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Tai-Ping Hsu, Mu-Sheng Chen and Ting-Chia Hsu
Tai-Ping Hsu
National Taiwan Normal University, Taiwan // taipinshe@gmail.com
Mu-Sheng Chen
National Taiwan Normal University, Taiwan // mushengchen946@gmail.com
Ting-Chia Hsu
National Taiwan Normal University, Taiwan // ckhsu@ntnu.edu.tw
ABSTRACT:
While generative artificial intelligence (GenAI) such as ChatGPT offers potential for education, its widespread use by teachers often leads to inefficient interactions, and it lacks pedagogical structure. This can diminish learners’ engagement and increase their cognitive load, hindering effective professional development. This study investigated whether a Pedagogical GenAI Agents Teaching Mode (Pedagogical GenAI Agents-TM), integrating Design Thinking as a pedagogical framework, could enhance in-service teachers’ professional development compared to a conventional ChatGPT Teaching Mode (GPT-TM). A quasi-experimental design involved 76 Taiwanese in-service teachers assigned to either Pedagogical GenAI Agents-TM or GPT-TM groups, with a focus on designing Sustainable Development Goal (SDG)-related teaching activities. Quantitative and qualitative analyses revealed that, compared to GPT-TM, Pedagogical GenAI Agents-TM significantly improved teachers’ SDG learning achievement and TPACK self-efficacy, while reducing their cognitive load. The Pedagogical GenAI Agents-TM group demonstrated more collaborative AI interaction and adopted effective learning strategies, perceiving AI as a learning partner, contrasting with the GPT-TM group’s tool-centric view and less effective information processing. The study concludes that pedagogically structured AI interaction, as embodied by Pedagogical GenAI Agents-TM, more effectively overcomes the limitations of general-purpose AI for teacher professional development. Integrating established pedagogical frameworks into AI systems fosters deeper learning, enhances teacher confidence, and alleviates cognitive strain. We therefore advocate for specialized, Pedagogical GenAI Agents designed as collaborative partners rather than mere informational tools.
Keywords:
Pedagogical GenAI agents, Teacher professional development, Cognitive load reduction, Teacher agency, TPACK
Harun Dursun and Neşe Işık Tertemiz
Harun Dursun
Ministry of National Education, Turkey // Department of Education, Gazi University, Turkey // hdursun3890@gmail.com
Neşe Işık Tertemiz
Department of Education, Gazi University, Turkey // tertemiz@gazi.edu.tr
ABSTRACT:
In the current study, the process of designing a mathematics learning environment at the primary school level with WEB 2.0 tools according to the ADDIE design model is aimed. It addresses the gap in the field by taking into account learning and teaching design models in developing content for mathematics education with new generation technological tools. In this study, it was aimed to design a learning environment for the subject of natural numbers at the fourth grade level of primary school using WEB 2.0 tools according to the ADDIE design model (analysis, design, development, implementation and evaluation). In the ADDIE stages, planning was made to prepare a suitable learning environment by revealing the students’ learning deficiencies related to the subject. In addition, 24 different WEB 2.0 tools were used in the learning environment activities designed and implemented on a group of 25 fourth-grade students who had previously studied the learning objectives of the subjects but had learning deficiencies and errors. The effectiveness of the prepared and implemented design was evaluated by looking at the learning levels of the participating students. In the light of the evaluation results, the design was improved and implemented again. This application was again implemented on a new group of 24 students. The findings revealed that the students’ learning level of the subject significantly increased as a result of the implementation of the activities within the learning environment developed with WEB 2.0 tools according to the ADDIE design model.
