterricht-gestalten-817 .

Zukunftskompetenzen praxisnah fördern: Schüler:innenfirmen im Unterricht

3 hours 41 minutes ago
16.03.2026. Verantwortung übernehmen, eigene Ideen realisieren und wirtschaftliche Zusammenhänge praxisnah verstehen: Schüler:innenfirmen ermöglichen handlungsorientiertes Lernen und fördern zentrale Zukunftskompetenzen im Unterricht. In dieser Veranstaltung erhalten Lehrkräfte einen praxisnahen Einblick, wie Schüler:innenfirmen im Unterricht aufgebaut und begleitet werden können. Anhand des Unterrichtsmaterials „KLASSE SCHÜLER:INNENFIRMA“ von Startup Zukunft! zeigen wir konkrete Umsetzungsschritte. Veranstalter: Robert Bosch Stiftung. Link: https://campus.deutsches-schulportal.de/event/zukunftskompetenzen-praxisnah-foerdern-schueler-innenfirmen-im-unterricht--846 .

Workshop: „Sprechstunde Antisemitismus im Klassenzimmer und in der außerschulischen Jugendbildung“

4 hours ago
04.03.2026. An diesem Workshop werden antisemitische Narrative, Bilder und Erscheinungsformen moderner Formen von Antisemitismus aufgeklärt und pädagogische Fallbeispiele analysiert, um konkrete Handlungsoptionen im Schulalltag und in der außerschulischen Bildungsarbeit zu diskutieren und die pädagogische Haltung gegenüber Antisemitismus zu reflektieren und zu stärken. Veranstalter: Hessische Landeszentrale für politische Bildung in Kooperation mit dem Sara-Nussbaum-Zentrum. Link: https://hlz.hessen.de/veranstaltungen/aktuelle-veranstaltungen/workshop-sprechstunde-antisemitismus-im-klassenzimmer-und-in-der-ausserschulischen-jugendbildung-2026-03-04t000000z/ .

Schulmanagement-Tagung 2026-"Freiräume nutzen: Schulentwicklung im gesellschaftlichen Wandel"

4 hours 3 minutes ago
19.03.2026. An dieser Schulmanagement-Tagung werden aktuelle Anforderungen an Schulen im Kontext gesellschaftlicher Veränderungen – wie soziale Ungleichheiten, migrationsbedingte Diversität, Digitalisierung und neue Familienformen – aufgegriffen und diskutiert. Die Tagung vermittelt Orientierung, indem Beispiele von Freiräumen und Konzepten zur Schulentwicklung vorgestellt werden. Veranstalter: Arbeitsstelle Schulentwicklung (AS), am Zentrum für Lehrkräftebildung - Didaktisches Zentrum (DiZ). Link: https://uol.de/smt2026 .

KI macht Unterricht: Live auf der Bildung DIG!TAL in Mainz

1 day 4 hours ago
19.03.2026. An dieser Veranstaltung erleben alle TeilnehrmerInnen, wie auf der Bildung DIG!TAL in Mainz gezeigt wird, wie aus einer Unterrichtsidee in Minuten eine komplette, lehrplankonforme Stunde entsteht – unter Einsatz von KI-gestützten Tools wie dem Classroom-Manager von Lehrer-Online und begleitenden Materialien. Veranstalter: Lehrer Online in Kooperation mit der Messe BILDUNG.DIG!TAL. Link: https://www.lehrer-online.de/aktuelles/aktuelle-nachrichten/news/na/ki-macht-unterricht-live-auf-der-bildung-digtal-in-mainz/ .

Superdiverse Kindheiten als Herausforderung für die frühkindliche Bildung

1 day 4 hours ago
15.04.2026. An dieser Online Lunchbag Session wird beleuchtet, wie Superdiversität kindliche Bildungsprozesse prägt und welche Anforderungen sich daraus für pädagogische Fachkräfte, Institutionen und Bildungspolitik ergeben. Veranstalter: Deutsches Jugendinstitut e.V. . Link: https://www.dji.de/ueber-uns/veranstaltungen/detailansicht/veranstaltung/1706-superdiverse-kindheiten-als-herausforderung-fuer-die-fruehkindliche-bildung.html .

Kooperation zur Förderung chancengerechten Aufwachsens. Rechtliche Gestaltungsmöglichkeiten

1 day 4 hours ago
29.04.2026. An dieser Online Lunchbag Session werden die zentralen Ergebnisse einer juristischen Expertise vorgestellt, die untersucht, inwieweit der Bund die Zusammenarbeit der zentralen Akteure (insbesondere Jugendhilfe, Gesundheit und Schule) auf lokaler Ebene rechtlich rahmen und finanziell fördern darf. Veranstalter: Deutsches Jugendinstitut e.V.. Link: https://www.dji.de/ueber-uns/veranstaltungen/detailansicht/veranstaltung/1708-kooperation-zur-foerderung-chancengerechten-aufwachsens-rechtliche-gestaltungsmoeglichkeiten.html .

