ETR&D
22 hours 48 minutes ago
The acquisition of science concepts is necessary for fostering analytical and problem-solving skills. The complexity of heart anatomy, obscured within the human body, presents a challenge that high-immersion virtual reality (VR) holds promise in addressing. This study explored the impact of VR versus screencast video instruction in learning anatomy, which is a core life science topic within the broader science, technology, engineering, and mathematics (STEM) domain. College students (N = 91) were randomly distributed into two groups. One group learned heart anatomy through an immersive VR tutorial, while the other group watched the identical tutorial presented via screencast video. Both groups were assessed on (1) learning content, (2) enjoyment, (3) sense of presence, and (4) cognitive load. The multivariate analysis of covariance (MANCOVA) indicated that the VR group, despite reporting significantly higher enjoyment (p ≤ .0001) and sense of presence (p ≤ .0001), scored significantly lower on a heart anatomy knowledge test (p = .003) compared with the video group. Both groups reported comparable levels of cognitive load (p = .65). This study adds evidence confirming the potential benefits and challenges of integrating VR into higher educational settings, suggesting that, in a tightly controlled, single, and short lesson on anatomy, VR enhances enjoyment and presence but does not lead to superior immediate learning outcomes compared with video instruction.
22 hours 48 minutes ago
This paper presents a conceptual framework for deliberate instructional design grounded in three interrelated theoretical constructs: dynamic decision-making, self-regulated design, and systems thinking. Dynamic decision-making emphasizes the iterative nature of design reasoning and judgment. Self-regulated design extends this by framing the designer as an active agent who monitors, evaluates, and adjusts both cognitive strategies and affective states throughout the process. Systems thinking integrates these constructs, emphasizing the interconnectedness of design decisions. The framework offers implications for research, professional practice, and instructional design education. By integrating these constructs, the framework advances a theory of instructional design as a dynamic, self-regulating, and systemic process aimed at creating learning experiences that are both intentional and sustainable.
22 hours 48 minutes ago
This study examined how a sequenced virtual reality (VR)–supported learning activity influenced learning and motivation in undergraduate engineering education. Drawing on cognitive load theory, generative learning theory, and the cognitive theory of multimedia learning, the study evaluated a desktop VR instructional sequence that included exploration of a simulated mechanical system, scaffolded interaction tasks, and a reflective self-explanation activity. A small sample of 38 undergraduate students was randomly assigned to either a VR-supported instructional condition or a traditional instruction control group. Students in the VR condition interacted with a desktop simulation of an excavator, completed scaffolded measurement and analysis tasks, and later responded to a structured self-explanation prompt before solving a novel statics problem. Compared with the control group, students in the VR-supported condition demonstrated higher procedural knowledge, stronger problem-solving performance, and greater self-efficacy. They also reported lower extraneous and intrinsic cognitive load. Declarative knowledge scores were higher following the introduction of scaffolded guidance, although the between-group difference did not reach statistical significance, and no significant differences were observed for germane load or maintained situational interest. In summary, the results suggest that outcomes varied across phases of the VR-supported activity relative to traditional instruction. While the study does not isolate the independent effects of individual instructional components, its small sample and use of a single VR application limit the generalizability of the findings. Nevertheless, the findings provide evidence that structuring VR learning activities with scaffolded interaction and reflective explanation may support learning efficiency and learner confidence in engineering contexts. These results offer design-relevant insights for structuring instructional supports within simulation-based learning environments.