Keywords:
ADDIE design model, Mathematics education, Natural numbers, WEB 2.0 tools
Xiao-Fen Shi, Zhi-Xian Zhong and Ran-Xi Yan
Xiao-Fen Shi
Institute of Teacher Education and Advanced Studies, Jiangxi Normal University, Jiangxi Province, P. R. China // 1297248249@qq.com
Zhi-Xian Zhong
Institute of Teacher Education and Advanced Studies, Jiangxi Normal University, Jiangxi Province, P. R. China // Jxzzx@126.com
Ran-Xi Yan
China-Korea Institute of New Media, Zhongnan University of Economic and Law, China // 2648004215@qq.com
ABSTRACT:
Amid the global trend toward educational digitalization, the concept of human-machine collaboration is reshaping the ecosystem of basic education. However, the digital transformation of K-12 education faces profound challenges. Uneven resource allocation has led to a pronounced stratification pattern, resulting in a widening digital divide among K-12 teachers. This divide has emerged as a critical barrier to achieving the goal of inclusive education. To address this issue, the present study adopts grounded theory with a three-level coding approach to systematically analyze the manifestations of the digital divide among K-12 teachers. Through iterative refinement using the Delphi method, an assessment framework was developed, comprising three primary dimensions, eleven secondary indicators, and thirty-five tertiary indicators. Subsequently, the Analytic Hierarchy Process (AHP) was employed for subjective weighting, while the entropy weight method was used for objective weighting, leading to the determination of integrated weight coefficients. This study provides a theoretical basis and methodological tools for the future assessment of teachers’ digital development index and for bridging the digital divide within the teaching profession.
Keywords:
Behaviour pattern extraction and analysis, K-12 education, Teacher training, Information literacy
Hsin-Yun Wang and Jerry Chih-Yuan Sun
Hsin-Yun Wang
Taoyuan Municipal Shou Shan Senior High School, Taiwan // wanghsinyun@gmail.com
Jerry Chih-Yuan Sun
Institute of Education, National Yang Ming Chiao Tung University, Taiwan // jerrysun@nycu.edu.tw
ABSTRACT:
This study examined how objective and subjective engagement data predict learning outcomes in virtual reality (VR) co-creation environments. Conducted at a public high school in northern Taiwan, 83 students participated in an 18-week online-merge-offline (OMO) VR co-creation course. Random Forest (RF) models compared objective indicators (e.g., EEG, logs, performance scores) with self-reported surveys. Results showed that objective data provided greater predictive accuracy and explanatory power, while subjective measures were constrained by retrospective bias and unidimensional data structure. However, incremental validity analyses revealed comparable gains in explained variance across both data types with each added engagement dimension. This suggests that although objective data excel in predictive performance, subjective measures capture complementary insights into learners’ internal states, metacognitive awareness, and contextual experiences. Moreover, multimodal data outperformed unidimensional inputs, underscoring the value of data fusion in representing the complexity of student engagement. Sentiment analysis revealed trust as the dominant emotion, along with a mix of negative feelings, underscoring the emotional dynamics of immersive learning. To enhance instructional relevance, the study calls for the development of real-time multimodal dashboards co-designed with teachers and instructional designers – ensuring that feedback is pedagogically meaningful and context-sensitive. These findings support the integration of diverse data sources to advance adaptive support and deepen understanding of engagement in immersive learning.
Keywords:
Multimodal learning analytics, Performance prediction, Sentiment analysis, Student engagement, Virtual reality co-creation
Siu Cheung Kong
Department of Mathematics and Information Technology, The Education University of Hong Kong, Hong Kong SAR // Artificial Intelligence and Digital Competency Education Centre, The Education University of Hong Kong, Hong Kong SAR // siucheungkong@gmail.com // sckong@eduhk.hk
Luwei Ye
Artificial Intelligence and Digital Competency Education Centre, The Education University of Hong Kong, Hong Kong SAR // yealoowei@gmail.com // lye@eduhk.hk
ABSTRACT:
Research has highlighted the importance of self-regulated learning (SRL) for personal development and lifelong learning. Therefore, it is essential to foster SRL skills in learners from a young age to prepare them to adapt to and succeed in a rapidly changing world. Generative AI (GenAI) tools offer significant potential for helping learners develop these skills through immediate, individualised feedback. This study evaluated the use of GenAI learning tools to enhance students’ SRL skills. Eighty-four senior secondary students completed a 30-hour GenAI application course and were required to reflect on their SRL skills. A mixed-methods approach was employed to evaluate the course. Pre- and post-survey comparisons indicated that the students’ SRL skills improved significantly after attending the course. A thematic analysis of their self-reflective writings revealed that the students strongly believed the course had inspired them to apply GenAI tools for acquiring subject knowledge and managing their learning. The effectiveness of this course can guide and inspire future empirical research and pedagogical practices focused on integrating GenAI tools into the educational process to develop students’ SRL.