Fachtagung: Arm trotz Arbeit – Herausforderungen von Working Poor für Individuum, Familie und Gesellschaft

1 day 4 hours ago
11.05.2026. Im Rahmen der Kooperation der Institute DJI und IAB wird eine  gemeinsame organisierte Fachtagung zum Thema „Arm trotz Arbeit – Herausforderungen von Working Poor für Individuum, Familie und Gesellschaft“ angekündigt.  Veranstalter: Institut für Arbeitsmarkt- und Berufsforschung (IAB) in Kooperation mit dem Deutschen Jugendinstitut e.V. (DJI). Link: https://www.dji.de/ueber-uns/veranstaltungen/detailansicht/veranstaltung/1702-fachtagung-arm-trotz-arbeit-herausforderungen-von-working-poor-fuer-individuum-familie-und-gesellschaft.html .

Fachtagung: Arm trotz Arbeit – Herausforderungen von Working Poor für Individuum, Familie und Gesellschaft

1 day 4 hours ago
11.05.2026. Im Rahmen der Kooperation der Institute DJI und IAB wird eine  gemeinsame organisierte Fachtagung zum Thema „Arm trotz Arbeit – Herausforderungen von Working Poor für Individuum, Familie und Gesellschaft“ angekündigt.  Veranstalter: Institut für Arbeitsmarkt- und Berufsforschung (IAB) in Kooperation mit dem Deutschen Jugendinstitut e.V. (DJI). Link: https://www.dji.de/ueber-uns/veranstaltungen/detailansicht/veranstaltung/1702-fachtagung-arm-trotz-arbeit-herausforderungen-von-working-poor-fuer-individuum-familie-und-gesellschaft.html .

„Ich sehe dich“ – Stärken autistischer Kinder entdecken und Entwicklung ermöglichen

1 day 11 hours ago
09.03.2026. Wie können wir autistische Kinder so begleiten, dass sie Sicherheit, Orientierung und Vertrauen entwickeln – und ihre Stärken entfalten können? In dieser Fortbildung geht es darum, einen ressourcenorientierten Blick einzunehmen und alltagsnahe Wege der Unterstützung kennenzulernen. Im Mittelpunkt stehen: der Blick auf die Potenziale autistischer Kinder, die Bedeutung von sicheren Beziehungen und Schutzräumen, sowie konkrete Impulse, wie Struktur, Kommunikation und Regulation feinfühlig unterstützt werden können. Die Teilnehmenden erhalten praxisnahe Anregungen, reflektieren ihre Haltung und nehmen Ideen mit, die sich unmittelbar in den pädagogischen Alltag übertragen lassen. Veranstalter: ZAK Germany - Zentrum für Autismus-Kompetenz und Inklusion . Link: https://www.zak-germany.de/event/ich-sehe-dich-2/ .

Autismus-Spektrum im Schul-System: Ein nicht enden wollender Hürdenlauf? Praxistipps zur Inklusion

1 day 11 hours ago
07.03.2026. Treffen Autismus-Spektrum und Schul-System aufeinander, kollidieren zwei scheinbar unvereinbare Welten. Vielen Menschen im Autismus-Spektrum ist die Schulzeit an Regelschulen eine unerträgliche, ist sie doch geprägt von Krisen, (Erschöpfungs-)Depressionen, Angststörungen und dem ständigen Gefühl des ungewollten Scheiterns. Schnell zeigen sich im Schul-System Arbeitende überfordert und wissen nicht, wie sie reagieren sollen. Dass sie mit viel Empathie und mit wenigen Schritten die Welt für Autist*innen an Regelschulen einfacher gestalten können, zeigt dieses Seminar. Veranstalter: ZAK Germany - Zentrum für Autismus-Kompetenz und Inklusion . Link: https://www.zak-germany.de/event/autismus-spektrum-im-schul-system/ .

Stolpersteine des Hilfesystems

1 day 11 hours ago
16.03.2026. Die Erziehung autistischer Kinder stellt an betroffene Eltern besondere Herausforderungen und bringt sie oftmals im Alltag an ihre emotionale und praktische Belastungsgrenze. Um ihren Kindern eine Teilhabe am gesellschaftlichen Leben zu ermöglichen, handhaben Eltern viele Dinge im Alltag bewusst „anders“, werden als widerständig, wunderlich oder auch unbelehrbar wahrgenommen. Ihre alltäglichen Leistungen, persönlichen Ressourcen, individuellen Wünsche und Bedarfe bleiben dabei jedoch noch viel zu oft im Verborgenen… Inhalte: Herausforderungen von Familien mit einem autistischen Kind verstehen, Besonderheiten im Alltagsmanagement stärken, Ressourcen und alltägliche Leistungen erkennen, Fragen und Austausch Veranstalter: ZAK Germany – Zentrum für Autismus-Kompetenz und Inklusion. Link: https://www.zak-germany.de/event/komische-eltern-komische-kinder/ .