22 hours 48 minutes ago
Generative Artificial Intelligence (GenAI) is rapidly entering educational contexts, yet little is known about how primary-aged students perceive, understand, and critically reflect on its applications and limitations. This exploratory study investigates the development of AI literacy among 92 upper elementary students (5th graders) through a structured educational intervention that introduces AI concepts and ethical considerations. A mixed-methods approach was adopted, combining pre- and post-intervention questionnaires with focus group discussions to capture participants’ quantitative trends and qualitative insights into GenAI outcomes, specifically unfair, biased, or misleading outcomes. Findings indicate that students already had some prior exposure to AI and could identify examples of its use, while, after the intervention, their responses became more accurate and nuanced, encompassing a broader range of real-world applications. Importantly, students demonstrated early signs of critical AI literacy, evidenced by statistically significant changes: they recognized that AI can make mistakes, reproduce stereotypes, and reflect human biases, while expressing caution about over-reliance on AI systems. The results suggest that primary-aged learners can meaningfully and ethically engage with AI when provided with structured, age-appropriate guidance. Lastly, these findings underscore the significance of introducing AI and data ethics education early in school curricula.
1 day 22 hours ago
This study examined the impact of learning analytics-based personalized feedback on student engagement behavior, learning outcomes, and perceptions of the feedback in a large introductory STEM course. Students were randomly assigned to either an experimental group, which received four personalized feedback messages between Weeks 6 and 14, or a control group, which received generic messages consistent with the instructor’s previous teaching practices. The feedback was personalized based on students’ engagement with homework and practice problems and was designed to promote specific behaviors in these two areas. Results showed that the experimental group exhibited greater engagement in the targeted behaviors compared to the control group. However, no significant differences were found between the groups in perceived helpfulness of the feedback or learning outcomes. This study addresses the limitations of the current implementation of personalized feedback and highlights the value of integrating behavioral data with learning outcomes and self-report responses to more accurately evaluate its impact.
1 day 22 hours ago
Reading comprehension remains challenging in secondary language education, particularly in digital environments that provide limited adaptivity, interactivity, and multimodal support. This study developed and evaluated a multimodal e-learning platform integrating artificial intelligence (AI), game-based learning (GBL), and augmented reality (AR). The AI module provided adaptive feedback and vocabulary scaffolding, the GBL component offered interactive comprehension tasks, and the AR feature visualized textual content. A quasi-experimental mixed-methods design involved 214 tenth-grade language learners allocated to an experimental group (n = 107) or a control group (n = 107). During the six-week intervention, the experimental group used the platform for reading instruction, whereas the control group received conventional teaching. Data were collected through a pilot-tested 25-item reading comprehension test, a student engagement and motivation scale, and semi-structured interviews. The experimental group’s mean comprehension score increased from 78.6 to 90.2, compared with an increase from 78.3 to 82.1 in the control group. Analysis of covariance indicated a significant group effect, F(1, 211) = 66.08, p < .001, partial η2 = .24. Hierarchical regression showed that platform use was significantly associated with comprehension gain (final adjusted R2 = .45), and exploratory component-level associations were strongest for AI-use frequency (β = 0.42, p < .001). Interview findings indicated greater motivation, confidence, and cognitive engagement, alongside reduced reading anxiety. These findings suggest that coordinated AI, GBL, and AR features can support cognitive and motivational dimensions of secondary reading instruction.
6 days 22 hours ago
This study considers the professional needs of instructional design (ID) and educational technology (ET) professionals, including not only the technical and domain-related knowledge and skills traditionally covered by most professional organizations and institutions, but also crucial professional and cross-disciplinary skills and dispositions, with a surprisingly large emphasis on the latter two themes. ID and ET program graduates seek to be competent to stay competitive in the workplace. However, the constantly expanding and evolving field and changing job expectations present a challenge. This leads to an important question of whether what current and recent graduates have learned in their program is sufficient to be considered competent and up-to-date and what other areas of need may be present in the curriculum. The study’s findings are based on the results of 31 interviews with ID and ET professionals from the three contexts (K12, higher education, and corporate environments). Data were analyzed using a collaborative Constant Comparative Method for Naturalistic Inquiry, involving iterative coding and thematic refinement to identify key professional competencies and dispositions. While the knowledge and skills identified aligned well with the current literature in the area, the cross-disciplinary and dispositions sections revealed findings that will help program directors and designers, faculty, employers, and current and future graduates.