Keywords:
Course evaluation, Generative artificial intelligence tools, Secondary students, Self-regulated learning, Subject learning
Yuhan Dong, Hongliang Ma, Bin Jing, Qin Wang, Na Zhu and Pengcheng Cao
Yuhan Dong
Faculty of Education, Shaanxi Normal University, Shaanxi, China // dongyuhan0755@163.com
Hongliang Ma
Faculty of Education, Shaanxi Normal University, Shaanxi, China // mahl@snnu.edu.cn
Bin Jing
Faculty of Education, Shaanxi Normal University, Shaanxi, China // jingbin@snnu.edu.cn
Qin Wang
Faculty of Education, Shaanxi Normal University, Shaanxi, China // qin.wang@snnu.edu.cn
Na Zhu
Zhengzhou Xingzhi Middle School, Henan, China // 717193995@qq.com
Pengcheng Cao
Faculty of Education, Shaanxi Normal University, Shaanxi, China // caopengcheng@snnu.edu.cn
ABSTRACT:
The importance of integrating computational thinking (CT) into classrooms in K-12 education has been widely recognized. However, previous studies have shown that teachers’ abilities in this area still need to be explored and improved. This study addressed this issue by designing and implementing professional development (PD) for in-service computer science (CS) teachers incorporating established effective PD elements. Forty teachers participated in a three-month online Python programming course during the COVID-19 pandemic. To examine the effectiveness of this professional development of computational thinking (CT-PD) program, researchers investigated the impact of PD on CS teachers’ attitudes towards CT and teaching practices in the classroom. The learning outcomes attained by 104 students were also tracked to analyze its impact on students’ CT levels. Results from analyses of quantitative data and interview records show that (a) this CT-PD program positively enhanced CS teachers’ attitudes towards CT and promoted their teaching practices in the classroom, and (b) these enhancements in teacher competencies were positively associated with improvements in students’ CT skills and self-efficacy. These findings provide practical implementations for teacher educators and theoretical insights into effective models for impactful PD programs for in-service CS teachers.
Keywords:
Computer science teachers, Computational thinking (CT), Professional development (PD), Teaching practice, Self-efficacy
Hui-Chun Hung, Kai-Hsiang Yu and Shu-Ming Wang
Hui-Chun Hung
National Central University, Taiwan // hch@cl.ncu.edu.tw
Kai-Hsiang Yu
National Central University, Taiwan // walence31@gmail.com
Shu-Ming Wang
Chinese Culture University, Taiwan // scottie.wang@gmail.com
ABSTRACT:
In the era of big data, a lack of project management and data analytics skills may hinder students’ ability to effectively manage projects and advance their careers. This study explores applying project management principles in a master’s program curriculum to enhance students’ learning outcomes. This study aims to utilize the Trello platform and follow the five main project management processes, including Initiation, Planning, Execution, Monitoring, and Closing, so students can improve their learning experiences. Twenty-seven students participated in a “Visual Analytics Techniques and Applications” course at a university in northern Taiwan. The activity logs in the project management platform were extracted to create a learning dashboard; utilizing learning dashboards allows students to monitor both intra-group and inter-group task progress, thereby facilitating peer regulation. This study also examined how integrating a Project Management Platform (PMP) with a Learning Dashboard (LD) contributes to students’ learning processes by tracking their participation and outcomes. The findings revealed that the project management learning dashboard increased students’ motivation and academic performance. Four key points were identified: (1) enhanced data analysis learning abilities, (2) improved project management knowledge and skills, (3) facilitated active participation in group discussions, and (4) contributed to students’ learning outcomes through planning and monitoring. The proposed project-based learning model efficiently facilitated students’ acquisition of professional knowledge, enhanced their learning outcomes, and cultivated project management knowledge and skills. This study highlights the potential benefits of integrating project management principles into educational settings to provide a novel and practical learning experience.