Schule Global Tag der offenen Tür

1 day 15 hours ago
25.03.2026. Am 25. März von 16.00 – 18.00 Uhr öffnet Schule:Global zum ersten Mal in diesem Jahr die (digitalen) Türen. Teilnehmende erwartet ein bunter Praxisabend mit drei spannenden, parallelen Kurzworkshops. Finanzierung interkultureller Austauschprojekte  Partnerschulsuche und -arbeit  Inhaltliche Ausgestaltung eines Schulaustausches  Außerdem werden Informationen zu den kostenlosen Schule Global-Unterstützungsangeboten für Schulen und Lehrkräfte in Form von Lehrkräftefortbildungen, eine dreijährige Coaching-Begleitung und Schüler*innenworkshops vorgestellt. Veranstalter: Schule Global. Link: https://aja-org.de/schuleglobal/lehrkraefte-workshops/schule-global-tag-der-offenen-tuer/ .

Lehrkräfte-Fortbildung: Diversität und Interkulturalität – Umgang mit Vielfalt in der Schule

1 day 15 hours ago
19.03.2026. Die Fortbildung „Diversität und Interkulturalität – Umgang mit Vielfalt in der Schule“ vermittelt Grundlagen zu Diversität und interkulturellem Miteinander im Schulalltag. Lehrkräfte tauschen sich über Erfahrungen aus, lernen praktische Übungen kennen und entwickeln Strategien für einen konstruktiven, diskriminierungsfreien Umgang mit Vielfalt in der Schulgemeinschaft. Methodisch stehen Austausch, Reflexion und Perspektivwechsel im Mittelpunkt. Veranstalter: Schule Global. Link: https://aja-org.de/schuleglobal/lehrkraefte-workshops/fortbildung-diversitaet-und-interkulturalitaet/ .

EPALE Akademie: Zukunftsfähigkeit der Erwachsenenbildung – Agil arbeiten, nachhaltig wirken

1 day 15 hours ago
26.03.2026. Bildungsinstitutionen sehen sich zunehmend mit komplexen Veränderungsprozessen konfrontiert, die mit etablierten Herangehensweisen allein oft nicht mehr zu bewältigen sind. Besondere Aufmerksamkeit gilt dabei der Transformation von Arbeitskulturen und Organisationsstrukturen, wie sie im Konzept "New Work" sichtbar wird: flexible, agile Arbeitsweisen, flachere Hierarchien und mehr Selbstorganisation. Vor dieser Entwicklung stehen Erwachsenenbildungseinrichtungen vor der Frage, wie sie diesen Wandel aktiv mitgestalten können, ohne ihre Identität und ihren spezifischen Bildungsauftrag zu verlieren. Gleichzeitig wird erwartet, dass sie Themen wie Nachhaltigkeit und gesellschaftliche Teilhabe nicht nur inhaltlich aufgreifen, sondern auch strukturell verankern. Im Fokus dieser Akademie steht daher das Thema "Zukunftsfähigkeit in der Erwachsenenbildung – Strukturen und Organisationen im Wandel". Aus der Perspektive von Agilität und Nachhaltigkeit werden organisationale Strukturen und Kulturen betrachtet: Wie können agile Prinzipien helfen, nachhaltige Organisationsentwicklung zu fördern und Lernangebote so zu gestalten, dass sie langfristig wirksam sind? Wie können neue Strukturen und Arbeitskulturen dazu beitragen, Erwachsenenbildung für alle zugänglich zu machen? Welche innovativen Lernformate fördern die Teilhabe unterschiedlicher Zielgruppen und tragen zu einer inklusiven Gestaltung der Bildungslandschaft bei? Terminübersicht zur EPALE Akademie: 1. Workshop-Termin | Donnerstag, 26.03.2026 | 09:30 – 12:30 Uhr Begleitete Selbstlernphase: 27.03.-15.04.2026 2. Workshop-Termin | Donnerstag, 16.04.2026 | 09:30 – 12:30 Uhr. Veranstalter: EPALE Deutschland. Link: https://epale.ec.europa.eu/de/blog/epale-akademie-zukunftsfaehigkeit-der-erwachsenenbildung-agil-arbeiten-nachhaltig-wirken .

AJET

BJET

Cognition and Instruction

Distance Education

ETR&D

Enhancing design ldeation: comparing AIGC-engaged and traditional brainstorming in educational contexts

1 day 4 hours ago
Generating creative ideas is essential for designers, as creativity underpins all subsequent stages of the design process. This study investigates the impact of Artificial Intelligence Generated Content (AIGC) and traditional methods on design ideation in the context of design education. A controlled experiment was conducted with 21 undergraduate industrial design students of similar academic backgrounds, divided into an experimental group (AIGC-engaged brainstorming) and a control group (traditional brainstorming). Students’ creative outputs were evaluated based on four criteria: novelty, feasibility, correlation, and utility. The study further examined how different design themes and students’ questioning strategies influenced outcomes. Results show that, overall, AIGC-engaged brainstorming outperformed traditional methods in enhancing the novelty, feasibility, and correlation of learners’ design ideas. However, variations in design themes affected AIGC’s creative effectiveness, suggesting the need to balance the strengths of both AIGC and traditional approaches in educational settings. About utility, different interaction patterns between student groups and AIGC led to divergent results. Drawing on the Geneplore model of creative cognition, this study proposes an AIGC-engaged cognitive–prompting model of design ideation, offering practical guidance for effective collaboration to enhance creative performance in design education.