1 week ago
The integration of generative AI (GAI) into collaborative learning has drawn increasing attention for its potential to reshape group dynamics and support collaborative knowledge construction (CKC). Yet, how CKC unfolds in GAI-supported contexts, particularly regarding interaction patterns, regulatory processes, and task outcomes, remains insufficiently understood. Grounded in group-regulated learning perspectives, this study examines how GAI -supported collaborative processes relate to students’ collaborative knowledge construction. The study analyzes detailed interaction data collected from three-member collaborative groups across two face-to-face tasks, yielding 24 group-task instances. Using a multi-method analytical framework that combines discourse analysis, hierarchical clustering, epistemic network analysis, process mining, and summative assessments, we identify four exploratory collaborative patterns: (1) the positive regulation-oriented pattern (Cluster 1), characterized by medium-level performance and more complex knowledge construction; (2) the negative regulation-oriented pattern (Cluster 4), also linked to medium-level performance and more complex CKC; (3) the socio-emotionally driven regulation pattern (Cluster 2), associated with low-level performance and simpler knowledge construction; and (4) the strategy-with-AI and monitoring-oriented regulation pattern (Cluster 3), linked to high performance and less complex CKC than Clusters 1 and 4, yet still showing more complexity than Cluster 2. Based on these findings, the study concludes with pedagogical implications, providing guidance for educators and instructional designers to optimize GAI-supported collaborative learning, fostering greater student engagement, and enhancing knowledge construction.
1 week 1 day ago
This study investigated recall performance in contextual and context-free tasks designed within an immersive virtual reality (IVR) learning environment in relation to visual-spatial memory (VSM) capacity. Using a 2 × 2 mixed factorial design, 53 university students completed both contextual and context-free recall tasks and were categorized as having high or low VSM capacity. The results revealed that recall performance was significantly higher in contextual tasks compared to context-free ones. However, VSM capacity did not have a significant main effect on recall performance, nor was there a significant interaction between task type and VSM capacity. Gender was examined as an exploratory variable and showed no significant association with VSM capacity. These findings suggest that contextual richness in IVR environments can facilitate recall across learners with different levels of VSM capacity. Overall, the study highlights the pedagogical potential of IVR environments and underscores the importance of contextual instructional design in supporting recall for spatially complex content.
1 week 1 day ago
Educational innovations should articulate a clear rationale that situates the innovation within existing literature. Current frameworks, such as ESSA Tier IV, emphasize this requirement, though they only mandate a general review of research. Consequently, the process for demonstrating this connection currently lacks standardization, leading to variability in the quality and depth of the rationale provided across different educational tools and interventions. The aim of this paper is to introduce a structured methodological approach for evaluating educational innovations in relation to their supporting literature, emphasizing a systematic process that balances conceptual rigor with methodological plurality. We present the development and refinement of our methodological approach and illustrate its application through the method of two case studies. Our findings are structured around five systematic steps, integrating rapid evidence reviews, a weighted assessment of findings, and alignment with established principles from the Science of Learning. We conclude that such an approach can form part of pathways to foster more effective collaboration between researchers and developers, thereby strengthening the design and impact assessments of educational innovations.