Keywords:
Project-based learning, Project management, Learning analytics dashboard, Collaborative learning, Digital collaboration tools
Ewa Angoneze-Grela, Barbara Linowiecka, Magda Matuszewska, Łukasz Borak, Jakub Jagła, Marcin Kapiszewski, Marcel Rojewski, Adam Tomys and Dariusz Brzezinski
Ewa Angoneze-Grela
Institute of Interior Design and Industrial Design, Poznan University of Technology, ul. Jacka Rychlewskiego 2, 61–131 Poznan, Poland // ewa.grela@put.poznan.pl
Barbara Linowiecka
Institute of Interior Design and Industrial Design, Poznan University of Technology, ul. Jacka Rychlewskiego 2, 61–131 Poznan, Poland // barbara.linowiecka@put.poznan.pl
Magda Matuszewska
Institute of Architecture and Heritage Protection, Poznan University of Technology, ul. Jacka Rychlewskiego 2, 61–131 Poznan, Poland // magda.matuszewska@put.poznan.pl
Łukasz Borak
Institute of Computing Science, Poznan University of Technology, ul. Piotrowo 2, 60–965 Poznan, Poland // lukasz.borak@student.put.poznan.pl
Jakub Jagła
Institute of Computing Science, Poznan University of Technology, ul. Piotrowo 2, 60–965 Poznan, Poland // jakub.jagla@student.put.poznan.pl
Marcin Kapiszewski
Institute of Computing Science, Poznan University of Technology, ul. Piotrowo 2, 60–965 Poznan, Poland // marcin.kapiszewski@student.put.poznan.pl
Marcel Rojewski
Institute of Computing Science, Poznan University of Technology, ul. Piotrowo 2, 60–965 Poznan, Poland // marcel.rojewski@student.put.poznan.pl
Adam Tomys
Institute of Computing Science, Poznan University of Technology, ul. Piotrowo 2, 60–965 Poznan, Poland // adam.tomys@student.put.poznan.pl
Dariusz Brzezinski
Institute of Computing Science, Poznan University of Technology, ul. Piotrowo 2, 60–965 Poznan, Poland // dariusz.brzezinski@cs.put.poznan.pl
ABSTRACT:
Recent advances in image-generative artificial intelligence (AI) have provided designers with powerful tools for quickly exploring and iterating on their creative concepts. However, the effectiveness of different sources of inspiration in supporting design development remains underexplored, particularly within design education. This study examines the impact of AI-generated images versus web-sourced images on designers’ creative outcomes. For this purpose, we have gathered a dataset of design projects created by 50 students, who used AI-generated and web-sourced images as inspiration. To identify sources of inspiration in each project, we propose computer vision metrics that measure contrast and color similarity, as well as deep learning embedding similarity. The similarities computed between final designs and inspiration images are compared with student surveys expressing their perception of sources of inspiration and with expert ratings assigned to each project. The comparison shows that the students’ stated inspiration is positively correlated with the computed inspiration-design similarity and that students exhibit a preference for AI-generated inspiration, even if they are first-time users of generative tools. Moreover, our study reveals that both web and AI images are inspirational, but they affect different aspects of design. AI inspirations correlate strongly with the overall composition and mood, and web-sourced inspirations play an important role in defining color, materials, and grounding the design in reality.
Keywords:
Inspiration, Design education, Creative output, Generative AI, Learner perceptions
Wenhao Wang, Gwo-Jen Hwang, Asako Ohno, Etsuko Kumamoto, Hui-Chun Chu, Ching-Yi Chang and Chengjiu Yin
Wenhao Wang
Graduate School of Information Science and Electrical Engineering, Kyushu University // wang.wenhao.471@s.kyushu-u.ac.jp
Gwo-Jen Hwang
Graduate Institute of Educational Information and Measurement, National Taichung University of Education, Taiwan // Graduate Institute of Digital Learning and Education, National Taiwan University of Science and Technology, Taiwan // Yuan Ze University, Taiwan // gjhwang.academic@gmail.com
Asako Ohno
Information Science and Technology Center, Kobe University // ohno@kitty.kobe-u.ac.jp
Etsuko Kumamoto
Information Science and Technology Center, Kobe University // kumamoto@kobe-u.ac.jp
Hui-Chun Chu
Department of Computer Science and Information Management, Soochow University, Taiwan // Department of Applied Informatics, Fo Guang University, Taiwan // carolhcchu@gmail.com
Ching-Yi Chang
School of Nursing, College of Nursing, Taipei Medical University, Taiwan // frinng.cyc@gmail.com
Chengjiu Yin
Research Institute For Information Technology, Kyushu University, Japan // yin.chengjiu.247@m.kyushu-u.ac.jp
ABSTRACT:
Personalized learning recommendations utilizing learning behavior patterns have emerged as a crucial research area. Backtracking behavior, defined as students revisiting pages that they have already studied, has been shown to improve learning outcomes. However, it is difficult for students to locate the content they wish to revisit within a large number of resources. In this study, we designed a page-jumping recommendation plugin to help students find the content they require, thereby enhancing their backtracking behavior. By analyzing educational content and student reading logs, this plugin can predict and suggest pages that students are likely to want to revisit. An experiment was conducted in a university course to verify the plugin’s effectiveness with respect to learning outcomes. Students who used the page-jumping recommendation plugin achieved better academic performance and demonstrated high acceptance of the system.