An empirical longitudinal study of AI integration in transforming teachers’ pedagogical content knowledge: insights from language educators in rural China

2 days 4 hours ago
This longitudinal study, grounded in Dynamic Systems Theory (DST), explores how language teachers’ integration of AI tools evolves over an 18-week period, revealing AI adoption as a complex pedagogical transformation rather than a simple technological shift. Drawing on these findings, the research introduces two models: (1) the DST-informed Pedagogical Content Knowledge (PCK) model, which specifies AI-empowered PCK by detailing the five domains of knowledge teachers draw upon, and how these inform teaching practice and scaffolding strategies for personalised student learning; and (2) the AI-in-PCK stage framework, which maps the trajectory of AI adoption, illustrating how teachers’ concerns and practices evolve from initial exploration and experimentation to strategic integration and ongoing learning, while responding to classroom realities and student feedback. Together, these models illuminate adaptive, multifaceted changes in PCK and teaching practice, highlighting how AI integration shapes decision-making and professional growth. The findings underscore critical implications for designing flexible, context-responsive professional learning and systemic support strategies, particularly in under-resourced rural contexts, and provide a foundation for future AI-in-PCK research.

Enhancing inhibition ability through situational training games: effectiveness, motivation and experience

3 days 4 hours ago
Traditional cognitive training often relies on repetitive exercises, which can lead to boredom and diminished engagement. Game-based design has the potential to address this issue by making training more engaging and enjoyable. Nevertheless, many existing cognitive training games are not grounded in theoretical frameworks. In addition, many situational training games lack meaningful connections to real-life scenarios, which may influence training effectiveness and learner experience. To bridge these gaps, this study proposes a situational cognitive training game framework, which consist of cognitive training foundation (classic inhibition trainings), motivational design framework (game elements), and human–computer interaction framework (authentic contexts). Furthermore, a series of innovative situational training games was developed based on the framework. To ensure that training-oriented games could still retain the affective advantages of game-based learning, we compared these games with casual games from three perspectives: training outcomes, motivation, and game experience. A total of 38 university students from Taiwan participated in the experiment, engaging in both types of games. The findings revealed that the cognitive training games significantly increased inhibition ability, comparing post-test scores between groups and within group. Moreover, participants reported higher motivation, particularly in the dimension of confidence, when playing situational training games than when playing casual games. No significant difference was found in overall game experience between the two types of games. These findings suggest that situational training games can effectively enhance inhibition ability while sustaining motivation and providing a comparable game experience to casual games. The results highlight the importance of designing executive function training games grounded in theory and incorporating game elements such as real-life authenticity and appropriate challenges to support learners’ sense of relatedness and autonomy.

Fostering students’ computational thinking and mathematical learning through a Scratch-based probability module: a quasi-experimental study

6 days 4 hours ago
The integration of computational thinking (CT) and mathematics learning in K–12 education has garnered increasing scholarly interest; however, its application within the domain of probability remains underexplored. This study designed and implemented a seven-week Scratch-based probability module and investigated its effects on students’ CT and mathematics learning, as well as influencing factors: gender and prior programming experience. Using a mixed-methods approach, data were collected from 31 seventh-grade students at a Shanghai middle school via pre- and post-tests, interviews, and students’ digital makings. The results revealed that the Scratch-based probability module significantly enhanced students’ CT concepts (particularly the ‘conditionals’ concept), CT perspectives: ‘expressing’ and ‘connecting’, and facilitated students’ mathematics learning, with notable improvements in ‘classical probability’ and ‘compound events’. While gender moderately influenced CT concept mastery, no significant difference existed in mathematics concept performance. Prior programming experience showed no significant influences on performance in either CT concepts or mathematics concepts. These findings contribute to the growing body of literature on CT integration in mathematics education by broadening the scope of mathematical content suitable for CT integration, offering practical implications for curriculum-aligned CT integration, and shedding light on the complex interplay between CT and mathematical learning.

Linking shared metacognition to community of inquiry in online graduate courses

6 days 4 hours ago
As online learning continues to grow, understanding how learners regulate their cognition both individually and collaboratively is critical to designing meaningful online learning experiences. While the Community of Inquiry (CoI) framework provides a well-established model for designing quality online courses, its relationship with online learners’ metacognitive development in collaborative settings remains underexplored. This study investigated the relationships between online learners’ shared metacognition—including self-regulation and co-regulation—and their perceived social, teaching, and cognitive presences, as outlined in the CoI framework. Before investigating these relationships, we evaluated the psychometric properties of the partially validated Shared Metacognition Questionnaire (Garrison and Akyol, The Internet and Higher Education 24:66–71, 2015) and provided additional validity and reliability evidence. The study included 348 graduate students enrolled in 25 fully online courses in the United States. Data were analyzed using confirmatory factor analysis and structural equation modeling. The findings revealed that (1) the SMQ is a valid and reliable instrument for assessing learners’ metacognition in online collaborative settings, (2) shared metacognition significantly correlates with social, teaching, and cognitive presences, (3) cognitive presence demonstrates the strongest correlation with shared metacognition, followed by social and teaching presences, and (4) compared to self-regulation, co-regulation is more influential across social, teaching, and cognitive presences. These findings contribute to the measurement of online learners’ metacognition, advance the understanding of the CoI framework by linking it to metacognitive processes, and offer practical implications for designing collaborative online learning environments that foster metacognitive development.