1 week 3 days ago
Multimodal Learning Analytics (MMLA) enables the collection of extensive data on students’ learning; however, its ecological validity in authentic classroom environments remains limited. Systems validated in controlled laboratory settings frequently encounter challenges when applied in complex, dynamic classrooms. To address this gap, this study presents a field-based evaluation of a classroom-native Active Learning Classroom (ALC) system designed to capture and integrate behavioral, cognitive, and affective data streams. These data were used to derive instructionally relevant indicators of engagement, attention, and satisfaction. A quasi-experimental design was employed to investigate two primary questions: (1) whether the ALC-derived indicators form a valid and interpretable measurement structure, and (2) whether learning outcomes differ between the ALC cohort (N = 112) and a historical control cohort (N = 121). Confirmatory factor analysis supported the proposed student-level measurement structure. Team–unit level analysis revealed significant small-to-moderate relationships between behavioral and cognitive indicators, indicating that greater observable participation does not necessarily reflect deeper cognitive elaboration. Learner-generated state signals from the real-time Response-to-Instruction (RTI) system corresponded with variations in behavioral, attentional, and discourse-based cognitive indicators, providing contextual anchors for interpreting automated multimodal analytics. The ALC cohort demonstrated significantly higher unit-level posttest performance compared to the historical control cohort. Overall, these findings provide preliminary support for the instructional design and implementation of classroom-native MMLA, demonstrating how ecologically grounded analytics can transform multimodal classroom data into interpretable, theory-informed insights about learning processes in authentic higher classroom settings.
1 week 5 days ago
Digital tools are widely used in today’s classrooms to enhance student learning. While many of these tools are designed with epistemic underpinnings, their epistemic features and roles may not be obvious to or taken up by learners, which could affect students’ inquiry and learning using the tools. This study examined whether providing epistemic scaffolding to prompt students to reflect on the tool’s epistemic features and roles could improve their learning, and how students’ epistemic reflection related to their conceptual understanding and inquiry practices while using the tool. Four 8th-grade classes used a digital text tool (i.e., VidyaMap) to study photosynthesis and energy transformation. Two classes (n = 49) received epistemic scaffolds (i.e., epistemic reflection prompts), while the others (n = 51) served as a comparison group without epistemic scaffolds. Results showed that students who received epistemic scaffolding demonstrated greater gains in conceptual understanding than those in the comparison group. Within the experimental group, students’ epistemic reflection scores predicted their post-conceptual understanding after controlling for pre-conceptual understanding. Qualitative analyses further showed that students with higher levels of epistemic reflection engaged in more constructive inquiry practices while using the tool than those with lower levels of epistemic reflection, providing process-level evidence of a possible mechanism through which epistemic reflection may support learning. The findings highlight the importance of making the epistemic features and roles of digital tools explicit in technology-supported learning environments.
1 week 5 days ago
This study developed and validated a suite of Generative Artificial Intelligence Readiness and Perception (GenAI-RP) Scale for faculty and students in higher education. Three subscales, including a) Readiness, b) Benefit, and c) Challenge were created based on a review of relevant literature and validated through content experts’ review and confirmatory factor analysis (CFA). The Readiness scale includes three factors: a) GenAI Comprehension, b) Ethical Awareness of GenAI, and c) GenAI Utilization and Proficiency. The Benefit scale consists of two factors: a) Effectiveness and b) Empowerment. Lastly, the Challenge scale has three factors: a) Ethics and Privacy Concerns, b) Negative Educational Impact, and c) Accuracy and Sensitivity. All scales demonstrated a satisfactory model fit for both groups based on CFA, except the challenge scale for faculty.
1 week 5 days ago
While prior research has demonstrated the motivational affordances of AI-assisted storytelling, limited empirical work has examined how GenAI can be systematically aligned with a coherent learning theory to scaffold literacy development across cognitive and affective dimensions. Addressing the lack of theory-aligned AI literacy designs, the intervention operationalized Interest-Driven Creator theory loop via three GenAI roles: a dialogic reading companion, a multimodal co-creator generating illustrations from students’ retellings, and an evaluator providing criterion-referenced feedback on five narrative components. Across an eight-week intervention, pre–post assessments showed significant gains in overall narrative proficiency, particularly in structural dimensions (introduction and conclusion), while improvements in mental-state representation and overall message were positive but nonsignificant. Affective outcomes indicated a significant increase in triggered situational interest and stable flow experiences. Action-log and profile analyses further showed that students engaged with the system through iterative image generation, repeated evaluations, and peer viewing. Correlational analyses revealed that creation-phase behaviors were more associated with narrative gains, interest, and flow than learning or sharing activities. These findings illustrate how theory-aligned GenAI may integrate multimodal creation and formative feedback to support creation-centered literacy development.