Keywords:
Backtracking behavior, Adaptive learning, BERTopic, Log data, Recommendation system
Junhua Xian, Junjie Gavin Wu and Di Zou
Junhua Xian
Faculty of Applied Sciences, Macao Polytechnic University, Macao SAR // junhua.ax@gmail.com
Junjie Gavin Wu
Faculty of Applied Sciences, Macao Polytechnic University, Macao SAR // gavinjunjiewu@gmail.com
Di Zou
Department of English and Communication, The Hong Kong Polytechnic University, Hong Kong SAR // dizoudaisy@gmail.com
ABSTRACT:
Recent researchers have explored the effects of digital games on the academic performance of students with intellectual disabilities (ID), particularly through the lens of game-based learning (GBL). GBL has emerged as an innovative approach that integrates communication and teaching activities, making the process of information transmission more vivid. However, one significant critique within this research field is the limited attention given to the impact of different variables within GBL on learners with ID. This meta-analysis aims to fill this gap by investigating certain moderating variables, including control group treatment, game type, game platform, and intervention duration, to explore their potential impact on academic outcomes. The results of analyzing the effect sizes of 24 studies published between 2013 and 2023 showed that GBL has a moderate effect on the learning of students with ID compared to instructional activities without game-based instructional interventions. It is evident that students with ID can achieve better learning outcomes in an environment that is motivating and enjoyable.
Keywords:
Intellectual disabilities, Game-based learning, Meta-analysis, Moderating variables
Lung-Chun Chang
Department of Information Management, National Taipei University of Business, Taipei, Taiwan, ROC // angus77@ntub.edu.tw
ABSTRACT:
Students often feel that programming logic is challenging to understand and that the learning objectives of programming courses lack real-world relevance; thus, they tend to exhibit high learning anxiety and low learning engagement in programming courses. Experiential learning models enhance students’ engagement, motivation, and learning outcomes by enabling hands-on involvement. Moreover, project-based learning models enable students to achieve learning objectives and outcomes through observation, critical thinking, and problem-solving. Therefore, the present study developed an experience-design-implementation (EDI)-based learning model for a programming course. In the experience phase, students were grouped to play a board game, allowing them to experience the enjoyment of gameplay and understand game logic, thereby increasing their learning engagement and reducing learning anxiety. During the design phase, group members collaborated to design and create meaningful game rules and procedures, thus enhancing their critical thinking and problem-solving skills. Finally, in the implementation phase, an instructor introduced the programming concepts and skills required in each step of game design, enabling students to understand how to apply programming syntax, which enhanced their learning motivation and learning outcomes. Experimental results indicated that students who engaged in EDI-based learning exhibited significantly lower learning anxiety and significantly enhanced learning outcomes, learning motivation, critical thinking tendency, and problem-solving tendency than did students who used a conventional learning approach. Furthermore, learning outcomes, learning motivation, critical thinking tendency, and problem-solving tendency had significantly positive correlations with each other.
Keywords:
EDI-based learning, Learning outcomes, Learning motivation and anxiety, Critical thinking, Problem-solving tendency
Starting from Volume 17 Issue 4, all published articles of the journal of Educational Technology & Society are available under Creative Commons CC-BY-ND-NC 3.0 license.