Model-based support for teaching practice and self-efficacy in artificial intelligence-enhanced virtual reality teaching simulation

1 week 3 days ago
Effective teaching plays a vital role in fostering cognitive and psychological development in humans. Virtual reality simulations, along with the embedded, artificial intelligence (AI)-powered virtual student agents, offer opportunities for preservice teachers to practice teaching iteratively in a dynamic, context-rich manner. However, preservice teachers face challenges when practicing in these AI-enhanced VR simulations. In this study, we designed and investigated model-based supports aimed at scaffolding preservice teachers during simulation-based pretraining, in-simulation, and post-simulation stages. This experimental study with 57 preservice teachers indicated significant positive impacts of model-based support on teaching knowledge and skills development. Furthermore, significant improvements in knowledge of teaching were observed in the experimental groups using model-based support in the AI-enhanced VR simulation, from pre- to post-test. However, the difference between the experimental and control groups in teaching self-efficacy was nonsignificant. The implications of these findings and potential future directions for designing learning support in VR simulation-based teacher education are discussed.

Supporting online learners’ regulation skills with the help of learning analytics and generative artificial intelligence

1 week 4 days ago
Students often struggle to stay engaged and effectively regulate their learning in online environments, which can negatively impact their learning experiences. Despite the established importance of self-regulation of learning skills (SRLs) in maintaining engagement, many students face significant challenges in developing and implementing these skills due to a lack of adequate feedback. This is primarily due to tutors' high workloads and the difficulties inherent in engaging students in online settings. This study examines the impact of Learning Analytics (LA)-driven interventions to improve students' SRLs in online learning environments. Specifically, it compares the impact of feedback from Generative Artificial Intelligence (GenAI) and human tutors in a nine-week statistics course delivered via MOODLE at a higher education institution, employing LA and clustering techniques to model SRLs based on Ye & Pennisi’s (2022) framework. In a quasi-experimental design, participants with varying SRLs were assigned to either a tutor-feedback or GenAI-feedback group. Feedback readability and reliability evaluations indicate that LA-driven GenAI-produced feedback was significantly more readable than human tutor feedback (p < 0.01) and demonstrated higher reliability than tutor-generated feedback. Results show that students in the low SRLs cluster receiving GenAI feedback exhibited statistically significant improvements in goal-setting skills (p < 0.05) and overall SRLs levels (p < 0.05) compared to the tutor-feedback group. In contrast, no significant differences were observed among high SRLs cluster students. This study underscores the potential of LA-driven GenAI feedback to be able to develop tailored, scalable feedback, improving SRLs performance of low SRLs students in online higher education contexts. Future research should explore these effects across diverse student groups and investigate the collaborative potential of semi-automated feedback systems that include tutors.

Understanding online knowledge communities via social networks and self-regulation in synchronous VR co-creation for distance learning during the COVID-19 pandemic

3 weeks 2 days ago
This study examined social networks and self-regulation in two different co-creation environments (2D digital and 3D VR co-creation) through SNA and ANCOVA. The study utilized a quasi-experimental research design with 44 tenth-grade students, 24 males (55%) and 20 females (45%), from an English class at a public senior high school in northern Taiwan. To assess the effects of the environment, the classes were divided into a control group and an experimental group, with a valid sample of 22 in each group. As the results showed, 3D VR co-creation manifested more restricted social networks with fewer cliques but higher cohesiveness, reciprocity and betweenness. This suggests not only greater community solidarity and stability in 3D VR co-creation but also greater needs of 3D VR co-creators for interconnection when facing the novelty effect. Such dependence on interaction corroborated the dominance of lower-level cognitive strategies in 3D VR communities and echoed the ANCOVA results showing that strategy use was the most prominent self-regulatory skill in 3D VR co-creation. The limitation on gender composition was specified. Further implications are discussed, and suggestions for increased co-creation time, coworking strategies, and the development of a predictive model as scaffolding are offered.

Cheating in the second year of generative AI chatbots: a follow-up study on high school student cheating behaviors

3 weeks 3 days ago
This study examines the evolving relationship between AI chatbots and academic integrity and students’ AI chatbot usage in high schools one and a half years after the release of ChatGPT. Through a comprehensive survey of students across six schools (N = 4,354) in the United States, we investigated students' self-reported cheating behaviors, patterns of AI use across different school-related tasks, and student perspectives on appropriate AI use in academic settings. Our findings revealed that overall cheating rates remain stable at 72.06%, consistent with historical baselines and prior studies, suggesting that AI availability has not changed overall cheating prevalence in high school. Additionally, more students reported using AI chatbots for support tasks like concept explanation and idea generation. Regarding students' reported preferences for allowing AI chatbots for school-related tasks, at this point, they still strongly supported using AI for conceptual understanding and brainstorming, and they maintained clear boundaries against using it for completing entire assignments. These findings suggest that while AI’s prevalence has not altered the patterns of academic integrity at schools, students' evolving perspectives on appropriate AI use provide valuable insights for schools and administrators integrating AI into traditional school settings.