1 week 6 days ago
Although research indicates that Digital Personalised Learning (DPL) can improve aspects of early-years literacy and numeracy in low- and middle-income countries (LMICs), it is necessary to determine whether teacher-facing learning analytics dashboards further impact education outcomes. Specifically, there is a need to evaluate different dashboard designs to determine which design features best support pedagogical decision-making, given that evidence on how such dashboards are used in LMICs remains limited. This study is the first to explore how different dashboards, designed to present teachers with learners’ foundational literacy and numeracy competency levels, can impact device usage, learning outcomes and teachers’ evaluation of learner progress. An A/B/C test in 4487 Kenyan schools compared three randomly assigned school partitions: no dashboard, an algorithm-generated List Dashboard and an algorithm-generated Grouped Dashboard. Impact was evaluated based on learners’ usage of DPL and its impact on literacy and numeracy outcomes. The alignment between algorithm-generated rankings and teachers’ ratings of these rankings was also investigated to determine how practitioners make sense of different data presentations. Findings demonstrate that learners in the Grouped Dashboard partition used the DPL tool more than those in the other two partitions. They also scored statistically significantly higher on two literacy summative test units, but not on numeracy test units. However, despite its potential benefits, the Grouped Dashboard was perceived as being less accurate in determining learner level according to teacher ratings. This research is significant in bridging the gap between teacher-facing dashboard design and its intended impact on teacher sensemaking, learner device usage and learning outcomes in DPL environments in LMICs. Outcomes rigorously inform future design decisions on teacher-AI collaboration and highlight the potential of A/B/n testing to consider cultural and regional factors in technology-supported instruction.
1 week 6 days ago
Supporting student engagement is crucial, as it is a key predictor of academic success in online learning. However, little is known about whether interventions can disrupt self-reinforcing engagement patterns such as the Matthew effect. This study investigates whether personalised feedback on attendance can increase engagement levels and reduce engagement disparities in an online learning environment. We conducted an experiment in which one group of students received personalised reports with attendance analytics, a list of missed webinars for asynchronous viewing, and recommendations to attend live sessions, while a control group received no such support. Results confirmed that prior engagement strongly predicted subsequent participation, consistent with a Matthew effect pattern. The support was associated with modest improvements in synchronous engagement and more stable high participation, while showing no effect on asynchronous engagement. The intervention did not decrease persistence of low engagement, which indicates that engagement gaps persisted. These findings suggest that while personalised support may help sustain synchronous and high engagement to a certain degree, it is insufficient to disrupt cumulative disadvantages in participation.
2 weeks 4 days ago
The rapid expansion of artificial intelligence (AI)–based writing tools in education has outpaced systematic understanding of how pedagogical intentions, theoretical commitments, and technical customization are translated into AI system design. Customization is conceptualized here as the deliberate modification of AI system behavior to align outputs with pedagogical intent. In response to this gap, this systematic review synthesizes 23 empirical studies from recent AI-in-education research to examine how AI systems are customized for writing pedagogy. Specifically, the review analyzes patterns of alignment among pedagogical goals, theoretical principles, customization methods, and implementation modes. Findings indicate that although pedagogical aims have increasingly shifted beyond surface-level correction toward writing processes, feedback literacy, and higher-order development, customization practices remain predominantly driven by performance-oriented theories and technical optimization. Prompt engineering and fine-tuning dominate existing approaches, with limited evidence that learning-centered, sociocultural, or developmental theories are operationalized within AI system behavior. Across studies, customized AI systems demonstrate benefits in improving writing quality, learner engagement, and assessment reliability; however, persistent challenges related to feedback inaccuracy, learner overreliance, and ethical transparency are consistently reported. By identifying systematic misalignments and underexplored research spaces, particularly in longitudinal design, interactional analysis, and theory-informed customization, this review reveals a structural gap between educational aspirations and current AI design practices, specifically the disconnection between learning-oriented pedagogical goals and the performance-driven theories and modular customization techniques that predominantly operationalize them. The findings underscore the need to move beyond automation-focused models toward developmentally oriented, theoretically grounded AI systems capable of supporting sustained learning in writing pedagogy.
2 weeks 5 days ago
Systematic reviews are time-consuming endeavors that require knowledgeable human reviewers to screen studies for relevance and extract data following a specific coding scheme before any analysis or synthesis can occur. Large language models (LLMs) hold promise for substantially accelerating this process and reducing reviewer workload, yet their application within the context of systematic reviews in the field of education remains underexplored. We address this issue in two ways: through empirical studies and the iterative development of an open-source software tool. First, we conducted two empirical studies examining the efficacy of using LLMs for data extraction using data from a published review on pedagogical agents. We extracted a variety of data types from 112 studies and compared the results to data extracted by human coding. Results indicate that LLMs struggled with extracting data accurately and therefore are not ready to be used as primary data extraction tools without explicit human validation of the data extracted. These findings highlight the dire need for a human-in-the-loop (HIL) approach to AI-assisted data extraction. We then propose a HIL workflow and introduce and describe the development of a free, web-based, open-source tool designed to support user-friendly, human-validated data extraction with LLMs.
2 weeks 5 days ago
This study evaluates the implementation of Augmented Reality (AR) and Virtual Reality (VR) applications for teaching electronic components to vocational high school students in Bandung, Indonesia. The study aims to determine whether these technologies can boost students’ interest, interaction, and engagement. Fifty Grade-XI electronics students (47 male, 3 female) participated in a single-group classroom session using the AR/VR application and then completed questionnaires and follow-up interviews. The research employed a Usability Evaluation approach to assess the applications’ ease of use and effectiveness in learning electronic components. Data collection methods included questionnaires to gather quantitative insights into usability, perceived usefulness, student attitudes, intentions, and perceived ease of use. Interviews are conducted to explore students’ experiences in depth. Questionnaire ratings on a five-point Likert scale indicated positive perceptions of usefulness and ease of use. The interview findings suggested higher engagement and easier visualisation of abstract circuit concepts. However, two practical challenges are noted: intermittent internet connectivity and limitations of lower-spec devices. Overall, the findings suggest that a well-designed AR/VR tool with strong usability can enhance student motivation and conceptual understanding in vocational electronics classes, provided that connectivity and device constraints are addressed effectively.
2 weeks 6 days ago
Recognizing Chinese characters is a major challenge for beginning second-language learners, particularly those from alphabetic-language backgrounds, because its logographic writing system lacks grapheme–phoneme correspondence. Although intelligent tutoring systems (ITSs) have proven effective in domains such as mathematics and physics, their application to Chinese character learning remains underexplored. The purpose of this research was to 1) explore the design and usability of an interface of an intelligent tutoring system for recognizing Chinese characters, and 2) compare the pedagogical effectiveness of two forms of information presentation and feedback. A prototype system (an iPad Chinese character tutor) was developed and evaluated. Two groups were given 34 Chinese characters and phrases to learn using two different versions of the system. Version A contained a metaphor-based pedagogy, feedback, and extra instructions; Version B offered a simplified interface that focused on repetition. Participants’ learning performance and survey results were used to measure the effectiveness and usability of the system. Learning performance of the group that used Version A was statistically significantly higher than that of the Version B group. Participants rated Version A significantly higher than Version B on usability, satisfaction, functionality, and usefulness. This study lays the foundation for the development of an intelligent tutoring system (ITS) for Chinese character learning and highlights the value of integrating meaning-based, visual, and feedback-rich instruction.