Beyond points and badges: systematic design and refinement of gamified learning through educational design research

1 month ago
Gamification shows promise for enhancing student engagement in higher education; however, most research employs traditional experimental designs that fail to capture the iterative, context-sensitive process necessary for effective implementation. This study demonstrates how Educational Design Research (EDR) provides a robust methodological framework for gamification research, moving beyond effectiveness questions to understand how game-based interventions can be systematically designed and refined over time. Responding to persistent engagement challenges in a graduate instructional design course where students reported content as “dry and uninteresting,” a collaborative research team employed EDR methodology across six iterations. Using the Werbach and Hunter framework, the team systematically integrated gamification dynamics (space exploration narrative), mechanics (mission-based progression), and components (leaderboards, badges, interactive multimedia). Data from 188 participants included performance metrics and satisfaction surveys (n = 143, 76% response rate), analyzed through mixed-methods approaches, including systematic qualitative coding. Findings reveal students engaged most actively with narrative-driven missions and collaborative discussions. Students reported enhanced motivation compared to traditional course formats, with qualitative analysis revealing appreciation for coherent storylines, meaningful progression, and authentic connections between game elements and learning objectives. The iterative EDR process enabled continuous refinement, resulting in five empirically grounded design principles: collaborative design, narrative continuity, interactive technological ecosystems, peer-to-peer interaction, and flexible engagement strategies. This study provides practical guidance for gamification implementation and methodological innovation in educational technology research, demonstrating how EDR’s systematic approach captures complex contextual factors influencing gamification success and generates transferable theoretical understanding about game-based learning design.

An initial application of SCILDD: a Strategic, Co-created, and Iterative Learning Design and Development process

1 month ago
This article introduces a Strategic, Co-created, and Iterative Learning Design and Development (SCILDD) process, based on models drawn from the literatures of instructional design, design-based thinking, and design-based research. SCILDD includes five essential design components: the initial establishment of strategy, the evolution of that strategy throughout the process, iterative cycles of development, co-creation with target learners, and three clear phases of work that approximately align with analysis (A), design and development (DD), and implementation and evaluation (IE). When utilized together, these components function to leverage the benefits of previous models while mitigating their challenges. SCILDD is intended to invite flexibility and adaptability while maintaining strategic focus, to support design processes situated within a wide range of contexts. The Classroom Pivotal Response Training (CPRT) case study illustrates the application of SCILDD to create (a) a web-based tool to help teachers determine which CPRT components should be prioritized for individual students or instructional settings, and (b) a virtual training module to allow hands-on application of CPRT concepts while supporting large-scale training tailored to teachers and paraprofessionals. This initial application of SCILDD resulted in products perceived to be engaging, usable, and useful. Considerations for future SCILDD application are discussed.

Student engagement profiles in a mobile app: Links to self-regulated learning and performance

1 month ago
Engaging in independent learning during self-study time is an essential part of learning in higher education. The ubiquity of mobile devices and their applications offer students a flexible, on-the-go learning experience. However, flexible learning environments require students to self-regulate their learning. The current study examined student engagement with a mobile study app intended for students to engage in retrieval practice with feedback as part of self-regulated learning (SRL). Three research questions were addressed: (1) What are the student engagement profiles that can be identified based on students’ activity with the study app? (2) Do the profiles differ in SRL and academic performance? and (3) What is the relationship between the identified student profiles, SRL, and academic performance? Through a learning analytics approach, results identified three distinct student profiles: active, disengaged, and utilitarian. Self-efficacy and time-management positively predicted exam grades, while self-evaluation showed an inverse effect. Active engagement positively influenced exam grades, underscoring individual differences in SRL.

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

1 month 1 week 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 month 3 weeks 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 month 3 weeks 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

1 month 3 weeks 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

1 month 4 weeks 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

2 months 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

2 months 1 week 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.

IEEE ToLT

Instructional Science

The more, the worse? The influence of the seductive detail amount on learning

6 days 4 hours ago
Seductive details, which are interesting but irrelevant digressions included in a learning environment (e.g., fun facts), have been shown to impair the learning performance of students. However, to date, it is unclear whether the amount of seductive detail content is crucial for the extent of this detrimental effect, or whether it is more a phenomenon of presence or absence, as other studies have been inconclusive in this regard. Hence, in the present studies (N = 191 and N = 101), learners were presented with a varying amount of seductive detail content embedded within a learning text. Instead, the number of text interruptions by seductive content was kept constant between conditions. Both studies consistently showed a linear negative effect of the seductive detail amount on recall performance. Furthermore, Study 2 indicated a polynomial trend regarding transfer performance, suggesting that small seductive detail amounts could improve transfer, even though cross-validation showed that this model is rather unstable. Prior knowledge and working memory capacity did not significantly attenuate the seductive details effect. The results imply that the extent of the seductive detail effect is dependent on the amount of seductive detail content presented. Especially the inclusion of large amounts of digressions should be avoided by teachers and instructional designers, while the inclusion of small amounts might have rather negligible effects.

Associations between student-perceived teaching quality and students’ mathematics confidence and mathematics achievement: A study of Swedish grade 4 TIMSS 2019

1 month ago
Students’ socioeconomic background is a strong predictor of academic achievement. Likewise, teaching quality is considered an important prerequisite influencing students’ educational opportunities and their academic achievement and affective outcomes. Empirically, there is still a need for research on these presumed relations. Especially on the associations between younger students’ perceptions of teaching quality and students’ mathematics achievement and mathematics confidence. Drawing theoretically on educational effectiveness research, this study investigated relationships between aspects of teaching quality (classroom management and instructional clarity) and mathematics achievement and mathematics confidence. These relationships were explored in a secondary analysis of students’ perceptions of their teacher’s activities and instructions as indicators of teaching quality. The rationale is that students experience and perceive the teacher’s actions in the classroom, and they may be influenced differently. Aggregating students’ perceptions at the classroom level will decrease the bias of individual ratings. The sample comprised grade four data from the Swedish 2019 cycle of the IEA Trends in Mathematics and Science Study (TIMSS) (N = 3,965). Multilevel structural equation modelling was used to keep classroom variation separate from individual variation when exploring associations between classroom management and instructional clarity and mathematics achievement, and mathematics confidence. Results showed that at the classroom level, mathematics achievement is strongly related to aggregated classroom management. At the individual level, classroom management was associated significantly with mathematics achievement, and instructional clarity with mathematics confidence. Additionally, teaching quality could be beneficial for students with lower SES backgrounds, as findings indicated an achievement gap between classrooms in Sweden. Limitations and implications are discussed.

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

1 month 2 weeks 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

1 month 2 weeks 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 month 2 weeks 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 month 3 weeks 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

2 months 1 week 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.

Interactive Learning Environments

International Journal of Computer-Supported Collaborative Learning

Exploring the combined effects of group awareness support and students’ self-regulated learning levels on socially shared regulation of learning and learning outcomes in CSCL

2 days 4 hours ago
Effective socially shared regulation of learning (SSRL) in computer-supported collaborative learning (CSCL) often fails to occur because students lack awareness of their peers’ and groups’ activities, thus leading to unsatisfactory learning outcomes. While both group awareness (GA) support and students’ self-regulated learning (SRL) levels are critical to CSCL, previous research has considered them separately, and investigation of their combined effects, especially on students’ SSRL, remains limited. Addressing these gaps, the present study conducted an 18-week experiment with a two-level factorial design to examine the main and interaction effects of GA support (present versus absent) and students’ SRL levels (high versus low) on perceived SSRL skills, observed SSRL behaviors, group task performance, and individual knowledge achievement. A total of 54 undergraduates enrolled in an Educational Research Methods course were randomly assigned to either a GA+ class (n = 28) or a GA− class (n = 26). The results revealed that: (1) GA support showed significant positive effects on all four measured variables, (2) SRL levels showed no significant main effects on these core measures, and (3) interaction analyses suggested that GA support substantially improved overall perceived SSRL skills among low-SRL students, whereas high-SRL students showed greater gains in the monitoring and adapting dimensions of observed SSRL behaviors. No interaction effect emerged for individual knowledge achievement. On the basis of these findings, several practical implications for facilitating successful collaborative learning are proposed.

A temporal network approach to reveal the longitudinal dynamics of CSCL group regulation and productive collaboration

1 week 1 day ago
Research on online problem-based learning—and computer-supported collaborative learning at large—has mostly focused on either the order of group members’ interactions (using time-oriented methods) or the co-occurrence of interactions (using network methods) within the same collaborative episode, while work on longitudinal dynamics has so far been lagging. In this study, we implement a novel method that combines the advantages of both approaches: the relational and temporal dimensions, which is temporal network analysis. Additionally, to capture changes at different temporal scales, we use sequence analysis and multilevel growth models to study how interactions and patterns unfold across time. Our results showed that students who used interactive socioemotional or regulated constructive patterns were more productive in terms of cognitive and knowledge productivity. Explicit group regulation was infrequent and emerged in response to challenges, questions, or disagreements, often with teacher support. Most groups settled into stable regulatory patterns early on, with limited change over time, and transitions—when they occurred—were usually between similar patterns. Our results also suggest that regulation does not naturally improve with time alone, underscoring the importance of early, targeted instructional support to foster more productive regulatory approaches.

Collaborative knowledge construction with generative AI: Exploring argumentative co-writing processes through n-gram and cluster analysis

1 week 1 day ago
Since the beginning of computer-supported collaborative learning (CSCL) research, collaborative writing has been playing a pivotal role as a tool for learning and knowledge construction. In the study presented here, we ask to what extent large language models may not only assist individuals in their writing processes but also serve as a collaboration partner. For this purpose, we analyzed the writing process of individuals supported by ChatGPT. We introduce the use of recurring n-grams as a means for textual uptake, that is, the extent and granularity with which human writers adopt and adapt artificial intelligence (AI)-generated text. On the basis of the overlaps between the ChatGPT output and participants’ final texts, we identified clusters of text reproducers, integrators, and reconstructors. Participants in these clusters differed not only in their subjective contributions and authorship but also in their prior use of ChatGPT and their affinity toward technology interaction. Referring to the conceptualization of interindividual interactions as uptake events, we suggest that n-grams are adequate means to analyze the uptake process in AI-supported human writing. Our findings show that AI-supported writing comprises distinct uptake patterns that differ systematically in the degree of textual reuse and perceived authorship, thereby revealing varying modes of engagement in human–AI co-writing, ranging from passive uptake of AI-generated text to more active and integrative forms of collaboration.

Innovation-driven group composition for effective collaborative programming: integrating multi-evidences of teacher, student, and peer assessments

3 weeks 1 day ago
The formation of effective collaborative programming groups is vital for collaborative knowledge innovation. Previous research has predominantly examined the influence of group composition approaches from a computational perspective, yet there remains a limited resolution of their real-world educational impacts. This study offers empirical insights into the effects of homogeneous versus heterogeneous groups on student performance within collaborative programming contexts. The group composition system was established using a genetic algorithm, with the inclusion of socio-emotional competence, learning styles, and academic achievement. A total of N = 478 students aged between 13 and 15-years-old voluntarily participated in the study and were divided into 42 heterogeneous groups (n = 166), 40 homogeneous groups (n = 163), and 36 random groups (n = 149) with a group size of four. All participants were subjected to identical pedagogical conditions under a double-blinded study design. Collaborative programming performance was assessed both summatively and formatively, incorporating multi-source evidence from teacher observations, student self-reports, and peer evaluation scores. The results indicate that heterogeneous groups notably outperform homogeneous groups and random groups across most measurements. Implications for implementing collaborative programming in real-world classroom settings are provided.

Co-constructing critical data literacy in families: A technology-mediated learning perspective

3 weeks 3 days ago
As smart technologies become part of daily life, families face new opportunities and challenges in learning together. This paper introduces FamiData Hub, a speculative computer-supported collaborative learning (CSCL) prototype that supports families in building critical data literacy within smart homes. Through workshops with 17 families, the study explores how collaborative learning emerges through interaction, storytelling, and shared problem-solving, with family roles shifting dynamically. The findings challenge traditional adult-to-child teaching models, proposing instead a multidirectional learning space where anyone—including children and digital tools—can be the “more knowledgeable other.” The study highlights the value of family centered, socially embedded approaches to critical data literacy and offers insights for designing intergenerational CSCL systems to foster critical data literacy.

A phase-sensitive multimodal learning analysis of high- and low-performing teams: the dynamics of mutual engagement

3 weeks 4 days ago
Mutual engagement, the dynamic process through which collaborators reciprocally take up and sustain one another’s ideas and actions, is crucial to collaborative problem solving (CPS). However, existing research has yet to fully specify concepts or methodologies needed to capture these dynamic characteristics. This gap highlights the need to examine how these patterns evolve across different CPS phases to inform more sophisticated instructional strategies that enhance collaborative learning. This exploratory study integrates multimodal and content analyses to examine phase-sensitive patterns of mutual engagement in small teams. In total, 28 college students participated in video-recorded CPS activities across four distinct phases. The findings revealed that high-performing teams displayed structurally complete elaborative sequences, in which invitations to contribute were taken up, elaborated, and reciprocated. Low-performing teams, by contrast, exhibited fragmented sequences that failed to return to elaboration. These interactional differences co-occurred with distinct multimodal signatures. High-performing teams exhibited greater interest, less frequent neutral emotions, and early posture synchrony, patterns that were especially pronounced during the ideation phase. Conversely, low-performing teams showed lower interest, persistent neutral emotions, and late, reactive posture synchrony. The findings elucidate the socio-cognitive characteristics of mutual engagement and demonstrate the potential for integrating emotional and behavioral indicators for a richer understanding. These insights can inform the design of instructional scaffolding and phase-sensitive support systems to enhance successful collaborative learning.

Advancing collaborative discourse through knowledge synthesis

1 month 1 week ago
Productive collaborative discourse requires students to continuously advance ideas, often through the creation, modification, and integration of digital artifacts in a communal space. Without these processes, ideas remain isolated, fragmented, and unable to advance shared understanding. To support such discourse processes, this study proposes a knowledge synthesis (KS) intervention to facilitate a process of creating knowledge syntheses from ideas represented in digital artifacts and then leveraging these knowledge syntheses, represented in new digital artifacts, to deepen student collaboration. To examine the enactment of this intervention in a graduate-level course, we asked: What were the key characteristics of students’ knowledge synthesis artifacts? How did student groups use the synthesis artifacts during their discourse? To what extent did the synthesis artifacts facilitate collaborative discourse? We analyzed multiple data sources—including student-created synthesis artifacts, perception data, classroom video recordings, and co-constructed group artifacts—using a combination of descriptive, content, and interaction analyses. Findings revealed diverse approaches to knowledge synthesis and showed that synthesis artifacts facilitated discourse progression, fostered a range of knowledge practices, and supported the evolution of group artifacts. By promoting knowledge synthesis and examining its role in collaborative discourse, this study contributes to computer-supported collaborative learning (CSCL) by advancing the theoretical understanding of knowledge synthesis and offering pedagogical strategies for supporting this practice in classrooms.

Understanding when anger becomes productive or destructive in collaborative educational games

2 months 3 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

3 months 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

3 months 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

3 months 1 week 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

3 months 1 week 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.