CSEDU 2026 Abstracts


Area 1 - Artificial Intelligence in Education

Full Papers
Paper Nr: 19
Title:

Positioning AI in Austrian Secondary Computing Education: Perspectives of Computer Science Teachers

Authors:

Thomas Ströhle and Benedikt Dornauer

Abstract: Artificial Intelligence (AI), especially Large Language Models, is reshaping computer science education, yet evidence on their integration in Austrian schools remains scarce. This study examines the current role of AI in secondary computing education, focusing on: (1) teachers’ AI-related backgrounds; (2) the AI tools, competencies, and topics they incorporate into teaching; and (3) their perspectives on the future of computing education. To explore these aspects, semi-structured interviews were conducted with eleven teachers from different school types in Tyrol. In this way, the findings reveal variation in teachers’ competencies and practices, shaped by generational differences, professional development experiences that are often insufficiently in-depth, and a strong reliance on personal motivation and self-directed learning. Apart from that, three strands of integration emerged: fostering foundational understanding, enabling technical application, and promoting ethical and societal reflection. Teachers emphasized critical thinking, responsible use, and practical skills, such as prompt engineering, as key AI competencies, while highlighting the experimental rather than systematic use of AI tools in classrooms. Overall, AI is viewed as transformative, likely to shift computing education toward a more conceptual, ethical, and interdisciplinary approach.
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Paper Nr: 37
Title:

Extending an Automatic Question Generation Pipeline with LLM-Based Free-Response Tasks: An Analysis of Performance Metrics Using Student Data

Authors:

Rachel Van Campenhout, Jeffrey S. Dittel, Bill Jerome and Benny G. Johnson

Abstract: The advent of robust, open generative AI systems has changed teaching, learning, and educational technology permanently and in ways that will continue to evolve in the coming years. AI has made it possible to dramatically increase the availability of learning science-based approaches-such as formative practice-to millions of students through educational technology platforms. When applied responsibly, generative AI can contribute to these advances in powerful ways. In this paper, we discuss the ways generative AI was used to support an existing rule-based AI automatic question generation system, both via theoretical framework and technical methods. New question types with immediate, personalized feedback were developed to harness the benefits of generative AI for error-specific feedback. Question data from 316 students across three courses were analyzed, examining metrics such as engagement, difficulty, persistence, and non-genuine responses. These analyses extend performance benchmarks for AI formative practice and suggest iterative improvement steps and avenues for future research.
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Paper Nr: 40
Title:

In-Depth Data Exploration for Reliable Learning Curve Analysis: Insights from a Secondary School Python Course

Authors:

Laura M. van der Lubbe, Johan Jeuring and Sylvia P. van Borkulo

Abstract: The increased use of digital educational technologies has led to an increased availability of educational data. The field of Educational Data Mining (EDM) uses this data to perform various analyses. To successfully apply methodologies from EDM, the data must be of good quality. Looking at the data in detail before doing any EDM analyses gives insights that contribute to a reliable interpretation of the results of EDM. While this is relevant for all EDM methodologies, this paper focuses only on using student data for drawing learning curves. In this experience report, we look at the question: Which analyses are useful to assess whether data collected in a digital learning platform can be used for learning curve analysis? Such data are suitable if they are not biased by the collection method. We use real life data from two iterations of a Dutch secondary school course, Python Programming for Beginners. We show how platform features, such as fine-grained links between hierarchical learning goals and activities, and diverse assessment methods (self-, automated, and teacher grading), affect data quality. Our findings highlight how systematic data exploration adds crucial context to learning curves, which can also be beneficial for course designers. Finally, we propose guidelines for embedding this step into EDM practices.
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Paper Nr: 60
Title:

A CEFR-Inspired Classification Framework with Fuzzy C-Means to Automate Assessment of Programming Skills in Scratch

Authors:

Ricardo Hidalgo-Aragón, Jesus M. Gonzalez-Barahona and Gregorio Robles

Abstract: Context: Schools, training platforms, and technology firms increasingly need to assess programming proficiency at scale with transparent, reproducible methods that support personalized learning pathways. Objective: This study introduces a pedagogical framework for Scratch project assessment, aligned with the Common European Framework of Reference (CEFR), providing universal competency levels for students and teachers alongside actionable insights for curriculum design. Method: We apply Fuzzy C-Means clustering to 2,008,246 Scratch projects evaluated via Dr.Scratch, implementing an ordinal criterion to map clusters to CEFR levels (A1–C2), and introducing enhanced classification metrics that identify transitional learners, enable continuous progress tracking, and quantify classification certainty to balance automated feedback with instructor review. Impact: The framework enables diagnosis of systemic curriculum gaps-notably a “B2 bot-tleneck” where only 13.3% of learners reside due to the cognitive load of integrating Logic, Synchronization, and Data Representation-while providing certainty-based triggers for human intervention.
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Paper Nr: 65
Title:

Responsible Use of Generative AI in Systematic Reviews: A Practical Methodological Guideline

Authors:

Heloise Acco Tives Bedin, Edna Dias Canedo and Patricia A. Jaques

Abstract: Conducting systematic literature reviews rigorously is resource-intensive, often precluding individual researchers and small teams from producing high-quality evidence syntheses. We introduce a three-pillar methodological guideline for responsible integration of retrieval-augmented generation (RAG) tools with verifiable source attribution into systematic reviews, positioning AI as a calibrated partner rather than a replacement for human judgment. The guideline operationalizes human-in-the-loop oversight through: (1) Preparation and Calibration, (2) AI-Assisted Processing, and (3) Human Validation and Consensus. We demonstrate practical feasibility through application to a systematic mapping study of 101 primary studies, in which calibrated prompts achieved extraction recall ≥ 0.90 across all research questions. Results indicate an estimated 70% redirection of time previously devoted to routine data extraction toward interpretative analysis (based on retrospective researcher perception). The guideline is explicitly mapped to PRISMA-trAIce transparency standards, embedding compliance into the workflow rather than appending it retrospectively.
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Paper Nr: 66
Title:

Effectiveness of ChatGPT as a Team Member in Data Science Project

Authors:

Michelle L. F. Cheong and Jean Y.-C. Chen

Abstract: We studied the effectiveness of ChatGPT as a team member in student groups to complete a data science project from idea generation to deployment, following a modified 7-stage CRISP-DM process. In general, the student groups rated ChatGPT to be effective in terms of the quality, accuracy and relevance of the responses generated. ChatGPT was most effective in Final Report and Data Description stages, and less effective in Data Analysis and Evaluation stages. The student groups were most willing to use ChatGPT in future for Idea Generation and Problem Understanding stages, even when these two stages did not have the highest ratings. Our qualitative analysis for these two stages revealed some interesting insights.
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Paper Nr: 119
Title:

Integrating LLM-based Explanations into Open-Ended Graph Practice Exercises for Increased Learning and Engagement

Authors:

Ali Mahmoud Shokry, Anan Schütt and Elisabeth André

Abstract: Open-ended tasks are effective for learners to explore different actions and practice their skills. However, learners might not be able to use them effectively without proper guidance throughout the learning episode. In this paper, we explore using an LLM to generate explanations for the solution of the maximum independent set, a graph problem that learners attempt to solve. We combine LLM with a solver program to make the explanation accurate, while keeping the natural language usage and setting an educational tone of writing. We evaluate the method in a user study, which shows improved learning and engagement.
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Paper Nr: 135
Title:

AgiQ-A: An Agentic Question-Answer Pairing System to Aid Handwritten Answer Sheet Evaluation

Authors:

Suman Kundu, Akaash Chatterjee, Nipun Dhokne, Rohit Kumar Goyal and Subhash Mishra

Abstract: Manual evaluation of subjective answer sheets in university exams remains a deeply labor-intensive process, particularly in expanding academic ecosystems. A major challenge arises from students’ varied and often poor handwriting, making answers difficult for evaluators to interpret accurately. Additionally, reliance on physical answer scripts leads to delayed evaluations and restricted accessibility. Despite the growing digital transformation in education, this problem remains largely unresolved. In this paper, we propose AgiQ-A, an Agentic AI system designed to aid and streamline the assessment of handwritten exam scripts. AgiQ-A employs a multi-agent architecture consisting of seven specialized agents that collaboratively transform handwritten answer sheets into searchable digital content and organize them into question–answer pairs for improved readability. We evaluate our system on 100 handwritten answer sheets from two subjects to assess its real-world usability. AgiQ-A achieves up to 80% highly accurate granular extraction for mathematical content and 91.6% exact question–answer mapping. Overall, across both subjects, AgiQ-A delivers 96.6% usable extraction quality, 88.4% granular mapping accuracy, and 85.0% document-level mapping accuracy. Compared with OCR baselines, AgiQ-A achieves 87.8% usable extraction, outperforming TrOCR (83.0%) and Tesseract 5.0.0 (78.2%), demonstrating improved extraction on handwritten academic documents.
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Paper Nr: 137
Title:

KTBench: A Unified Evaluation Framework for Deep Knowledge Tracing

Authors:

Anass El Ayady, Maxime Devanne, Germain Forestier and Nour El Mawas

Abstract: The use of online learning platforms has created a large amount of interaction data. This data offers new ways to analyse learning and support students at scale. Knowledge Tracing (KT) models how learners gain and keep knowledge over time. It is an important part of intelligent tutoring systems for personalisation, recommendations, and feedback. Deep Knowledge Tracing (DKT) methods based on neural architectures have grown fast in recent years. However, comparisons between these models are still weak. Studies often use different datasets, different preprocessing steps, and different evaluation protocol. Because of this, results are hard to reproduce, and evaluation is not standardised. We present KTBench, a comprehensive and extensible benchmark framework to evaluate DKT models. It supports many model families and datasets with different sizes and densities. It offers fair and transparent comparison by using unified preprocessing, standard training settings, and several metrics (AUC, F1-score, accuracy, runtime, and model size). KTBench also runs each experiment several times to reduce randomness. Experiments show clear trade-offs between accuracy and efficiency, sensitivity to sparse data, and strength of early models. KTBench aims to improve reproducibility, support rigorous evaluation, and provide a solid base for future work in student modelling and educational data mining.
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Paper Nr: 156
Title:

Multi-Agent Architecture for Formative Assessment: An Integrated Approach to Error Diagnosis and Diagnostic Feedback

Authors:

Cristina Alameda, Raquel Hervás and Gonzalo Méndez

Abstract: Intelligent Tutoring Systems demonstrate significant learning gains in mathematics education. However, existing LLM-based approaches, while pedagogically promising, depend on high API expenses and cloud connectivity, limiting deployment in under-resourced contexts. We present a multi-agent cognitive architecture for automated formative assessment that operates using a sub-2B parameter language model (Qwen3-1.7B), allowing low resources and local execution. The system coordinates three specialized reasoning agents (abductive, deductive, and inductive) through majority voting, followed by expert student solution analysis and adaptive feedback generation incorporating student modeling and learning history. Evaluation on 1,024 gradeschool mathematics problems demonstrates substantial improvements over single-agent baselines: F1-score of 0.907 vs. 0.738 (+22.9), with precision rising from 60.8% to 89.0% (+28.2), and critically reducing false positives from 31.2% to 5.9%, a pedagogically essential improvement for maintaining learners trust. Expert validation by computer scientists and educators confirms superior feedback quality (mean rating 5.2 vs. 3.6 out of 6, p < 0.001) across dimensions including diagnostic accuracy, clarity, and pedagogical value, with 63% expert preference for multi-agent feedback comparing to a non-agents feedback generation. These results challenge the prevailing assumption that effective educational AI requires massive frontier models, demonstrating that thoughtfully orchestrated small language models can deliver pedagogically reliable formative assessment while operating on commodity hardware. By addressing cost and infrastructure barriers, this work aims to democratize adaptive tutoring technologies for global educational equity.
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Paper Nr: 162
Title:

Edu-ECDT: An Adaptive Ensemble-Based, Concept Drift-Aware Transformer Approach for Early Student Performance Prediction in Non-Stationary Educational Environments

Authors:

Amani Khalifa, Fatma BenSaid, Issam Rebai and Yessine Hadj Kacem

Abstract: Early identification of at-risk students is essentiel in online learning, where behavior and engagement evolve over time. Most existing prediction models assume stationary data, limiting their effectiveness in the presence of concept drift, i.e., changes in students’ patterns that affect performance predictions. To address these challenges, we propose Edu-ECDT, An Adaptive Ensemble-Based, Concept Drift-AwareTransformer Approach, that detects drift and subsequently adapts its modeling to changes in student learning patterns. Edu-ECDT operates on sequential student interaction with learning platforms and assessment data, ensuring reliable modeling while maintaining predictive stability. Evaluated on the Open University Learning Analytics Dataset (OULAD), which exhibits long-term non-stationarity, the model achieves 92.41% accuracy, outperforming 86.58% without drift detection, with similar gains in F1-score and ROC-AUC. Crucially, predictions are reliable several weeks before final exams, providing a valuable window for early intervention. These results demonstrate the effectiveness of drift-aware Transformers for adaptive student performance prediction in dynamic educational environments.
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Paper Nr: 200
Title:

DentalTrain: An Intelligent Virtual Patient Simulator for Endodontic Clinical Training

Authors:

Anca-Elena Magui, Antonia-Teodora Moga, Maria-Mădălina Mera and Răzvan-Corneliu Pop

Abstract: Clinical training in dentistry is constrained by limited patient availability, restricted exposure to rare pathologies, and the ethical risks of early unsupervised practice. Existing virtual patient systems address some of these challenges but rely on rigid branching scenarios or generic Large Language Models accessed through prompt engineering, which often results in inconsistent symptom representation and conversational instability. This paper presents the development of the artificial intelligence component within DentalTrain, a conversational simulator that models a virtual patient capable of sustaining realistic dental consultations for structured anamnesis training. The proposed approach applies parameter-efficient fine-tuning to Meta Llama 3-8B using a curated dataset of 385 clinical conversations spanning 15 diagnostic classes, including both odontogenic and non-odontogenic pathologies. Each scenario incorporates consistent symptomatology, naturalistic patient phrasing, emotional variability, and behavioural guardrails to maintain clinical fidelity across multi-turn interactions. Unlike existing implementations that depend on commercial closed-source models, DentalTrain demonstrates that a clinically viable virtual patient can be trained on consumer-grade hardware using open-source models, offering a reproducible and privacy-preserving alternative for dental education.
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Paper Nr: 226
Title:

Different Models, Different Values: Educational Preference Structures across Alignment Methodologies in Large Language Models

Authors:

Daniel Autenrieth

Abstract: Large language models (LLMs) increasingly serve as pedagogical agents, tutoring systems, and content generators in educational settings. These systems carry implicit pedagogical preferences that shape learning interactions. This study presents the first systematic cross-model comparison of educational preference structures, contrasting GPT-5.1 (aligned via reinforcement learning from human feedback) with Claude Sonnet 4.5 (aligned via RLHF augmented by Constitutional AI with a publicly documented value constitution). Using Structured Preference Elicitation (SPE) with 144 expert-validated educational scenarios across eight theoretical dimensions, each model completed 102,960 pairwise comparisons. Both models exhibit highly coherent preference systems (>99.7% transitivity), yet differ systematically in their educational value orientations. Claude displays twice the rate of evaluative indifference (19.7% vs. 9.9%), a 39% narrower utility range, and process-oriented rather than outcome-oriented priorities. These differences are consistent with specific constitutional principles, including calibrated uncertainty, professional reticence, and autonomy preservation. While the models differ in multiple respects beyond alignment methodology, the consistency between constitutional principles and observed behavior suggests that training methodology is a contributing factor. For educational technology developers, these results indicate that model selection constitutes a normative choice about the pedagogical stance of the deployed system.
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Paper Nr: 228
Title:

Teaching LLM Security through Containerized Vulnerable Applications

Authors:

Katarzyna Mazur

Abstract: As Large Language Model applications integrate into enterprise systems, organizations face security challenges requiring specialized defensive skills. While generative AI inherits traditional web vulnerabilities, it introduces novel attack vectors cataloged in the OWASP Top 10 for LLM Applications 2025, including, among others, prompt injection, insecure output handling, sensitive information disclosure, and excessive agency. This paper presents a Docker-based educational approach for teaching LLM application security through hands-on exploitation of real vulnerabilities in production-grade AI tools. We developed containerized exercises built around widely deployed LLM applications, where each exercise targets a documented CVE aligned with the OWASP LLM Top 10. Environments deploy as self-contained Docker containers on student laptops, requiring no cloud infrastructure or API costs. We integrated this framework into an Advanced Cybersecurity course, demonstrating its practical effectiveness in an academic setting. This work contributes a reproducible, cost-free approach to scaling LLM security education, equipping students with hands-on skills to defend against emerging AI application threats.
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Paper Nr: 284
Title:

A Didactical-Driven Teacher Assistant for a Dimensional Modeling Course

Authors:

Laurent Brisson, Maria Teresa Segarra and Grégory Smits

Abstract: Educational chatbots powered by large language models (LLMs) show promising effects on learning outcomes, yet most systems delegate pedagogical decisions such as content selection and didactic structuring implicitly to the LLM, making tutoring strategies difficult to trace, evaluate, and reproduce. This paper presents a didactical-driven teacher assistant for a French-language university course on dimensional modelling, operating without commercial LLM budget or GPU infrastructure. The architecture formalises the instructor’s pedagogical reasoning into deterministic modules that handle intent detection, concept linking, and didactic approach selection before any text is generated; the LLM acts solely as a linguistic executor. Evaluation on 195 authentic student questions addresses two research questions. First, we show that standard semantic retrieval alone does not reliably recover the pedagogically required content, thereby justifying the upstream orchestration strategy adopted in our architecture (RQ1). Second, compared to free-tier LLMs whose detection performance varies widely across models and which produce errors silently, the deterministic pipeline achieves high pair precision (73%) with full traceability and explicit abstention, though its limited coverage confirms that the detection strategy requires further refinement (RQ2).
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Paper Nr: 294
Title:

Evaluating the Impact of LLM Feedback through Self-Determination Theory

Authors:

Laura Girelli, Francesco Orciuoli, Antonella Pascuzzo and Paolo Petrocelli

Abstract: This paper presents an in-depth study evaluating the impact of Large Language Models (LLMs) on students’ situational motivation and perceived competence through personalized feedback. While generative models offer unprecedented scalability in education, their psychological impact on learners remains underexplored. Through an experimentation, students received personalized feedback generated by LLM or by human tutors, calibrating them on the students’ psychometric profiles, including personality traits, learning styles, and self-efficacy. Grounded in Self-Determination Theory (SDT), pre- and post-test analyses reveal that LLM-generated feedback significantly influences the perceived competence, which serves as the primary mediator for situational motivation. The study highlights that the pedagogical efficacy of LLMs depends not only on linguistic quality but also on the strategic consideration of learners’ baseline self-efficacy, suggesting a shift toward AI-based tutoring systems that are sensitive to the psychological state of the learner.
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Short Papers
Paper Nr: 25
Title:

Beyond Static Scoring: Enhancing Assessment Validity via AI-Generated Interactive Verification

Authors:

Tom Lee, Sihoon Lee and Seonghun Kim

Abstract: Large Language Models (LLMs) weaken the evidentiary value of open-ended assessment by blurring the relationship between polished written performance and student understanding. We present a two-stage, instructor-in-the-loop workflow that combines rubric-based automated scoring with criterion-linked follow-up questioning and reassessment. Rather than detecting AI use, the workflow asks whether a learner can explain, extend, or defend the submitted work. We report an exploratory pilot with nine university instructors from four Korean institutions who used the prototype with instructor-authored exemplar answers. Rubric generation and initial scoring were viewed as fair and consistent, but auto-scoring alone was weaker for construct validity (M=3.67). The follow-up stage received the strongest ratings for fairness (M=4.56) and content alignment (M=4.67), and the overall contribution to fairness and validity was rated highly (M=4.56). The findings suggest that automated scoring works best as a consistent first pass and that criterion-linked follow-up can make understanding more visible than static scoring alone.
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Paper Nr: 41
Title:

Incorporating Recommended Course Prerequisites into Similarity-Based Course Recommender Systems for Higher Education

Authors:

Tom Breuer and René Röpke

Abstract: Course selection in higher education, particularly for elective courses in study programs with high degrees of freedom, can be overwhelming for students. While course recommender systems can support students in the process, these systems often overlook recommended prerequisites specified in the curricula of study programs. To address this, we modeled recommended course prerequisites based on module catalog information and developed a collaborative filtering-based recommender system that incorporates prerequisite fulfillment as a quality. We conducted a user study to evaluate the recommender system’s usability and the perceived plausibility of its generated recommendations, comparing it to a matrix factorization-based approach. Our findings indicate that while matrix factorization is generally preferred, partly due to its reduced susceptibility to popularity bias in the data, students generally accept the integration of recommended prerequisites and their impact on explainability of recommendations. These results highlight the potential of prerequisite-aware recommendations in enhancing course selection.
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Paper Nr: 42
Title:

Simulation of Competence-Based Difficulty Adjustment in Formal-Language Exercises

Authors:

Paul L. Christ, Torsten Munkelt and Tim Schulz

Abstract: Understanding, applying, and evaluating formal languages are key competences in many technical and scientific professions. This is true despite, and especially because of, the ability of generative AI to generate artifacts of formal languages, such as source code or mathematical notation. Acquiring competences generally requires targeted practice. Adaptive learning systems use knowledge tracing (KT) models to guide learners toward learning success in a targeted manner--at least in theory. In order to increase the practicality of adaptive learning systems, large amounts of data are usually required, but collecting this data is very time-consuming and expensive. This paper presents a model for developing learners’ formal language competences by working on exercises of increasing complexity and implements this model in a simulation. Based on the data obtained from the simulation, a KT model is trained and its application is then evaluated in the simulation. The results show that the KT model is well suited for application in the simulation. However, the competence development model requires further evaluation based on real data in order to confirm the validity of the model assumptions and to further develop the latter.
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Paper Nr: 44
Title:

Causal Inference for Learning Analytics: The Effect of Part-Time Instruction on First-Year Students' Final Grades

Authors:

Eitel J. M. Lauría

Abstract: Part-time (PT) faculty play a vital role in higher education, yet their increasing prevalence raises concerns about student success. This paper examines the causal effect of PT instruction on final course grades of first-semester freshmen, using data from 2012 to 2024 at a private four-year institution in Upstate New York. Valid adjustment sets are identified through Pearl’s causal graph framework (Pearl, 2009) and the backdoor criterion. The average treatment effect (ATE) is estimated via linear regression and double machine learning (Chernozhukov et al., 2024), with robustness assessed through DoWhy refutation methods (Sharma and Kiciman, 2020). Conditional average treatment effects (CATEs) and quantile regression (25th, 50th, and 75th percentiles) capture treatment heterogeneity. Results show that PT instruction yields modest but consistent positive effects on student grades, particularly for lower-performing students. The study demonstrates how causal inference combined with machine learning enhances learning analytics, supporting staffing decisions and evidence-based policy.
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Paper Nr: 48
Title:

Bringing AI into the Classroom: A Structured Approach for Integrating AI into Software Engineering Education

Authors:

Iris Groher, Michael Vierhauser and Markus Weninger

Abstract: The recent emergence of generative AI and Large Language Models (LLMs), particularly following the re-lease of ChatGPT in late 2022, has significantly impacted both academic research and industrial practice. This development has vast potential to impact educational practices, particularly computer science and software engineering courses. Unfortunately, there is still a lack of actionable guidance on how to coherently integrate AI into computer science curricula. In this paper, we therefore introduce the concept of AI-Blueprints, a structured approach to integrating AI-related topics and activities into various computer science courses. We describe our approach and outline a structured process for creating new blueprints. Our vision is to provide these blueprints as open educational resources, allowing educators to adapt and integrate AI into diverse courses and topics. As a preliminary validation, we conducted semi-structured interviews with six university-level educators, collecting feedback on how our blueprints could help to integrate AI topics into existing courses. Based on this feedback, we outline plans for future research and expanding our AI-Blueprint concept.
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Paper Nr: 74
Title:

Linking Self-Regulated Learning Skills and Learning Analytics Indicators in Online Learning: A Delphi Study

Authors:

Şeyhmus Aydoğdu and Ender Özcan

Abstract: The objective of this study is to systematically examine the relationships between students' self-regulated learning (SRL) skills and learning analytics (LA) indicators, to develop a comprehensive list of indicators based on these relationships, and to identify effective visualization strategies that can clearly and practically convey these insights to students, educators, and instructional designers. Using the Delphi method, expert opinions were collected from researchers and practitioners experienced in SRL and LA. The findings indicate a strong consensus that specific SRL skills can be inferred from measurable digital traces. In the preparatory phase, key indicators included goal setting, readiness level, and planning behaviours. The performance phase was mainly associated with effort regulation, collaboration, resource management, and self-monitoring. In the appraisal phase, indicators such as self-evaluation, feedback use, and goal revision were highlighted. Experts also recommended suitable visualization types to represent these indicators effectively. Common visualizations included line charts, bar charts, stacked bar charts, and heatmaps, while advanced visualizations such as network graphs and Sankey diagrams were suggested for deeper analysis of learner interactions. Overall, the results demonstrate the potential of learning analytics to make SRL processes more visible and to inform the design of dashboards that support learners’ monitoring and reflection.
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Paper Nr: 83
Title:

Adaptive Sequencing in Interval Ear Training: A Multi-Armed Bandit Approach

Authors:

Yasmine Elsadat, Anan Schütt, Hannes Ritschel and Elisabeth André

Abstract: Ear training is a fundamental task for musicians to practice, which takes time and motivation. Intelligent Tutoring Systems (ITS) would be a good solution to help motivate students and help them progress through the course of practice exercises; however, there has been little research in creating ITSs for music. In this paper, we implement an ITS for interval ear training exercises. We propose a two-level multi-armed bandit architecture to select new intervals for the student to learn and decide which interval to quiz the student at each step. We carry out experiments with virtual student models and a human user study to evaluate the effectiveness of the proposed approach. Our results show that the tutor adapts to the student appropriately, and show trends that the tutor’s actions led to higher student motivation and enjoyment. Based on the results, we discuss our findings and the potential focus points for further research.
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Paper Nr: 90
Title:

TutorBots in Context: A Multi-Lens View on Educational Practice

Authors:

Ulrike Padó and Barbara Pampel

Abstract: Tutorbots are an increasingly popular tool for enabling students to access individualized chat support for the content of their classes, wherever and whenever. To further facilitate the move from research prototypes to widespread adoption in Higher Education, we identify obstacles and derive recommendations for overcoming them by considering tutorbots through four Lenses (cf. Brookfield, 1995): Our autobiographic Lens, the literature Lens, the Lens of other educators and the Lens of students working with the tutorbot. Our core insights are that many of the educators’ and students’ initial concerns can be addressed effectively by utilizing Retrieval-Augmented Generation bots. We therefore recommend training educators how to configure and students how to use them, because we find that students profit from instruction on the bots’ technical background and on prompting despite self-reported frequent use of chatbots.
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Paper Nr: 98
Title:

Generative Pretrained Test-Taker: Evaluating LLM Performance on Exams for Accuracy and Similarity to Students

Authors:

Benjamin Ostrower, Shubham Puri, Matthew Kielo and David A. Joyner

Abstract: As large language models (LLMs) become increasingly integrated into educational settings, it is critical to understand how their performance compares to that of human students. This study evaluates LLM performance on graduate-level computer science exams and directly compares model accuracy and behavior to aggregate student performance in a large online program. Beyond overall accuracy, we analyze systematic differences between LLM and human responses. Our results show that while LLMs can approach human-level performance-particularly with retrieval-augmented prompting-they exhibit consistent behavioral differences, including biases in answer selection, sensitivity to prompt formulation, and reliance on surface-level semantic associations rather than domain-specific reasoning. To better understand these differences, we complement quantitative evaluation with qualitative analysis of model reasoning and exploratory interpretability experiments using Sparse Autoencoder (SAE) circuits. These analyses suggest that LLM predictions are driven by internal representations that do not fully align with human reasoning patterns. Finally, we examine how targeted prompt modifications can influence model outputs, highlighting potential vulnerabilities in LLM-assisted assessment settings. Overall, our findings demonstrate that comparable performance does not imply human-like understanding, and underscore the need for evaluation frameworks and assessment designs that account for systematic differences between LLMs and human learners.
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Paper Nr: 104
Title:

On Usage and Assessment of Generative AI by Computer Science Students in Software Development Projects

Authors:

Jennifer Brings, Yannik Brändle and Marian Daun

Abstract: Generative AI offers numerous benefits for software developers, like code generation, bug fixing, or even teaching new programming languages. However, it has also become obvious that current large language models have their limits and suffer from hallucinations. This is particularly relevant for inexperienced software developers who struggle with assessing AI generated solutions. To create tailored education approaches that consider the needs of inexperienced software developers, it is important to understand how generative AI is used by them and what challenges they face. This exploratory study provides empirical insights into how computer science students use generative AI in software development projects. We provide initial empirical evidence to better understand the needs of inexperienced software developers like computer science students.
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Paper Nr: 113
Title:

PBL-Catalyst: A Conceptual Platform for AI-Supported Programming

Authors:

Faten Ziadi and Sondes Hattab

Abstract: Problem-based learning (PBL) is a learner-centered approach that fosters critical thinking and problem-solving skills. However, the emergence of Generative Artificial Intelligence (GenAI) tools raises concerns about the potential reduction of students’ cognitive engagement, particularly in programming education where solutions can be instantly generated. In this paper, we propose PBL-Catalyst, a conceptual AI-supported platform designed to preserve the pedagogical principles of PBL while leveraging the capabilities of generative AI. The platform relies on a multi-agent architecture that promotes metacognition, autonomy and active reasoning by providing hints, questions and controlled cognitive disruptions instead of complete solutions. PBL-Catalyst incorporates adaptive mechanisms that take into account students’ levels, strategies and errors to personalize learning interactions. The approach is illustrated through representative educational scenarios in programming contexts.
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Paper Nr: 125
Title:

Supporting Design Thinking through Ideation LLM-Multi-Agent Systems: An Investigation of Perceived Usefulness in Non-Standard Educational Contexts

Authors:

Lydia Zampolini, Giuseppina Rita Jose Mangione and Manuel Gentile

Abstract: In non-standard educational contexts such as small and rural schools, ideation plays a key pedagogical role in supporting professional agency, collective sense-making, and future-oriented educational judgment under conditions of structural constraint. At the same time, recent developments in Artificial Intelligence (AI), particularly Large Language Model–based Multi-Agent Systems (LLM-MAS), offer new opportunities to support collaborative and distributed forms of creative work. However, their educational relevance depends on how they are perceived and appropriated by teachers within professional practice. This study explores teachers’ perceptions of the Usefulness of a Design Thinking (DT)–oriented LLM-MAS designed to scaffold ideation through structured, role-based interaction. The system was tested during a hands-on workshop held at Didacta Italia (Trentino edition, October 2025), involving primary and lower secondary teachers working on challenges typical of small and rural school contexts. Data were collected through a structured self-report questionnaire and analysed using descriptive statistics, correlation analysis and path analysis. Results indicate that Perceived Usefulness is directly associated with teachers’ knowledge of DT, while knowledge of AI mainly contributes indirectly by fostering trust in AI-based systems. Overall, the findings suggest that DT-oriented LLM-MAS can function as ideational scaffolds that support professional creativity and collective reflection without undermining teachers’ agency, highlighting the importance of pedagogical design and contextual alignment when introducing agentic AI in non-standard educational settings.
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Paper Nr: 132
Title:

A Survey about Variables That Drive and Inform Adaptation of Learning Dashboards

Authors:

Rémi Barbé, Benoît Encelle and Karim Sehaba

Abstract: Learning analytics dashboards (LADs) are widely used to provide feedback to learners and educators, yet their adoption remains limited. A key problem is the lack of guidance for adapting dashboards to diverse user needs and contexts. Effective adaptation requires identifying which input variables/data (e.g. learner preferences, interaction logs) and output dimensions (e.g. indicators, visualizations) are most relevant to guide changes on LADs. This paper reports an exploratory survey with 20 French-speaking mostly experts in educational technologies and learning sciences. Participants assessed 11 input variables and 4 output dimensions through ratings, rankings and qualitative comments. Results highlight promising input variables for guiding LADs adaptation: dashboard expertise, learning objectives and their relative priorities, and learner’s interactions with the dashboard. To the contrary, variables such as learning styles and personality traits were deemed less relevant or more controversial. Qualitative insights highlighted adaptation trade-offs, potential negative effects on learners, and the need to balance decision making between learners and teachers. Suggested output dimensions were uniformly rated as relevant. These results provide a prioritization of variables to support LADs adaptation and emphasize the need for systematic frameworks linking input data to dashboard adaptations, offering a foundation for future research toward more robust, data-driven approaches to learning dashboard adaptation.
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Paper Nr: 145
Title:

Making a Recommendation System Explainable to Support Teachers in Their Use of the System

Authors:

Chloé Conrad, Rémi Venant and Marie Lefevre

Abstract: The ComPer project aims to provide digital tools that help teachers in implementing a Competency-Based Approach, which in turn enables adaptive learning. This goal is achieved through a configurable system for recommending teaching resources. The contribution presented in this paper involves providing teachers with two types of explanations regarding how this recommendation system works, to facilitate its configuration. These explanations are generated from the system’s execution traces. The usability of the interface used to present the explanations, as well as their relevance for understanding the system, has been evaluated with members of the teaching teams who use the ComPer tools.
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Paper Nr: 146
Title:

From Use to Informed Use: Evaluating a GenAI-Literacy Intervention for IT/CS Students

Authors:

Adrian-Silviu Roman, Teri Lenard and Roland Bolboacă

Abstract: Generative AI (GenAI) tools are increasingly embedded in students’ learning routines, particularly in Information Technology/Computer Science (IT/CS) programs where they are used for explanations, debugging, and code generation. Alongside these benefits, educators are concerned about academic integrity, over-reliance, and the difficulty students may have in judging confident but incorrect outputs. This paper reports on a GenAIliteracy intervention designed to promote responsible and verification-oriented use. It evaluates the immediate impact with pre- and post-surveys administered immediately before and after the session to IT/CS students. Notably, all respondents (N = 67) reported using ChatGPT or similar tools. Results show an increase in students’ perceived understanding of how GenAI applications work and a small-to-moderate decrease in trust in generated answers, suggesting improved awareness of limitations. Students also reported lower endorsement that GenAI supports memorization and retention, while perceived support for critical thinking and problemsolving trended downward. Across both surveys, students overwhelmingly agreed that they should be taught to use GenAI ethically and effectively. Overall, the findings support integrating GenAI literacy into computing education through targeted instruction and clear guidance that emphasizes critical evaluation, transparency, and learning-oriented use.
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Paper Nr: 160
Title:

Concept of Multi-Centroid Graph Traversal for Explainable T-Shaped Curriculum Recommendation

Authors:

Patrik Procházka, Klára Kubíčková, Janka Marschalková and Leonard Walletzký

Abstract: The rapid evolution of AI-driven labor markets challenges traditional, rigid university curricula, creating a widening gap between academic outputs and industry needs. This paper addresses the necessity of cultivating T-shaped professionals-graduates combining deep expertise with boundary-spanning adaptability-by proposing an automated curriculum synthesis framework. While our initial Proof-of-Concept utilized text clustering and Mixed Integer Linear Programming to map student profiles, it suffered from semantic limitations and a lack of transparency. To overcome this, we present an architectural upgrade moving to an LLM-enriched Knowledge Graph. The core contribution is a novel heuristic we define as Multi-Centroid Graph Traversal, which adapts graph navigation to handle the multi-faceted nature of professional roles and navigates complex university constraints to generate personalized, interdisciplinary study plans. Unlike black box optimization solvers, this system employs a Chain of Thought mechanism to ensure recommendation explainability and student agency. This approach effectively bridges the gap between static academic offerings and the dynamic competency requirements of the modern workforce.
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Paper Nr: 164
Title:

Detecting Self-Efficacy through Learners’ Interaction Traces in Technology-Enhanced Learning

Authors:

Maeva Somny and Marie Lefevre

Abstract: Self-Efficacy beliefs play a critical role in learners’ performance, academic choices, and, more broadly, their future career trajectories. As Technology-Enhanced Learning (TEL) environments have shown strong potential for supporting both performance and motivation, investigating self-efficacy within such environments is of particular interest. In this paper, we present an approach for detecting learners’ self-efficacy from their interaction traces. Our method combines Data Mining techniques with Trace-Based Reasoning to uncover interaction patterns indicative of low self-efficacy. To strengthen the validity of our findings, these trace-based indicators are complemented by self-reports and a standardized self-efficacy survey.
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Paper Nr: 175
Title:

Usability Evaluation and Improvement of a Tool for Self-Service Learning Analytics

Authors:

Shoeb Joarder, Mohamed Amine Chatti and Louis Born

Abstract: Self-Service Learning Analytics (SSLA) tools aim to support educational stakeholders in creating learning analytics indicators without requiring technical expertise. While such tools promise user control and transparency, their effectiveness and adoption depend critically on usability aspects. This paper presents a comprehensive usability evaluation and improvement of the Indicator Editor, a no-code, exploratory SSLA tool that enables non-technical users to implement custom learning analytics indicators through a structured workflow. Using an iterative evaluation approach, we conduct an exploratory qualitative user study, usability inspections of high-fidelity prototypes, and a workshop-based evaluation in an authentic educational setting with n = 46 students using standardized instruments, namely System Usability Scale (SUS), User Experience Questionnaire (UEQ), and Net Promoter Score (NPS). Based on the evaluation findings, we derive concrete design implications that inform improvements in workflow guidance, feedback, and information presentation in the Indicator Editor. Furthermore, our evaluation provides practical insights for the design of usable SSLA tools.
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Paper Nr: 182
Title:

Cross-Domain Robustness in Romanian Hate Speech Detection

Authors:

Andra-Gabriela Ursa and Laura-Silvia Diosan

Abstract: Hate speech and offensive language detection is essential for moderating online platforms, yet models trained on a single dataset often struggle to generalize across domains due to dataset shift and annotation inconsistencies. This challenge is particularly significant for Romanian, which is a relatively low-resource language. In this paper, we investigate cross-domain hate/offensive speech detection in Romanian by evaluating both traditional and transformer-based approaches on multiple datasets adopted from prior work. To ensure comparability, we unify all datasets into a binary labeling scheme: non-offensive and offensive. We benchmark a classical Support Vector Machine classifier using TF-IDF features and compare it against a Romanian transformer model. Experiments are performed in in-domain settings using standard train/test splits and in cross-domain settings where models are trained on one dataset and evaluated on other datasets, including an 80/20 robustness protocol and a leave-one-dataset-out multi-source evaluation. Results show strong in-domain performance but a pronounced degradation under cross-domain evaluation, indicating maximum divergence between datasets and highlighting the difficulty of domain generalization in Romanian offensive language detection. Our findings emphasize the need for robust cross-dataset evaluation and improved methods to handle domain shift in low-resource NLP.
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Paper Nr: 183
Title:

When Human-AI Collaboration Failed: Analyzing Sociotechnical Incident Patterns in Educational AI

Authors:

Chunling Niu, Marta Del Rio-Guerra, Rui Jin, Esmeralda Marrero, Jennifer Carroll and Christopher Brady

Abstract: The rapid integration of artificial intelligence into educational settings has introduced complex risks that emerge not from technology or human action alone, but from their interaction. This study examines the sociotechnical dimensions of AI-related incidents in education through a mixed-methods analysis of 212 education-related incidents drawn from the AI Incident Database, classified using the MIT AI Risk Repository’s domain and causal taxonomies. Our analysis reveals that 81.1% of education AI incidents (n=172) involve joint human-AI causation — a proportion we term “sociotechnical dominance.” Comparative analysis using chi-square tests demonstrates that these sociotechnical incidents exhibit significantly different risk domain distributions (χ²=25.03, p<.001) and intent profiles (χ²=23.03, p<.001) compared to human-only incidents. Through keyword-based heuristic coding of interaction patterns, we identify six distinct failure loci, with Misuse/Misapplication (32.0%) and AI Misinterpretation/Hallucination (26.2%) as the most prevalent. Content Generation (35.5%) emerges as the dominant educational function context, and students (29.7%) are the most frequently involved human actors. Cross-tabulation reveals critical hotspots where specific failure modes concentrate. Cluster analysis identifies eight clusters forming a typology of sociotechnical failure patterns, each mapping to distinct stages of the instructional design lifecycle based on the ADDIE model (Branch, 2009). Findings indicate that the majority of failures manifest at the Implementation stage (32.0%), pointing to a systemic gap in proactive risk assessment during earlier design phases. These results contribute an empirically grounded, incident-based framework for understanding how human-AI collaboration fails in education.
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Paper Nr: 196
Title:

Improving Linear Algebra Problem Solving in Higher Education with Retrieval-Augmented Large Language Models

Authors:

Giovannina Albano, Nicola Capuano, Giovanni Casella and Mario Vento

Abstract: Large Language Models (LLMs) are increasingly used by university students as study support tools, but their reliability in mathematics, especially linear algebra, remains limited due to reasoning errors, hallucinations, and weak theoretical grounding. This paper presents AlgebraRAG, a Retrieval-Augmented Generation (RAG) system that grounds LLM outputs in curriculum-aligned instructional materials. The architecture combines query analysis, metadata-aware hybrid retrieval, structured prompting, and iterative validation to improve consistency and reliability. Unlike fine-tuning approaches, it leverages external knowledge retrieval, enabling easier maintenance and alignment with course content. The system was evaluated on 100 open-ended exercises, 200 multiple-choice questions, and a subset of the UGMathBench dataset. Results show consistent improvements over both a non-retrieval baseline and a standard RAG configuration, achieving up to 96% accuracy and better reasoning quality, while generalizing to external benchmarks. These findings suggest that curriculum-aligned retrieval with structured generation and validation enhances the reliability and pedagogical suitability of LLM-based tools for higher education mathematics.
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Paper Nr: 198
Title:

Software Engineering Education in the Age of ChatGPT Revisited

Authors:

Jennifer Brings and Marian Daun

Abstract: With its release of ChatGPT in late 2022, OpenAI created quite a stir in the education community. Worries about rampant cheating by students were widespread. Shortly after the release of ChatGPT we argued, generative AI will not be the end of software engineering nor software engineering education but rather provide new opportunities and lead to shifts in software engineering and software engineering education practices. In this paper, we revisit our previous predictions under consideration of the advances generative AI has made in the past three years.
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Paper Nr: 225
Title:

Investigating Code Similarity Patterns in LLM-Generated and Human-Written Programming Solutions

Authors:

Paulina Gacek, Bartosz Gdowski, Konrad Szymański and Wojciech Żmuda

Abstract: As Large Language Models (LLMs) reshape programming education, detecting AI-generated submissions using traditional similarity-based plagiarism tools presents a novel challenge. This paper investigates whether LLM-generated code exhibits structural and lexical patterns that systematically differ from human-written solutions. Analyzing a dataset of 9,000 solutions to constrained algorithmic tasks, we compare pre-2023 human submissions against synthetic outputs from GPT-5.2 and Gemini 3.0 Flash. Our findings reveal that AI solutions occupy a highly concentrated space, exhibiting extreme structural convergence (¿75% similarity compared to 28% for humans) and highly constrained lexical overlap. While commenting behaviors vary significantly by model, these overarching convergences suggest similarity-based detection is theoretically viable. However, due to severe risks of model-specific statistical masking and false positives, strict pedagogical precautions are required before deployment.
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Paper Nr: 230
Title:

LLMs in Web Development Education: An Evaluation of Existing Benchmarks

Authors:

Franz Knipp, Patrizia Sailer and Werner Winiwarter

Abstract: Large Language Models (LLMs) are becoming increasingly prevalent in computer science education. With an ever-growing number of models available, it is becoming increasingly difficult to select the right one. Benchmarks can be used to evaluate the performance of an LLM in a particular application area. This paper examines which existing benchmarks are suitable for web development education. To carry out this evaluation, 31 learning objectives for teaching HTML and CSS were derived from existing curricula and used to assess the extent to which they are covered by existing benchmarks. Web-Bench is the only benchmark that operates at this level. The tasks in this benchmark were manually matched with the learning objectives, revealing that only a small portion is covered. Ultimately, it must be concluded that, despite the large number of benchmarks in the field of code generation, there is currently no suitable benchmark for web development education, which highlights the need for a novel benchmark.
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Paper Nr: 254
Title:

PyBlocks: AI Companion for Learning Python through Block-Based Programming

Authors:

Reham Ayman, John William and Nada Sharaf

Abstract: PyBlocks is an AI-enhanced block-based learning platform designed to overcome traditional barriers in programming education, such as syntax errors and debugging challenges, by integrating a dual-view block-toPython editor with adaptive, context-aware AI support. This platform bridges the gap between visual logic and textual syntax through automated hints and interactive missions. In a controlled study of 32 engineering students, PyBlocks demonstrated a statistically significant (p < 0.001) mean learning gain of 3.00 compared to the control group’s −0.06, representing a decisive improvement over traditional video-based instruction. Coupled with an excellent System Usability Scale score of 84.17 and high student engagement, these results provide strong empirical evidence for the efficacy of interactive, AI-supported environments in accelerating conceptual comprehension for novice programmers.
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Paper Nr: 272
Title:

Design and Deployment of a Course-Aware AI Tutor in an Introductory Programming Course

Authors:

Iris Groher, Patrick Heissenberger and Michael Vierhauser

Abstract: Large Language Models (LLMs) have become part of how students solve programming tasks, offering immediate explanations and even full solutions. Previous work has highlighted that novice programmers often heavily rely on LLMs, thereby neglecting their own problem-solving skills. To address this challenge, we designed a course-specific online Python tutor that provides retrieval-augmented, course-aligned guidance without generating complete solutions. The tutor integrates a web-based programming environment with a conversational agent that offers hints, Socratic questions, and explanations grounded in course materials. Students used the system during self-study to work on homework assignments, and the tutor also supported questions about the broader course material. We collected structured student feedback and analyzed interaction logs to investigate how they engaged with the tutor’s guidance. We observed that students used the tutor primarily for conceptual understanding, implementation guidance, and debugging, and perceived it as a course-aligned, context-aware learning support that encourages engagement rather than direct solution copying.
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Paper Nr: 292
Title:

Students’ Use of GenAI in an Advanced Algorithms Course

Authors:

J. Ángel Velázquez-Iturbide

Abstract: The emergence of Generative AI (GenAI) has deeply impacted on education, where different concerns and opportunities have emerged. In computing education, the focus has mostly been placed on introductory courses, especially on coding activities. However, little is known about the actual use of GenAI by students in advanced courses, where they are more proficient in computing issues. The paper addresses this concern in an advanced algorithm course. We analyzed students’ reports for five assignments, where they were allowed to use GenAI, provided they identified the tasks where they made use of GenAI. The results showed that coding tasks have often been assisted by GenAI, but other tasks were also supported, such as report writing, suggestions of design decisions, or analysis of the algorithms. Overall, we appreciate a wide range of students’ uses, from occasional to close collaboration to the AI tool, and students’ high level of critical thinking.
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Paper Nr: 303
Title:

Using Deep Knowledge Tracing to Discover Knowledge Concept Relations and an Explainable Curriculum Structure

Authors:

John Ryan-Purcell and Ioana Ghergulescu

Abstract: Deep Knowledge Tracing is the assessment of student ability and prediction of student performance using a Recurrent Neural Network (RNN) or Long Short Term Memory Model (LSTM). This approach to the knowledge tracing problem has been demonstrably an advancement over non-learning based methods. Part of the approach’s strength is that it is not required to explicitly encode the relationship between Knowledge Concepts (KCs) as an input parameter; instead, the model discovers these relationships in the training data itself. This paper proposes a method to extract these relationships from the models in order to create an influence matrix between KCs, which could be used to inform curriculum design for educators. The paper also presents preliminary results for the method on the ASSISTment09-10 dataset, as well as comparing the approach to non-learning-based methods of curriculum discovery and design.
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Paper Nr: 49
Title:

Promoting Ethical Awareness and Critical Reasoning in Artificial Intelligence Use: A Pre-Post Study with First-Year Higher Education Students

Authors:

Xavier-Rafael Merino and Carolina-Del Carmen Parreño

Abstract: The rapid adoption of generative artificial intelligence (AI) tools in higher education has raised significant ethical concerns related to transparency, responsibility, bias, and misinformation. Despite the increasing use of these technologies by students, ethical awareness and critical digital reasoning skills are often insufficiently addressed at early stages of higher education. This study examines the impact of a short educational intervention focused on ethical AI use and digital critical reasoning among first-year higher education students. A quasi-experimental pre–post design with independent samples was employed. Participants completed an AI attitude scale before and after the intervention, along with additional measures assessing ethical awareness and responsible AI use. Qualitative data based on the Civic Online Reasoning framework were also collected to evaluate students’ ability to assess textual and visual misinformation. Quantitative results showed a moderate decrease in uncritical attitudes toward AI after the intervention, accompanied by a medium effect size, indicating a shift toward a more reflective stance. Qualitative findings revealed substantial improvements in students’ ability to detect manipulation and apply systematic verification strategies. These results suggest that brief, targeted educational interventions can significantly enhance ethical awareness and critical reasoning regarding AI use in computer-supported education contexts.
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Paper Nr: 67
Title:

Predicting Learning Styles Based on Personal Hobbies Using Artificial Intelligence

Authors:

Dragos Alexandru Ion and Ioan Daniel Pop

Abstract: Comprehending the learning type preferences of the individual plays an important role in improving learning results and adjusting the learning process. While the conventional way of understanding learning type involves the help of personal learning type questionnaires, current studies show that behavioral patterns on the longer run, like personal hobbies, could help identify personal learning type efficiently. This paper discusses the relationship between learning type and the type of personal hobbies using Artificial Intelligence models. The study uses proprietary data gathered from a structured questionnaire mostly completed by high school students on both learning type and hobby type. Three models that use the regression machine learning paradigm were developed and tested: Random Forest, Support Vector Regression and Artificial Neural Network. The models predict probability distributions for graphics, touch-kinesthetic, audio, personal, and group learning preferences. Experimental trials show that significant correlations could indeed be derived by linking the learning style to the type of hobby, and that the best performance was attained by the proposed Artificial Neural Network Model.
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Paper Nr: 99
Title:

Toward Democratizing Automated Assessment: A Hybrid SBERT Framework for Low-Resource Essay Scoring in Small Classrooms

Authors:

Şeyhmus Aydoğdu and Serdar Tekin

Abstract: .Modern Automated Essay Scoring (AES) systems primarily rely on deep learning models that require thousands of labelled data points. This creates an accessibility barrier for researchers and educators by causing models to experience "variance collapse" in individual classroom environments where datasets are limited (N < 60). In this study, a "Low-Resource Hybrid AES Framework" is proposed as an experimental solution to the data scarcity problem encountered in classroom-scale assessments. Our method presents an architecture that combines SBERT (MPNet) embeddings (Semantic Channel) with handcrafted linguistic features (Structural Channel), supported by a 5-fold (5x) data augmentation strategy. Experimental results indicate that, in cases where the baseline model failed to capture meaningful signals, the proposed method achieved R2 values of ≈ 0.83 for the "Title" criterion and ≈ 0.79 for the "Grammar" criterion in augmentation-supported 5-Fold Cross-Validation tests, pointing to the learnability of the grading logic. This study presents a proof-of-concept regarding the feasibility of developing customized grading models at the teacher scale without the need for institutional big data and lays the groundwork for experimental research in this field through an open-source web tool.
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Paper Nr: 112
Title:

Improving Explainability of AI-Powered Educational Platforms Using XAI: A Benchmark Approach

Authors:

Kuderna-Iulian Benta, Paula-Manuela Giurgiu and Klára Orbán

Abstract: Educational platforms augmented with AI have increased in popularity in recent years, yet the experience that the student has when using such platforms often affects the ability to think critically due to both heavy AI reliance and inactive learning strategies. To address this challenge, this study outlines a framework for an AI-supported educational platform designed to facilitate student autonomy in interacting with learning materials while simultaneously supporting teacher efficacy in curriculum design and adaptation. This framework leverages STREAM education principles by analyzing chemistry lecture videos to construct a knowledge graph (KG) that structures and personalizes learning content. Additionally, SHapley Additive exPlanations (SHAP) serve as a core eXplainable AI (XAI) technique, enabling interpretation of Black Box (BB) model outputs through transparent White Box (WB) model approximations. Leveraging the aforementioned methodologies, we present application-derived results and insights that serve as a benchmark and inform future AI development. This work underscores the critical need to balance predictive performance with interpretability in advanced AI systems.
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Paper Nr: 117
Title:

Chatbot-Based Assessment of Code Understanding in Automated Programming Assessment Systems

Authors:

Eduard Frankford, Erik Cikalleshi and Ruth Breu

Abstract: Large Language Models (LLMs) challenge conventional automated programming assessment because students can now produce functionally correct code without demonstrating corresponding understanding. This paper makes two contributions. First, it reports a saturation-based scoping review of conversational assessment approaches in programming education. The review identifies three dominant architectural families: rule-based or template-driven systems, LLM-based systems, and hybrid systems. Across the literature, conversational agents appear promising for scalable feedback and deeper probing of code understanding, but important limitations remain around hallucinations, over-reliance, privacy, integrity, and deployment constraints. Second, the paper synthesizes these findings into a Hybrid Socratic Framework for integrating conversational verification into Automated Programming Assessment Systems (APASs). The framework combines deterministic code analysis with a dual-agent conversational layer, knowledge tracking, scaffolded questioning, and guardrails that tie prompts to runtime facts. The paper also discusses practical safeguards against LLM-generated explanations, including proctored deployment modes, randomized trace questions, stepwise reasoning tied to concrete execution states, and local-model deployment options for privacy-sensitive settings. Rather than replacing conventional testing, the framework is intended as a complementary layer for verifying whether students understand the code they submit.
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Paper Nr: 154
Title:

An Explainable AI Framework for Engineering Education Assessment as an Alternative to Generative AI-Based Grading

Authors:

Fatima Hamdani and Sylvain Fleury

Abstract: The increasing integration of generative artificial intelligence (GenAI) into higher education has raised growing interest in AI-supported assessment. In engineering education, however, assessment is grounded in formal requirements, technical constraints, and verifiable design criteria, which poses specific methodological challenges when opaque AI systems are introduced into grading processes. While generative AI tools are increasingly considered for assessment support, their lack of transparency, traceability, and explicit grounding in evaluation criteria limits their suitability for formal engineering evaluation. This paper proposes an explainability-driven evaluation framework for engineering project assessment, structured around compliance between functional specifications (CdCF) and CAD models. Rather than relying on generative grading, the proposed approach organises assessment around explicit criteria, observable CAD features, and traceable reasoning processes. The framework is designed to support instructors in producing auditable evaluation decisions and to provide students with interpretable feedback grounded in engineering requirements. The proposed framework is validated through a controlled proof-of-concept study involving a set of atomic functional specifications and CAD models representing compliant and non-compliant design variants. The results show that the approach can capture requirement violations, maintain specification-level independence, and generate explanation outputs aligned with engineering reasoning. These findings suggest that explainability-based compliance analysis can support transparent and traceable instructor-centred assessment practices, offering a methodological alternative to opaque generative AI-based grading in engineering education.
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Paper Nr: 163
Title:

A Clustering Approach to Understanding Socio-Educational Factors in Romania’s Baccalaureate Results

Authors:

Olimpia Bozdog, Andrei Boicu, Bogdan Nicoara, Carmen Costin, Adriana Mihaela Coroiu and Ioan Daniel Pop

Abstract: This paper explores how unsupervised machine learning methods could be leveraged to improve the understanding of students’ performance at the national Baccalaureate exams in Romania from a socio-educational point of view. The paper is based on publicly available data, including performance at the exams, socio-demographic data, and school data. After variable selection and standard preprocessing, clustering algorithms such as KMeans, BIRCH, and Agglomerative Hierarchical clustering were used to explore the data. The paper emphasizes the existence of high-performing students, sensitive groups of underperforming students, and the middle group of students, who differ only in the extent of their digital competence. The paper provides a meaningful and interpretable way of looking at the phenomena and therefore could be a useful step towards a better comprehension of the field and could provide future foundations for improvement.
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Paper Nr: 193
Title:

Taxonomy for Human Life and Artificial Intelligence (TaVHIA): A Transdisciplinary Architecture That Reframes the Human–AI Relationship in Education

Authors:

Ricardo Alberto Reza Flores, Rosa Maria Vicari, Cristiano Galafassi, Mireia Usart Rodríguez and Abril Acosta Ochoa

Abstract: Existing taxonomies, such as Bloom, Marzano, and socioformative approaches, provide robust frameworks for human learning but do not fully address AI-mediated environments. This paper introduces TaVHIA (Taxonomy for Human Life and Artificial Intelligence) as a human-centred theoretical architecture for analysing educational processes in hybrid human–AI contexts. TaVHIA does not assume cognitive or ontological equivalence between humans and AI. Instead, it offers an analytical framework to examine how human cognitive, affective, ethical, and identity-related dimensions interact with AI-mediated processes under conditions of asymmetry. Grounded in complexity theory and cognitive science, the model conceptualises learning as dynamic, non-linear, and distributed. The taxonomy is structured into eight interrelated dimensions: learning, knowledge, construction-creation, communication, supervision–evaluation, identity, wisdom, and recoding- redefined for hybrid scenarios. In AI-mediated systems, identity and wisdom are not intrinsic properties but externally configured and human-governed conditions. Through theoretical articulation and an illustrative application, TaVHIA extends existing models by incorporating distributed cognition and epistemic recoding. It provides a conceptual tool for analysing and designing education in AI-mediated contexts without reducing human subjectivity to machine operation.
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Paper Nr: 204
Title:

From Configuration to Classroom: Benchmarking and Optimization of Specialized Retrieval-Augmented Generation Chatbots for Education

Authors:

Simon Martin, Jonathan Becker and Barbara Pampel

Abstract: Chatbots demonstrate considerable potential in educational contexts, for example, in supporting student learning. In particular, Retrieval-Augmented Generation (RAG)-based systems can serve as a foundation for reliable educational chatbots by generating responses grounded in curated knowledge bases. This potential is becoming increasingly accessible to educators as low-code RAG development environments become more widely available. However, chatbots rarely perform well with their initial setup and instead require iterative cycles of benchmarking and refinement. Despite this need, the initial setup is where the support of those platforms ends. Adequate technical support for structured benchmarking remains absent. Addressing this gap, this work introduces an educator-centered benchmarking tool that bridges RAG development environments with systematic benchmarking methodologies. Furthermore, we present the results of a small pilot study.
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Paper Nr: 221
Title:

Evaluating LLM-Assisted Grading Efficiency in Vocational Training Short-Answer Assessments

Authors:

Hadi Harb

Abstract: This study evaluates the use of a large-language model (LLM) to assist instructors in grading short-answer assignments within Vocational Education and Training (VET) programs. A total of 68 submissions across three AQF-6 (Australian Qualifications Framework-6) Advanced Diploma modules were first graded manually. A stratified random subset of 30 submissions (10 per module) was re-assessed two weeks later using an LLM-assisted workflow based on GPT‑5. The model generated draft scores and justifications, which the human reviewer verified and corrected as necessary. The workflow achieved a geometric mean time ratio of 0.471 [0.408–0.544], corresponding to an average 52.9% reduction in grading time compared to manual assessment. The human corrected on average 1.13 answers per script (≈5.7% of responses). These findings indicate that, in this pilot, LLM-assisted grading can reduce assessment workload while maintaining human oversight; 94% of item-level LLM suggestions were accepted without modification by the human assessor (agreement, not accuracy).
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Paper Nr: 231
Title:

Longitudinal Analysis of LLM Reliance and Its Impact on Student Motivation and Academic Performance

Authors:

Andrei Paul Dobrescu, Diana Florina Şotropa and Ioan Daniel Pop

Abstract: The widespread adoption of Large Language Models (LLMs) is frequently regarded as an effective means of streamlining routine tasks or automating manual steps within professional workflows. However, comparatively little attention has been given to examining the impact of these tools on the learning processes and the development of foundational learning skills. To address this gap, we conducted a study spanning six academic years, analyzing student performance data from a first-year Computer Science course. This dataset enables a comparative analysis of academic outcomes before, during, and after the mainstream adoption of LLM-based tools. Notably, our principal finding differs from our initial hypothesis: the most significant observed effect is not a direct decline in performance during the written exams, but rather a shift in student engagement and learning behavior.
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Paper Nr: 241
Title:

MAOIT: Multi-Agent Orchestration for Intelligent Tutoring - From Concept Delivery to Automated Evaluation

Authors:

Andrei Paul Dobrescu and Ioan Daniel Pop

Abstract: The current academic landscape is growing increasingly uncertain for both students and teachers alike. Students now have instant access to virtually any piece of information, creating a constant pressure of being either ahead or behind, always one step away from falling behind the trend. Teachers, in turn, face a fundamentally transformed profession: every statement made in a lecture is subject to verification by a Large Language Model, and may even be contradicted by a convincing hallucination. Knowledge that was once delivered authoritatively is now perceived as redundant or better articulated by a transformer-based model. Our work aims to bridge this widening gap by proposing a framework applicable across disciplines. The framework ensures information accuracy by mitigating hallucination errors, delivers both textual and visual responses to support comprehension, and provides personalized explanations tailored to each student. Furthermore, its test builder and auto-grading capabilities represent the most impactful feature, significantly reducing preparation time for teachers while virtually eliminating waiting time for grade reveals.
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Paper Nr: 266
Title:

Evaluating Large Language Models for SQL Learning Support in Introductory Database Courses

Authors:

Piret Luik and Joosep Lember

Abstract: Large language models (LLMs) have recently attracted growing interest for their potential applications in education including computer science education, yet their capacity to solve database queries remains insufficiently understood. This study examines the ability of three large language models (ChatGPT, Microsoft Copilot, and Google Gemini) in solving SQL tasks from an undergraduate introductory database course. The models were tested on a set of SQL homework assignments under two conditions: without prior knowledge of the database schema and with explicit schema information. Without schema guidance, all models struggled with table and column names, producing invalid solutions. Results indicate that providing schema information significantly improves performance, especially for Copilot and ChatGPT, while systematic errors such as join mismanagement, logic mistakes in trigger creation, and misinterpretation of schema context remain. The findings indicate that while LLMs can generate partially correct and sometimes useful solutions, their outputs require careful validation. From an educational perspective, the results suggest that LLMs may offer conditional support for students when schema information is provided, but recurring error patterns can be leveraged by instructors to design tasks that promote critical evaluation of AI-generated solutions. These findings offer practical implications for AI-assisted database education and the design of instructional tasks.
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Paper Nr: 268
Title:

Exploring How Students Perceive the Role of Mathematics in Artificial Intelligence: Study Case

Authors:

Emilia-Loredana Pop, Augusta Raţiu and Ioan Sima

Abstract: This paper investigates the relationship between Mathematics and Artificial Intelligence by examining students’ perceptions of the most and least enjoyed aspects of these fields. An anonymous survey was conducted among students enrolled in the faculties of Mathematics, Computer Science, and Information Technology. The aim of the study was to explore how students understand the connection between Mathematics and Artificial Intelligence in terms of applicability and associated challenges. The findings indicated that logical reasoning was considered the most appreciated aspect of Mathematics, whereas learning and memorizing formulas were seen as the least enjoyable. Artificial Intelligence has been considered useful mainly due to its wide access to information, Large Language Models, but also dangerous due to its impact on human life, lack of morality, limitations and poor understanding. Even if the background and knowledge in Artificial Intelligence were different, all respondents acknowledged a clear connection between Artificial Intelligence and Mathematics. Among the mathematical concepts relevant to Artificial Intelligence, probability was identified as the most important one. Mostly, the students have considered the human factor as the main reason for the challenges that could arise when Mathematics is applied to Artificial Intelligence, while others did not find the confidence to express their ideas. The study concluded with a comparison based on the students’ year of enrollment, highlighting differences in their perspectives of using Mathematics concepts in Artificial Intelligence.
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Paper Nr: 293
Title:

AI-Driven Conceptual Infrastructure Model of Learning Analytics in Higher Education

Authors:

Petra Vondra, Josipa Bađari, Darko Grabar, Barbi Svetec and Blaženka Divjak

Abstract: The main aim of this research is to propose an AI-driven conceptual model of infrastructure supporting learning analytics (LA) in higher education (HE). The research is motivated by the lack of studies dealing with modelling, building, using and maintaining infrastructure for LA at higher education institutions, especially in the AI era, which was confirmed by the literature review. Namely, scoping literature review (ScR) was conducted to the key aspects to be considered when developing an LA infrastructure model. Moreover, key components of a conceptual model of LA infrastructure for HE are proposed, considering the requirements of the AI era and the insights from the ScR, as well as the practical and scientific expertise of the authors. As part of the design cycle, the first round of validation of the conceptual model was conducted.
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Area 2 - Information Technologies Supporting Learning

Full Papers
Paper Nr: 34
Title:

Biophilic Virtual Environments in Education: A Decade of Evidence, Outcomes, and Design Implications

Authors:

Aida Lebasi, Fatima Hamdani, Sylvain Fleury and Simon Richir

Abstract: Biophilic design and immersive Virtual Reality (VR) are emerging as useful tools for enhancing learning environments. Although biophilic principles rooted in the Biophilia Hypothesis, Stress Reduction Theory (SRT), and Attention Restoration Theory (ART) are known to support well-being and cognition in physical spaces, their integration into virtual learning settings remains inconsistent. This systematic review analysed studies to examine how Biophilic Virtual Environments (BVEs) are designed, implemented, and assessed. Findings show that BVEs reliably reduce stress, anxiety, and negative affect while improving mood and perceived restorativeness, consistent with ART and SRT. Cognitive outcomes were mixed: some studies reported enhanced attention, working memory, and creativity, whereas others observed no improvements or cognitive overload in visually complex environments. Methodological variability including short exposure times, inconsistent VR fidelity, and limited multisensory design contributed to divergent results. Major research gaps include the absence of curriculum-based learning evaluations, limited longitudinal evidence, and underuse of advanced physiological and neurocognitive tools. Future work should establish standardized design guidelines, integrate multisensory biophilia, employ ecologically valid learning tasks, and broaden participant diversity. Overall, BVEs show strong potential to support emotional well-being and cognitive readiness, but their educational impact depends on careful alignment between biophilic features, cognitive demands, and methodological rigor.
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Paper Nr: 38
Title:

A StarUML Plugin to Support Learning of SOLID Principles through UML Class Diagram Verification

Authors:

Oskar Picus, Camelia Şerban and Simona Motogna

Abstract: While being one of the most important phases within the software development life cycle, software design and its various guidelines such as the SOLID principles pose learning difficulties for students, due to their high levels of abstraction. Therefore, the goal of this paper is to propose a tool for assisting students in better understanding the SOLID principles. In order to achieve our objective, we have implemented a StarUML plugin which automatically verifies these principles in the Unified Modeling Language (UML) class diagrams developed by the students. We evaluated our implementation from multiple perspectives, with direct feedback about the tool from a group of educators and through questionnaires pre- and post-use of the plugin, assessing students’ self-perceived understanding. The educators responded positively to the plugin, recognizing its potential for integration with other teaching materials. In addition, with the exception of Single Responsibility Principle, we have observed statistically significant improvements in students’ understanding, with them now being able to analyze and evaluate these principles. This demonstrates the tool’s capabilities of fostering critical thinking and illustrating the concepts behind the principles, such as abstraction or encapsulation.
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Paper Nr: 46
Title:

INES: Interactive Nurturer for E-Learning Students

Authors:

Rosemary Borges de Almeida, Anabela Jesus Gomes and Antonio Jose Mendes

Abstract: This article presents INES (Interactive Nurturer for E-learning Students), an environment designed to support adult learners in the initial stages of programming learning in distance education. The environment is based on a motivational pedagogical framework grounded in literature on adult learning, introductory programming challenges, and principles for enhancing student engagement. The proposal targets adult university students enrolled in formal programming courses, which are known to be challenging and associated with high dropout rates, requiring a pedagogically prepared environment. The work is based on Self-Determination Theory (SDT) and articulated with principles of andragogy. INES’s pedagogical strategies include AI-based intelligent feedback, progressive microtasks, non-controlling adaptive support, and gamification elements compatible with SDT. Additionally, it incorporates strategies to reengage adult learners who experience interruptions in their studies. The paper describes the theoretical foundation, the design process, and the functionalities structured according to autonomy, competence, and relatedness, as described in the SDT.
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Paper Nr: 62
Title:

History-Aware Sequence Modeling for Authentic Learner Profiling in the Age of Generative AI

Authors:

Abdelkader Ouared, Madeth May, Claudine Piau-Toffolon and Nicolas Dugué

Abstract: Generative AI tools (e.g., ChatGPT, DeepSeek, Copilot) enable students to delegate learning tasks, potentially obscuring authentic learning behaviors and the critical transition from declarative to procedural knowledge. Current learning analytics and AI detectors focus on coarse-grained outputs, failing to capture the nuanced dynamics of learning processes in generative AI-integrated contexts. However, identifying temporal GAI usage patterns such as passive profiles that seek generic help and copy answers, or active profiles that specify needs and target specific issues as well as the use of GAI for initial hints or scaffolding, remains challenging. We introduce Auth-LP (Authentic Learner Profiling), a history-aware sequence modeling framework that profiles authentic learning by analyzing timestamped event sequences (e.g., Prompted, AskGenAI, HelpSeeking, HintRequest, AcceptSugg, ReviseSugg, Modify) in educational contexts integrating generative AI. The framework captures task-level learner-AI assistant interactions and identifies behavioral states such as Engaged, Struggling, AI-Dependent, and Gaming the System. Auth-LP integrates visual analytics (e.g., heatmaps, radar charts) to monitor profile transitions as learners’ behavioral states evolve throughout the learning process. It enables educators to distinguish genuine skill development and learning agency from AI-assisted outputs, informing learning analytics design and enhancing personalized guidance. Our findings, based on a proof of concept conducted within the ecri+ ´ project, demonstrate that history-aware sequence modeling supports authentic learner profiling and trustworthy assessment, fostering Human-AI synergy for augmented learning in AI-augmented education.
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Paper Nr: 68
Title:

Contextual Teaching of Machine Learning in K-12: A Systematic Review and Context Dimensions Framework

Authors:

Jan Hendrik Krone and Josua Ginster

Abstract: Machine learning (ML) is entering K–12 education in an increasing number of ways, including activities, tools, and curricular initiatives. However, it can be difficult to make abstract algorithmic ideas meaningful for learners. Although contextual teaching is widely recommended, existing research offers limited clarity about which learning contexts are used, how they position learners in relation to ML and which dimensions can support the deliberate design of contexts that also address societal relevance. To address this gap, a systematic literature review combined with a qualitative content analysis and a synthesis of existing frameworks was conducted. ML teaching activities were coded by context categories, learning procedures, and learner perspectives. The results reveal a strong dominance of classification contexts, particularly visual recognition and natural language processing (NLP), which are commonly associated with supervised learning. Learners are often positioned as users of preconfigured ML systems, demonstrating outcomes or model behavior rather than acting as creator who make substantive decisions about data selection, feature construction, or evaluation criteria. Technical activities are often introduced without an explicit application context and societal aspects tend to be separate from hands-on ML work, rarely occurring alongside technical perspectives. Based on these findings and the synthesis, we derive CALM (Context Analysis for Learning Machine Learning), a framework for analyzing and designing learning contexts in ML education, and use it to identify promising context candidates for future instruction.
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Paper Nr: 79
Title:

Evaluating User Engagement and Usability in a National Digital Education Ecosystem: Insights from a Mixed-Methods User Study

Authors:

Swathi Krishnaraja and Ulrike Lucke

Abstract: The cross-institutional integration of digital educational offerings requires new forms of support for learners and teachers to find suitable resources and to connect with peers for collaboration. This article examines the resulting usability and user engagement, using the reference prototype of a National Digital Education Ecosystem in Germany as a case study. As a part of this ecosystem, two prototype components were developed: Learning Path Finder, which supports learners in navigating national digital educational offerings by recommending relevant materials and courses from across the nation, and Buddy Finder, which enables anonymous matching between learners and/or teachers for study support and collaboration. To evaluate the usability and pedagogical value of these two components, we conducted a mixed-methods user study with 33 participants. Behavioral analytics, user experience measures, and qualitative feedback were combined to assess usability, engagement, and alignment with learner expectations. The results indicate strong acceptance of the underlying concepts while revealing usability challenges related to affordance clarity, navigation, and data-entry processes in the current prototype. As a case study of a national digital education initiative in Germany, the findings provide empirically grounded insights that can inform the design and improvement of large-scale digital education ecosystems.
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Paper Nr: 84
Title:

Visualizing Computer Scientists: Stereotypes and Early Conceptions in Secondary Students' Drawings

Authors:

Sara Hinterplattner, Michaela Stockinger, Jakob S. Skogø, Marina Unterweger, Corinna Hörmann and Barbara Sabitzer

Abstract: Students’ conceptions of computer science and computer scientists influence their engagement with the subject and their perceptions of who belongs in the field. This paper investigates how Austrian secondary school students (ages 9–11) visually represent computer scientists using a variant of the Draw-A-Computer-Scientist Test (DACST). Students were asked to draw a person working in computer science and provide brief written descriptors of gender, age, interests, and leisure activities. Drawings were analyzed using a qualitative coding scheme focused on depicted activities, tools, settings, and personal characteristics. Results show that students predominantly portray adult, male figures working alone at a desk with computers, reflecting narrow and stereotypical views. Leisure activities are rarely depicted and, when present, are typically technology-related. While a few drawings suggest alternative perspectives emphasizing collaboration or creativity, stereotypical images remain dominant. The findings highlight the persistence of early CS stereotypes and underscore the importance of educational interventions that present diverse, inclusive, and realistic images of computer scientists.
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Paper Nr: 94
Title:

Empirical Validation of a Perception-Based Early Warning System for At-Risk Student Detection in the Educational Metaverse: A Machine Learning Approach

Authors:

Eyaa Naimi and Mourad Abed

Abstract: The educational metaverse offers immersive learning experiences yet confronts persistent adoption challenges, with attrition rates frequently exceeding 30–50% in pilot implementations. This study validates a perceptionbased early warning system for proactive identification of at-risk students in virtual learning environments a critical shift from reactive dropout management toward preventive intervention. Grounded in the Technology Acceptance Model (TAM), Unified Theory of Acceptance and Use of Technology (UTAUT), and Cognitive Load Theory (CLT), we analyzed eight psychological and technological dimensions from 215 university students participating in immersive coursework. Principal Component Analysis revealed exceptional unidimensional structure, with a single engagement factor capturing 77.85% of total variance and validating theoretical model coherence. Multiple regression analysis explained 68% of variance in Behavioral Intention, identifying Hedonic Motivation as the dominant predictor (β = 0.32, p < 0.001) challenging traditional utility-centric acceptance models by demonstrating that enjoyment outweighs perceived usefulness in immersive contexts. K-Means clustering distinguished four distinct learner profiles with exceptionally large separation (η2 > 0.60 across all constructs), enabling nuanced intervention targeting beyond binary at-risk classification. Random Forest classification achieved 93.8% accuracy (AUC ≈ 0.99) in predicting engagement profiles using exclusively perceptual data, demonstrating proof of concept for early detection without expensive VR behavioral tracking infrastructure. This perception-based approach addresses critical equity concerns by enabling resource-constrained institutions to implement proactive learning analytics. However, longitudinal validation against actual dropout outcomes remains necessary to establish true predictive validity beyond classification accuracy.
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Paper Nr: 102
Title:

Training Students in Systematic Literature Reviews on Software Testing

Authors:

Andreea Galbin Nasui, Radu Gaceanu and Andreea Vescan

Abstract: Systematic Literature Reviews (SLR) serve as a cornerstone of evidence-based practices in Software Engineering. They provide a structured methodology for identifying, evaluating, and synthesizing existing research, laying the groundwork for future studies. In the context of software testing, where rapid technological advancements necessitate a comprehensive understanding of current tools and methods, training students to conduct SLRs offers a strong foundation for learning. This paper presents an educational framework aimed at teaching students the principles and practices of performing SLRs in Software Testing. The framework incorporates hands-on activities such as formulating research questions, designing search strategies, evaluating primary studies, and synthesizing findings through Pecha Kucha presentations. The study results demonstrate that this process significantly enhances students’ analytical and research synthesis skills, while also deepening their understanding of software testing methodologies. Moreover, the study highlights that conducting SLR research and delivering presentations not only improved students’ technical knowledge but also fostered greater cooperation and communication skills, contributing to their overall professional development.
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Paper Nr: 121
Title:

Designing Calm Educational Technologies: A Framework for Non-Intrusive and Emotion-Aware Classrooms

Authors:

Maria Firdous, Muhammad Ahsan and Saul Delabrida

Abstract: Digital learning environments increasingly demand sustained attention, often leading to cognitive overload, attentional fragmentation, and reduced learner well-being. Calm Technology offers a human-centered alternative by enabling interaction that shifts fluidly between focused and peripheral attention, reducing disruption while maintaining awareness. This paper presents a literature-driven synthesis of Calm Technology, Human-Computer Interaction (HCI), Cognitive Load Theory (CLT), and emotion-aware learning research in educational contexts. Based on this synthesis, We propose a Calm Education Framework as a conceptual and design-oriented model that integrates peripheral interaction, context-aware adaptation, emotion-aware feedback, and non-intrusive design principles. Rather than reporting empirical evaluation, the framework synthesizes existing theoretical and empirical insights to offer design guidance for ethically grounded and adaptive educational technologies that balance cognitive demands, preserve human agency, and support learner engagement and emotional well-being in digitally intensive classrooms. Two illustrative use cases in mathematics and language learning demonstrate how the framework may be operationalized in practice, while the derived design implications address key challenges related to privacy, scalability, and teacher autonomy.
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Paper Nr: 126
Title:

Exploring Student Perceptions of GAI-Supported Feedback on Collaborative Learning Experiences

Authors:

Eddy Calderón, Isabel Hilliger, Angela Carrera-Rivera and Adriano Pinargote

Abstract: Collaborative skills are essential in higher education, as they support knowledge co-construction and the coregulation of learning through social interaction. Generative Artificial Intelligence (GAI) offers new opportunities to support collaborative learning by providing automated feedback beyond surface-level metrics. This study presents a two-case analysis of undergraduate engineering students from two universities who interacted with a GAI-supported tool designed to generate feedback from transcripts of online collaborative sessions. Using a mixed-methods approach, we collected post-intervention survey data combining Likert-scale items and open-ended responses to examine students’ perceptions of the GAI-supported feedback. Results show that narrative components, such as meeting summaries and individual and group feedback, were generally perceived as useful and easy to interpret for reflecting on collaborative practices. In contrast, quantitative collaboration indicators were evaluated more critically, particularly those related to conflict management, due to limited contextual sensitivity. Overall, the findings suggest that GAI-supported feedback can support collaborative reflection across different educational settings, while underscoring the importance of contextualized explanations and reliable input data for fostering students’ trust in AI-supported systems.
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Paper Nr: 129
Title:

Educational Virtual Reality Learner Onboarding: A Developer-Centered Study

Authors:

Sam Sabah, Jan Schneider, Atezaz Ahmad, Andreas Dengel, Daniele Di Mitri and Hendrik Drachsler

Abstract: Onboarding plays a critical role in educational virtual reality (VR), shaping how learners enter and engage with immersive learning environments. This study investigates how experienced developers design onboarding for educational VR and how these practices respond to instructional requirements. Semi-structured interviews were conducted with ten VR developers working in educational contexts and analyzed using reflexive thematic analysis. Findings indicate that onboarding is conceptualized not as a purely technical introduction, but as an integral instructional phase aimed at fostering learning readiness. Developers emphasize adaptive scaffolding, integration with domain-specific learning activities, and strategies addressing VR-specific challenges such as interaction complexity, usability, and learner comfort. The analysis introduces a distinction between interaction mastery and learning readiness, highlighting how onboarding effectiveness is evaluated through behavioral, performance-based, and subjective indicators. By providing a systematic developer-centered account of current practices, this study positions onboarding as a pedagogically grounded component of immersive instructional design and identifies directions for evidence-based advancement in educational VR.
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Paper Nr: 174
Title:

Encoding Geometry Learning and Collaboration in Communication-Aware Tangible Interfaces: The Case of TIEboard

Authors:

Arooj Zaidi, Dunya Donna Chen, Giulia Barbareschi and Junichi Yamaoka

Abstract: Tangible interfaces are extensively leveraged to support children’s early geometry education, whilst frequently framed predominantly as manipulatives rather than as an educational communication system. This paper examines how TIEboard, a tangible educational apparatus that utilizes LED guidance and optical-fiber lacing, can be reframed through an education communication perspective in Japan’s non-formal education setting. Theoretically grounded in Shannon-Weaver’s communication theory and Berlo’s SMCR model, this study examines encoding progressions by facilitators and the TIEboard platform, decoding by children within non-formal erudition contexts, and subsequent re-encoding through facilitator-peer communications that empower both verbal and non-verbal scaffolding, collaborative interactions, and computational thinking demonstration. In turn, this investigates how knowledge is purposefully encoded through visual, spatial, and embodied cues via stepwise LED sequences, physical lacing actions, and dynamic color illumination. Using data with 16 children aged 5–9, the study examines how communication unfolds across guided activities, collaborative tasks, and free play. Our findings show that a communication-aware lens clarifies how even small units of geometric knowledge are transmitted and transformed across human–machine–human interaction, supporting collaboration and expressive learning beyond traditional instruction.
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Paper Nr: 180
Title:

Plot-Grounded Feedback with Local Vision-Language Models for Clustering Labs

Authors:

Rana Arslan Khalid, Stefania Zourlidou and Frank Hopfgartner

Abstract: This paper presents a local, notebook-based assistant that uses a vision-language large language model (VLM) to turn a clustering plot into bounded formative feedback. In many clustering labs, students can describe what they see (overlap, tight groups, scattered points) but still struggle to translate those cues into method-specific meaning (e.g., DBSCAN noise, mixture overlap, or violin density). For example, in a DBSCAN lab, a student may notice isolated points but misread them as mistakes rather than density-based noise. A VLM can bridge that gap, but only if it is prevented from making up numbers or structures that are not in the image. We implement a two-pass prompt-and-check pattern that produces (i) exactly five true/false comprehension checks with explicit visual cues, and (ii) a 5–6 sentence narrative that responds to the learner’s answers while staying close to the plot. This gives students immediate cue-linked feedback on common interpretation errors while giving instructors a local, auditable workflow for supporting plot interpretation. The pipeline runs offline in Jupyter with a locally hosted multimodal model, and it reports problems clearly when inputs are missing or malformed. We report reliability evidence from unit tests, end-to-end system tests, and stress tests (unsupported/corrupted files, missing uploads, oversized images, repeated submissions), and we provide the observed narrative-generation latency (mean 61.06 s, SD 12.12 s). We close with practical guidance for using plot-grounded feedback when teaching figures cannot be reprinted due to licensing and when latency must be planned for in classroom pacing.
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Paper Nr: 206
Title:

Algorithmic Bias in Artificial Intelligence Systems from the Perspective of Educational Users

Authors:

Mona Saleh Alwazzan

Abstract: This study examines the degree of awareness of algorithmic bias in artificial intelligence (AI) systems among educational users, specifically researchers, including both faculty members and graduate students, and identifies the most prominent forms of this bias that affect the learning experience. To achieve this objective, a descriptive survey methodology was used. The study was conducted on a sample of 626 researchers (307 faculty members and 319 graduate students) at Saudi universities, who use advanced educational technologies extensively. A questionnaire was developed as the primary data collection tool, and its sections examined the degree of awareness of bias and its various forms. The study concluded that students generally have low awareness of algorithmic bias and tend to trust the objectivity of AI systems. Moreover, the most prominent forms of bias that students notice are difficulty in understanding how the system makes decisions and a perceived inaccuracy in the automated evaluation of assignments that require creativity or a personal approach. The results provided an experimental basis for developing AI systems that prioritize accuracy and fairness, for AI education initiatives, and for understanding the role of user experience in perceptions of algorithmic bias in educational environments.
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Paper Nr: 219
Title:

An Educational Data Science Framework for Multimodal Self-Regulated Learning Profiling Using LMS Log Data and the EAREL Questionnaire

Authors:

Mariana Mancieri, Christine Michel and Laëtitia Pierrot

Abstract: Self-regulated learning (SRL) is a key predictor of success in online higher education, yet its measurement remains methodologically challenging due to its multidimensional and partly unobservable nature. While self-report instruments capture learners’ perceived strategies and motivational beliefs, learning analytics provide behavioural traces reflecting observable engagement. However, few structured, reproducible methods exist for integrating heterogeneous data sources into coherent learner profiles. This study proposes an Educational Data Science framework for computing SRL profiles by combining Moodle log data and the EAREL self-report questionnaire. Grounded in established SRL models, behavioural and declarative indicators are theoretically mapped onto regulatory strategies, standardized, and statistically structured using principal component analysis. Hierarchical clustering is then applied to derive learner profiles. The method is evaluated on a cohort of 311 first-year undergraduate students enrolled in an online course. Results reveal seven multimodal SRL strategies and four distinct, theoretically interpretable learner profiles. The findings support the methodological robustness and transferability of the proposed framework for multimodal SRL profiling in technology-enhanced learning (TEL) environments.
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Paper Nr: 237
Title:

Technical Requirements for an AI-Based Digital Study Companion in Higher Education: A Quantitative Analysis

Authors:

Marvin Tessitore, Hakan Arda, Nicholas Mueller and Karsten Huffstadt

Abstract: As artificial intelligence increasingly permeates higher education, the technical infrastructure underlying AI-based study companions demands systematic investigation. This study examines which technical requirements students perceive as most critical for an AI-based digital study companion, whether perceptions differ by technical background, and how technical quality attributes relate to adoption willingness. Drawing on the Technology Acceptance Model (TAM) (Davis, 1989), this study additionally examines which identified requirements constitute essential prerequisites for low-threshold implementation and which represent aspirational quality targets. A cross-sectional quantitative survey of N = 200 students at the Technical University of Applied Sciences Wuerzburg-Schweinfurt (THWS) was conducted. Drawing on the ISO/IEC 25010 software quality model, Retrieval-Augmented Generation (RAG) architectures, and Intelligent Tutoring Systems (ITS) research, six technical requirement dimensions were operationalized: System Performance and Reliability (SPR), Natural Language Processing Quality (NLP), Data Privacy and Security (DPS), System Integration and Interoperability (SII), Scalability and Availability (SA), and Personalization Engine Quality (PEQ). Results indicate that Data Privacy and Security (M = 4.44) and System Performance and Reliability (M = 4.18) were rated most critical. No significant group differences emerged between technical and non-technical students (all p > .05, r < .12). Multiple regression identified Natural Language Processing Quality (β = 0.202, p = .007) and System Integration and Interoperability (β = 0.210, p = .004) as significant predictors of adoption willingness (R² = 0.231, Adj. R² = 0.207). All scales demonstrated satisfactory to good internal consistency (Cronbach’s α = 0.725–0.820; overall 30-item α = 0.895). Findings provide empirically grounded design criteria for low-threshold AI-based study companions and establish a tiered requirement framework serving as the empirical foundation for prototype development in subsequent work of this dissertation series.
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Paper Nr: 244
Title:

Beyond Prescription: Human-AI Collaboration in Engineering Statistics Education

Authors:

Estela Vilhena, Mariana Carvalho, António Moreira and Sara Cruz

Abstract: Teaching Statistics to engineering students who see no relevance in it is not a content problem - it is a design problem. This paper reports on the design, implementation, and evaluation of an AI-integrated, problem-based pedagogical intervention in an undergraduate Statistics course within an Industrial Engineering and Management program at a Portuguese higher education institution. Framed within the EPIC +Digital pathway and grounded in action-research methodology, the intervention engaged 26 second-year students in a semester-long collaborative project that combined real-world problem identification, simulated dataset construction, SPSS-based statistical analysis, scientific article writing, and AI-assisted presentation. While the creative AI-assisted presentation constituted the most explicit and structured instance of human-AI collaboration, students were encouraged to appropriate Generative AI tools freely across all components of the intervention, generating naturalistic and diverse patterns of AI use throughout the semester. Data were collected at four time points using structured quantitative instruments that assessed student expectations, mid-semester perceptions, self-assessed engagement, and post-intervention outcomes across five dimensions. Results indicate strong perceived relevance of Statistics in an IEM context, positive perceptions of digital and AI integration, and moderate-to-positive self-efficacy gains. The intentionally unconstrained use of Generative AI tools fostered diverse and self-directed patterns of human-AI collaboration. Findings support the pedagogical value of contextualised, AI-integrated learning designs while identifying procedural statistical confidence and autonomous depth of learning as priority targets for future intervention design.
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Paper Nr: 247
Title:

AISAO: An Ontology-Hybrid AI Framework for Personalized Stealth Assessment and Inclusive Feedback

Authors:

Hiba Haj Mahmoud, Asma Hadyaoui and Lilia Cheniti-Belcadhi

Abstract: Stealth assessment enables the unobtrusive evaluation of higher-order competencies, such as collaboration and problem-solving, within authentic eLearning environments. However, bridging the gap between raw interaction data and inclusive, pedagogically grounded feedback remains a complex challenge. This paper introduces AISAO (AI-driven Stealth Assessment Ontology-based framework), which focuses on the methodological integration of diverse AI and semantic approaches. Demonstrated through a proof-of-concept implementation using authentic logs from a Moodle-based SPOC, the framework coordinates three layers: (1) a hybrid inference layer approximating competency levels via theory-informed silver labels; (2) an ontology-centered semantic core structuring these inferences alongside IMS-PNP compliant preferences and Universal Design for Learning (UDL) principles; and (3) a generative layer for producing personalized feedback. To examine the pipeline’s internal consistency, we employ a calibration strategy combining heuristic aggregation, clustering, and machine learning. The results illustrate that even with the inherent noise of real-world logs, the framework produces stable behavioral representations. While relying on proxy labels, this study demonstrates the architectural feasibility of unifying ontological modeling with generative AI, serving as a foundational step toward transparent and inclusively grounded assessment systems.
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Paper Nr: 253
Title:

Open-Source Workflow for Sustainable, Publicly Accessible Knowledge Curation of In-Person Events with SummarAIzer

Authors:

Tina John

Abstract: In-person events such as lectures, workshops and conferences generate valuable, often implicit knowledge that has so far only been documented in fragments. The open-source SummarAIzer is a modular, AI-supported system for the automated transcription, structuring and visualization of such content. In addition to transcripts, the tool also generates structured summaries, competence assignments, mind maps and social media posts and transfers presence formats into sustainably accessible, digital knowledge spaces that can be made publicly available via a website. A pilot was tested in real sessions and evaluated by means of standardized questionnaires and qualitative feedback and transferred to a production system on this basis. The results show that generated artifacts, especially summaries, are considered useful and understandable, with the human-in-the-loop approach ensuring content accuracy. Sustainable implementation requires viable governance structures and institutionally supported AI service centers that enable cost-effective and privacy-compliant use. The combination of an open-source workflow and such infrastructure offers a scalable approach to socially accessible, AI-supported knowledge documentation.
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Paper Nr: 257
Title:

Mapping K–12 Educators’ Professional Learning Pathways to AI Literacy and Integration: An Empirical Study

Authors:

Xin Zhao and Ai Sun

Abstract: Background: As generative AI tools continue to transform education, systemic support and formal training play a critical role in shaping K–12 educators’ ability to evaluate and integrate these technologies. Goals: This study investigates professional learning pathways for K–12 educators using AI tools, focusing on (1) the availability of professional development programs, (2) access to professional learning networks, (3) the development of AI proficiency, and (4) educators’ aspirations for future integration. Methodology: We conducted an empirical survey of 125 U.S. educators, collecting both quantitative and qualitative data. Results: Our study indicates that 94.4% of educators rely on self-directed learning through search engines, video platforms, and online communities, while only 48.0% report access to institutional professional development. Educators who participated in formal professional development report higher AI literacy (MPD = 3.96 vs. Mnon-PD = 3.37) and greater levels of classroom integration (MPD = 3.37 vs. Mnon-PD = 2.47). Among those without PD access, 76.9% indicate they would participate if such opportunities were available. Conclusion: Our investigation reveals a clear gap between institutional offerings and educators’ learning pathways, underscoring the need for expanded, accessible, and peer-supported professional development. Effective AI integration requires formal structures that align institutional support with the flexible, collaborative learning approaches educators already value within professional learning networks.
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Paper Nr: 283
Title:

Gender Differences in Attitudes toward Informatics in Middle School Education: Evidence from Romania

Authors:

Andra-Gabriela Ursa, Răzvan-Gabriel Petec and Mariana-Ioana Maier

Abstract: Gender disparities in informatics education remain a persistent concern worldwide, yet evidence from underrepresented educational contexts is still limited. Grounded in Expectancy-Value Theory and Self-Efficacy Theory, this study examines gender differences in attitudes toward informatics among middle school students in an Eastern European context. Data were collected from 241 students in Grades 5-8 and analyzed using t-tests, correlation analysis, two-way ANOVA, and linear regression. Results revealed statistically significant gender differences in self-efficacy and exploratory engagement in informatics, with boys reporting higher levels in both dimensions. In contrast, no significant differences were observed in reported interest. Interaction analyses revealed no consistent moderation effect of grade level, suggesting that observed gender disparities appear relatively stable across middle school years. These findings contribute to the international literature by extending current evidence beyond frequently studied Western contexts and by emphasizing the early stabilization of confidence-related differences in computer science education. The study underscores the importance of targeted pedagogical interventions focused on strengthening self-efficacy beliefs and promoting inclusive classroom practices in technology-enhanced learning environments.
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Paper Nr: 285
Title:

Teaching Machine Learning Algorithms in K-12: A Classification by Levels of Abstraction

Authors:

Jan Hendrik Krone and Josua Ginster

Abstract: Machine learning is increasingly being incorporated into school curricula, with a growing number of related classroom activities. Teaching machine learning often follows a spectrum that ranges from a data-driven to an algorithmic perspective. In particular, approaches within the algorithmic perspective vary widely. Based on a systematic literature review following PRISMA guidelines and a qualitative content analysis of 126 K-12 machine learning activities, we provide an overview of these approaches to teaching machine learning and categorize them. Each activity can be assigned to a specific level of abstraction. This specific level is determined by the role the student plays during the algorithm activity. They may act as a user of the algorithm, a machine executing its steps, or a creator designing it. A spiral approach to teaching machine learning in schools can help to integrate these activities effectively. By offering this approach as a structured perspective, we aim to support educators in designing more coherent lesson plans and contribute to the broader discussion on the integration of machine learning algorithms into school.
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Paper Nr: 286
Title:

Multi-Agent System with Generative AI and Deep Reinforcement Learning for Adaptive Financial Education

Authors:

Paulo Cesar Oliveira Brito, Joaquim Honório, José Antão Beltrão Moura, Christian Jones and Uwe Terton

Abstract: This paper presents a multi-agent conversational system for adaptive financial education that integrates Generative Artificial Intelligence and Deep Reinforcement Learning (DRL). The architecture combines large language models (LLMs) for intent detection and sentiment analysis with a DRL agent designed to optimize educational mission sequences based on each user’s profile, engagement, and context via WhatsApp. The main contribution is the design and formalization of this integrated architecture-encompassing multi-agent orchestration, MDP-based adaptive sequencing, and deployment on a widely used messaging platform-supported by a modular, incremental implementation strategy for transcultural adaptation across Lusophone countries. We present the complete system design and report preliminary empirical results from the first implementation phase (deterministic conversational flow) with Brazilian adults, which demonstrate the system’s viability and effectiveness, yielding statistically significant improvements in financial knowledge, engagement, and user satisfaction compared to traditional educational materials. These findings establish a validated baseline for the subsequent phases incorporating adaptive personalization via DRL.
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Paper Nr: 291
Title:

Towards Personalized Blended Learning: A Platform for Supporting Educators in Designing Worksheets

Authors:

Iraklis Katsaris, Ilias Logothetis, Sakellaris Sfakiotakis, Michail Kalogiannakis, Kostas Vassilakis and Nikolas Vidakis

Abstract: Adaptive learning systems (ALS) utilize Artificial Intelligence (AI) to personalize content delivery. By continuously monitoring learner interactions, these systems dynamically adjust content to optimize engagement and motivation. Incorporating multiple representations of educational content further accommodates varied learning preferences. However, existing systems often overlook the practical needs of educators in structuring content, creating courses, and personalizing instruction across varied teaching contexts. This study introduces a microservices-based platform designed to aid educators in developing customizable worksheet templates that generate personalized learning materials. The platform conceptualizes established educational theories, incorporating Revised Bloom’s Taxonomy (RBT) and the 4Cs to guide educators in structuring their content effectively. The architecture supports scalable growth and modular deployment across diverse instructional settings. The platform comprises six integrated modules facilitating lesson planning and creation. Through a guided workflow, educators define learning objectives and assessment criteria, enabling the system to generate adaptive worksheets. Unlike many adaptive systems, this approach emphasizes educator acceptance by offering an intuitive process that enhances course design and improves instructional quality. A mixed-methods evaluation with 35 educators across K–12 and higher education yielded a strong System Usability Scale (SUS) score (81.21) and high ratings for perceived usefulness (4.4/5) and ease of use (4.5/5) dimensions of the Technology Acceptance Model (TAM). Qualitative feedback revealed improved lesson coherence, time savings, and the worksheet builder’s effective alignment of learning objectives with assessments. These findings indicate the platform’s potential to enhance instructional effectiveness and support scalable, teacher-centred adaptive learning.
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Short Papers
Paper Nr: 14
Title:

The Educational Potential of Prompt Engineering with ChatGPT in Introductory Programming Courses: A Systematic Literature Review

Authors:

Samuel Rodrigues, Tiago Nogueira, Deller Ferreira and Gabriel Costa

Abstract: The use of ChatGPT prompt engineering is a promising strategy to support the teaching of introductory programming, fostering autonomy and continuous learning. Although widely explored in other areas, its application in introductory programming education requires further in-depth analysis. This systematic review, conducted according to the PRISMA method, aims to investigate the educational use of ChatGPT prompt engineering in the teaching of introductory programming. Studies published between 2020 and 2025 were analyzed, with a total of 553 articles identified through search strings and 35 selected for final analysis. The results reveal that ChatGPT prompt engineering can bring significant benefits to the teaching and learning of introductory programming, particularly with regard to learning personalization, increased engagement, and support in understanding fundamental concepts. However, limitations include difficulties in prompt formulation, risk of excessive dependency, hesitation in technological adoption, and impacts on students’ creativity and autonomy. To mitigate these limitations, the literature recommends training students in prompt engineering and the conscious use of ChatGPT as a complementary tool to traditional teaching.
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Paper Nr: 35
Title:

Cool or Cold? A Comparative Study of Sympathetic and Apathetic Virtual Tutors

Authors:

Teerawat Kulsuwan, Sylvain Fleury, Panuwat Soranansri, Jiraphon Srisertpol, Thanasak Wanglomklang and Simon Richir

Abstract: The present study examines the learning benefits of incorporating a virtual pedagogical agent with specific affective features in Virtual Reality (VR) learning environment. In particular, a sympathetic (emotional) or “cool” agent-characterized by a playful appearance and an enthusiastic voice-was compared with an apathetic (factual) or “cold” agent, which displayed a serious appearance and a calm voice. To investigate this issue, 68 Thai undergraduate engineering students were randomly assigned to receive instruction on the industrial forging process through a VR lesson delivered by either the sympathetic or apathetic agent. The results indicated that the sympathetic agent was more effective than the apathetic agent in enhancing learners’ positive emotions. However, no significant differences in learning outcomes were observed, and overall achievement scores remained low across groups. Additional subjective measures were also employed to assess learners’ interest and enjoyment, and cognitive load associated with the VR learning task. The findings provide evidence that integrating a “cool” agent into VR lessons significantly increases learners’ positive emotional responses, and support the potential of VR to cultivate positive emotional states in educational settings.
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Paper Nr: 39
Title:

Automatic Generation of 3D Observation Points in Virtual Environments for Gesture Feature Perception: A Case Study on Lifting a Heavy Box

Authors:

Vincent Agueda, Ludovic Hamon, Sébastien George and Pierre-Jean Petitprez

Abstract: Learning technical gestures without the expert guidance is challenging as books and videos are limited, especially regarding 3D information perception. While immersive room-scale Virtual Environments (VE) are often seen as an effective alternative, most of them are designed only for real-time practice based using 3D avatars demonstrating gestures. They lacks functionalities to help learners position and orient themselves in the VE to perceive all the required gesture features. To address this challenge, the Automatic Observation Point Generator (AOPG) was designed to automatically generate the user’s head positions and orientations that enhance this perception. AOPG collects head motions from users freely navigating in a VE and applies a clustering-based process to generate relevant virtual camera positions and orientations. A first task involving lifting a heavy box, moving it, and placing it on the ground was considered. After collecting observation traces from 19 participants freely navigating in a VE, 11 observation points with high Average Silhouette Scores were generated from those traces. A survey completed by 36 new participants deemed 7 of these points to be highly appropriate for information perception. The study validates the potential of AOPG in this context, while keeping in mind that the system was designed to be adaptable to other types of gestures.
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Paper Nr: 43
Title:

Virtual Environment for the Evaluation of Gestures in Odontology

Authors:

Mohamed Nail Hefied, Ludovic Hamon and Sébastien George

Abstract: This work presents VEEGO, a virtual environment for the automatic Evaluation of Gestures in Odontology and its pipeline for its use. The gestures of learners and teachers are recorded with motion capture while performing a care protocol in a real preclinical environment. Their performances are replayed, through their 3D avatars in VEEGO, and compared in terms of motor aspects, named ”OBservation Needs” (OBN) which are defined by teachers. The evaluation relies on a new approach based on: (i) configurable descriptors made of directional vectors and orientations for each OBN and (ii), automatically generated random forests, one per OBN, linking descriptor values to each OBN. An experiment was conducted in which teachers’ motions were captured on 5 different tasks to demonstrate 5 OBNs shared among them i.e. “incorrect positioning around the patient”, “overly curved back”, “back leaning to the side”, “raised elbow” and “missing fulcrum”. The trained random forests showed a very high F1 scores on unseen gestures. The proposed VEEGO pipeline is designed to: (i) aggregate the motor expertise of multiple experts free to express and demonstrate their motor expertise, (ii) indicate to students the motor aspects to improve through colors of their 3D avatar body parts and textual indicators and (iii) consider the evolution of OBNs and tasks to learn without a heavy re-engineering process. VEEGO aims, in the future, at improving students’ motor skills, acquire good postural practices and prevent long-term musculoskeletal disorders.
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Paper Nr: 45
Title:

The Ergonomics of Naturalness: A Comparative Analysis of Extrinsic Cognitive Load in Hand-Tracking and Controller-Based VR Interactions

Authors:

Anne-Laure Figuéras, Alix Fernandez and Jean-Christophe Sakdavong

Abstract: Virtual reality efficacy is constrained by the Extraneous Cognitive Load (ECL) imposed by interface design. Grounded in Evolutionary Educational Psychology, this study posits that Hand-Tracking leverages biologically primary knowledge, thereby minimizing the cognitive load relative to abstract controllers. A between-subjects experiment (N = 32 novices) using the Meta Quest 3S compared perceived ECL using the SIM-TLX across two phases: familiarization and complex tasks. During familiarization, Hand-Tracking generated significantly lower ECL (p = .040), validating the Embodiment Principle for lowering the initial barrier to entry. However, this advantage attenuated during complex tasks (p = .103), suggesting a convergence driven by rapid controller schema automation and the rising cognitive cost of precision in haptic-free hand tracking. These findings indicate that while natural interaction effectively minimizes the initial Gulf of Execution, a trade-off exists between naturalness and precision. Consequently, instructional designers should consider adaptive interfaces that transition from natural inputs to precision tools as learner expertise evolves.
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Paper Nr: 69
Title:

A Method for Secure Verification and Classification of Educational Credentials Based on Zero-Knowledge Range Proof

Authors:

Kiet Cao, Khoa Tan V. O., Thu Nguyen, Phan The Duy, Van-Hau Pham, Hong-Tri Nguyen and Tu-Anh Nguyen-Hoang

Abstract: The rapid growth of digital education has increased demand for secure, privacy-preserving verification of diplomas and certificates. Traditional verification processes often require learners to disclose personal information, which creates a risk of data leakage. Zero-Knowledge Range Proof (ZKRP) provides a secure solution by enabling degree verification or classification without revealing the actual underlying values. However, existing ZKRP methods still face several limitations, including lengthy trusted setup procedures and proof generation and verification times that depend on the size of the value range. To address these challenges, we propose EduRangeProof, a practical ZKRP method inspired by Cuproof’s design, that improves the trusted setup process by significantly reducing setup time, enhancing proof-generation and verification performance, and ensuring range-independent proof size. Based on three evaluation criteria: proof generation time, verification time, and proof size, EduRangeProof demonstrates highly stable performance as the range increases from 8 bits to 1024 bits, achieving fast proving (≈ 6.70 ms) and verification (≈ 0.86 ms), representing roughly a 100× improvement over zk-SNARKs.
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Paper Nr: 70
Title:

Automatic Determination of Skills and Topics in Online Courses

Authors:

Max Thomas, Pascal Hürten and Christoph Meinel

Abstract: This paper describes the finetuning of a transformer model for the detection of ESCO skills taught in a course. Additionally, the field of study or topic of a course according to ISCED-F can be identified using a second model model also presented herein. Our models were based on Microsoft’s infloat/multilingual-e5-base transformer model. It showed good performance in first tests with English and German texts and was therefore capable of handling both languages. Additionally, it is a rather small model that can be handled without high-end hardware. The training and evaluation data contained 6354 examples for courses tagged with ESCO skills and 425 examples for courses tagged with ISCED fields. MRR and NDCG were used as principal performance metrics for the quality of the suggestions. For training on the ESCO data, an MRR@10 of 0.909 and an NDCG@10 of 0.905 were reached. MRR@10 of 0.773 and an NDCG@10 of 0.817 were found after training with the ISCED-F dataset. Data preprocesssing and training details are described as well as challenges and learnings. This includes best practices for data preparation and the importance of curated, human-annotated data over synthetic data.
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Paper Nr: 72
Title:

Design Thinking through Play: A Four-Phase Game-Based Learning Trajectory Aligned with Bloom’s Revised Taxonomy

Authors:

Sylvain Fleury, Nicolas Erdinger and Virginie Lepont

Abstract: This study evaluates a game-based learning trajectory for Design Thinking grounded in Bloom’s Revised Taxonomy. This trajectory combines a non-digital board game targeting memorization and understanding with a Virtual Reality (VR) game composed of three successive levels designed to support application, analysis, and evaluation. Eleven computer science students participated in a three-day instructional sequence that integrated these games into a course on the Design Thinking innovation approach. Knowledge (recall of Design Thinking steps, memorization of tools, and conceptual understanding) and motivation (interest and pleasure) were measured repeatedly throughout the sequence. Non-parametric analyses revealed no significant evolution of interest or pleasure across repetitions, suggesting motivational stabilization rather than cumulative growth. In contrast, learning outcomes improved significantly over the sequence. Knowledge has shown strong gains after the initial board game, while repeated experiences were associated with continuous improvement in learning outcomes, particularly in conceptual understanding. This study contributes to serious game design by illustrating how cognitive sequencing and repetition can be strategically combined to support learning.
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Paper Nr: 81
Title:

Collaborative Practices and Tool Utilization in Software Development Projects: A Student Perspective

Authors:

Yi Meng Lau, Muhammad Syahmi Bin Abbas and Lingxiao Jiang

Abstract: Software development is a collaborative activity that depends on effective teamwork, shared understanding, and coordinated use of development practices and tools. While these aspects are well studied in professional environments, they are less frequently examined within software engineering education. This study investigates how students collaborate in group projects, focusing on collaborative practices, tool usage, and their perceptions of software quality. We conducted a quantitative post-project survey with 143 second-year undergraduate students enrolled in a software development course. The results show that students actively share information and often establish team norms to support coordination and collaboration. However, students face challenges in maintaining shared documentation and codebases, systematically tracking issues, aligning implementations with project requirements, and producing high-quality code. Although students place high importance on software quality attributes such as readability, maintainability, and reusability, many report uncertainty about whether their code meets expected quality standards. These findings provide empirical insights into students’ collaborative and tool-supported development practices and highlight gaps between recommended software engineering practices and students’ actual experiences. The study identifies areas where additional instructional guidance and tool support may be required to better prepare students for collaborative software development in professional contexts.
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Paper Nr: 82
Title:

Using Generative AI in Higher Programming Education: An Empirical Evaluation

Authors:

Dennis Grewe, Raluca-Maria Vedislav and W. Daniel Scherz

Abstract: The growing use of generative artificial intelligence (GenAI) tools like ChatGPT presents both opportunities and challenges for programming education, especially for novices. While these tools can assist with code generation, debugging and conceptual understanding, there is a risk that they will promote superficial learning and the uncritical adoption of generated code. This paper presents the development and empirical evaluation of a best-practice guideline designed to support students in the reflective and effective use of generative AI in programming contexts. We conducted an experimental study with 36 first-semester computer science students, comparing a control group using AI without guidance against an experimental group equipped with our structured guide. The results show that while the quantitative performance metrics remained similar between the groups, the students using the guideline demonstrated a significantly higher self-reported understanding of their solutions and exhibited more reflective AI interaction patterns. Observational data revealed that guided users critically evaluated (66.7% vs 55.6%), modified (61.1% vs 22.2%), and rejected (38.9% vs 16.7%) AI-generated suggestions more frequently. A supplementary AI guidance workshop conducted provided convergent validation: students independently identified debugging and conceptual understanding as their primary skill gaps requiring AI support.
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Paper Nr: 85
Title:

Evaluation of an Environment for System-Independent Modeling of Adaptive Learning Mechanisms for Learning Management Systems

Authors:

Sebastian Kucharski, Gregor Damnik and Iris Braun

Abstract: Adaptive Learning Systems (ALS) implement Adaptive Learning Mechanisms (ALM), which personalize learning to improve learning outcomes. This personalization can be applied to established learning environments by integrating ALS into Learning Management Systems (LMS). There are two user groups interested in this integration: instructors and instructional designers. However, ALS usually do not meet the requirements of both groups. Our objective was to create a user-friendly environment with functionalities that support learning processes data understanding and ALM modeling, enabling both user groups to achieve their goals. For this purpose, we implemented an ALS that integrates ALMs modeled graphically as workflows in different LMSs and provides data exploration functionalities. Though a user evaluation indicates that the system is suitable for understanding learning process data, additional support is needed to facilitate ALM modeling. Based on the evaluation results, we elaborated different mechanisms that are expected to provide this support.
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Paper Nr: 86
Title:

Past and Future of Usenet: Peer Tutoring in Open, Cross-Course Discussions

Authors:

Niels Seidel

Abstract: Until recently, newsgroups represented the oldest internet-based educational technology in Germany's higher education. Despite their decades of use, they have not been systematically examined. Using learning analytics, we examine peer tutoring characteristics and user behavior across 22 newsgroups (N=502, 3,032 posts) from one academic year. Results show students' peer tutors have high engagement in answering peers' questions, facilitating collaborative learning through the platform's open, pseudonymous design. Our findings suggest that newsgroups naturally promote peer tutoring. As universities transition to new communication systems, understanding these patterns of interaction can support the design of sustainable pedagogical communication systems and encourage the integration of open protocols into existing virtual learning environments.
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Paper Nr: 100
Title:

Automated Guided Vehicle Routing Serious Game for Students and Early Career Professionals

Authors:

Ivan Kristianto Singgih, Stefanus Soegiharto, Nang Laik Ma and Aldy Gunawan

Abstract: A serious game serves as a powerful tool for enhancing the understanding of complex systems among new learners (e.g., students) and equipping early-career practitioners with essential foundational knowledge. This study presents a novel serious game framework specifically designed around the Automated Guided Vehicle (AGV) routing problem-an important challenge in modern logistics operations. Unlike previous research, which often lacks detailed design structures and targeted learning outcomes, this study introduces a comprehensive gameplay experience that centers on key logistics concepts, particularly route optimization within automated warehousing systems. Players are encouraged to develop effective routing algorithms, which are then assessed against benchmarks including mathematical models and the widely used 2-Opt heuristic. Through iterative gameplay, participants gain practical insight into logistics planning and optimization, learning to generate increasingly efficient solutions. The prototype was tested with more than ten high school and undergraduate students, who demonstrated a strong grasp of the routing problem and its logistical implications. Furthermore, the game’s relevance and effectiveness have been validated by two leading maritime logistics companies in Indonesia, underscoring its practical value in professional logistics education and training.
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Paper Nr: 103
Title:

Teaching Exploratory Testing Using Lego Serious Play

Authors:

Camelia-Petrina Nadejde and Andreea Vescan

Abstract: Software testing plays an essential part in the development process. Nowadays, the significance of teaching software testing principles is acknowledged more than it ever has been. The aim of this paper is twofold: (1) to investigate the effectiveness of using a LEGO-based context to teach exploratory testing, and (2) to provide the student’s perspective on using LEGO to learn software testing concepts. A lecture dedicated to the exploratory testing approach is the framework for this investigation, with students being split into teams with the mission to help a family decide to rent or not to rent the (LEGO) house. The debriefing session, the answers to a questionnaire dedicated to the learning experience, and the grades obtained by the students are used as tools to analyze and provide answers to research questions. The results show that LEGO-based learning is effective in teaching exploratory testing concepts, there is a significant statistical difference between students participating in the lecture and those that did not, with a medium to large effect size. On average, the opinions of the students regarding various aspects of learning (exploratory testing concepts, collaborative learning, team-work, LEGO-based learning) were positive with 89%.
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Paper Nr: 107
Title:

Convergent Validation Protocol for 16PF–Psychogenesis-RPG Based on Rank-Order Convergence and Internal Consistency

Authors:

Waldir Siqueira Moura, Edgar Delbem, Angélica Fonseca da Silva Dias and Juliana Baptista dos Santos França

Abstract: Low engagement and underperformance remain persistent challenges in basic education, partly aggravated by the lack of school-feasible instruments to identify psychosocial profiles and decision-making patterns early enough to support timely pedagogical interventions. Although consolidated psychometric inventories such as the 16 Personality Factor Questionnaire (16PF) provide robust trait descriptions, their systematic use in school settings is constrained by cost, administration time, professional qualification requirements, and a typical age range of 16 years and older for the 16PF Fifth Edition. This paper reports the development and initial analysis of a gameful character-customization assessment, Psychogenesis-RPG (analog version), and proposes a replicable convergent-validation protocol to estimate similarity between Psychogenesis-RPG scores and 16PF outcomes. The protocol combines (i) an explicit theoretical mapping between instrument dimensions; (ii) ordinal scoring and cross-participant standardization for comparability; (iii) dimension-level internal consistency checks; and (iv) rank-based convergence analysis using Spearman’s rho, emphasizing co-ordering rather than scale equivalence. Results are presented as a pilot illustration of the analytical pipeline, with moderate global rank-order convergence and informative dimension-level variability, supporting iterative refinement cycles and future validation steps aligned with evidence-based, school-viable measurement practices.
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Paper Nr: 111
Title:

Beyond Correctness: Evaluating and Improving LLM Feedback in Statistical Education

Authors:

Niklas Ippisch, Markus Herklotz, Anna-Carolina Haensch and Carsten Schwemmer

Abstract: Large language models (LLMs) have been proposed as scalable educational tools to address the gap between the importance of individualized written feedback and the practical challenges of providing it at scale. As concerns persist regarding the pedagogical validity, response accuracy, and depth, this study investigates the extent to which LLMs can generate feedback that aligns with educational theory and compares performance improvement techniques. Using student responses from mock in-class exams of an introductory statistics course at a German university, we evaluated GPT-generated feedback against an established but expanded pedagogical framework. Four enhancement methods were compared in a highly standardized setting, making meaningful comparisons possible. Results show that while all LLM setups reliably provided correctness judgments and explanations, their ability to deliver contextual feedback and suggestions on how students can monitor and regulate their own learning remained limited. Among the tested methods, zero-shot prompting achieved the strongest balance between quality and cost, while fine-tuning required substantially more resources without yielding clear advantages. For educators, this suggests that LLMs with pedagogically informed prompts can substantially improve the usefulness of LLM feedback, making it a promising tool, particularly in large introductory courses with otherwise little or no written feedback.
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Paper Nr: 120
Title:

User Perspectives on Cross-Institutional Collaboration: Evaluating the Shared Workspace in a Digital Education Ecosystem

Authors:

Tara-Marie Endries, Emily Penk, Benja Rathjens and Ulrike Lucke

Abstract: This article presents a study on the perception of teachers and teacher trainers regarding a shared workspace for cross-institutional collaboration. The prototype of a shared workspace, within the framework of a national digital education ecosystem, was evaluated in an interactive on-site workshop with more than 50 participants from professional practice. The survey gained n=27 responses with quantitative and qualitative parts. Results show a clear need for such a shared workspace and overall confirmation to the presented prototype. They also reveal some aspects of technology, design and awareness that require further attention.
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Paper Nr: 122
Title:

Extended Reality for an Emergent Interaction in the Educational Context: A Systematic Mapping

Authors:

Muhammad Ahsan, Lamarck F. da Silva, Pedro H. F. Colares, João P. L. Silva and Saul Delabrida

Abstract: Extended Reality (XR) technologies are reshaping educational experiences by providing immersive and interactive environments that can enhance engagement and understanding in basic education. This paper presents a systematic mapping of XR applications in basic education, focusing on their impact on User Experience (UX) and interaction design. Using the PRISMA protocol, 45 studies were identified and analyzed in terms of devices, interaction techniques, UX evaluation metrics, and reported learning-related outcomes. The results show a predominant reliance on qualitative assessments, such as interviews, observations, and usability questionnaires, highlighting an emphasis on perceived engagement and usability. Tangible interfaces, gamification, and adaptive feedback emerged as promising strategies to improve motivation and interaction, whereas challenges such as motion sickness, limited scalability, and insufficient teacher training were frequently reported. The study contributes to computer-supported education by synthesizing how XR systems are currently designed and evaluated for school contexts and by identifying gaps related to accessibility, inclusive design, and methodological rigor from Human Computer Interaction (HCI) perspective. These insights provide guidance for researchers, designers, and educators aiming to develop XR-based learning experiences that are not only engaging, but also usable, inclusive, and pedagogically meaningful in basic education settings.
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Paper Nr: 127
Title:

What Students Want from AI Assistants: Insights from a Short Self-Directed Machine Learning Course

Authors:

Jacek Marciniak, Barbara Kołodziejczak, Marcin Szczepański, Marek Kubis, Dorota Marciniak, Michał Gulczyński, Adam Szpilkowski and Adam Wieczarek

Abstract: This paper reports on a study of a course-aligned AI assistant integrated into a short e-learning module on machine learning fundamentals, designed to support self-study prior to lab sessions. The assistant was implemented as a locally deployed chatbot whose primary role was to help students engage with course content grounded in course materials and educator-selected supplementary resources. During a one-week period, computer science students taking the module were asked to interact with the assistant as part of the learning experience. Students evaluated the course positively, regardless of whether they used the assistant, indicating that the format supported self-directed learning. Trust in the assistant was comparable to that in general-purpose tools. Students preferred using the course-aligned AI assistant to explain and deepen their understanding of course topics and to explore content beyond the course scope, rather than to solve exercises. They also expressed interest in future assistants integrated with the course and supported by external resources. Assistant users achieved a higher average score despite similar starting points, while students who reported greater course difficulty were less likely to use the assistant. These findings highlight associations between AI assistant integration and students’ approaches to self-paced learning, including patterns of engagement and reported learning experiences.
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Paper Nr: 142
Title:

Grading the Reasoning, Not the Answer: Assessable Artifacts for LLM-Assisted Ethics in Data Science Projects

Authors:

Stefania Zourlidou, Peter Oloke and Frank Hopfgartner

Abstract: Ethics teaching in data science frequently relies on lectures and case discussions, while assessment often remains coarse-grained (e.g., participation marks or generic reflections). At the same time, large language models (LLMs) can generate fluent “ethical analyses” on demand, which risks rewarding copy–paste output rather than students’ situated judgment. We propose an assessment-first approach to LLM-supported ethics scaffolding for project-based courses. The approach introduces two core assessable artifacts: (i) an Ethics Decision Log (EDL) that records ethical decision points, stakeholder analysis, trade-offs, evidence, uncertainty, and mitigation commitments, and (ii) a short rubric that grades the quality of reasoning and revision rather than agreement with a model-generated draft. It is accompanied by worked exemplars that demonstrate how students can turn generic model advice into context-specific decisions under common constraints (e.g., missing protected attributes, limited time, imperfect data). The contribution is a reusable assessment package that is designed to support responsible LLM use while aiming to preserve academic integrity and align grading with intended learning outcomes.
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Paper Nr: 144
Title:

Motivating Students for STEM Careers Using Physical Computing: An Experience with 10th Graders

Authors:

Maria José Marcelino, Alberto Cardoso, Catarina Silva and Paula Alexandra Silva

Abstract: This paper describes a case study conducted within the Physalis project, which involved seven classes of 10th-grade students from an urban school in Portugal. The Physalis project's primary objective is to inspire and motivate students towards STEM careers by providing exposure to related fields and technologies. Students participated in a hands-on workshop in which they explored STEM careers and were introduced to the micro:bit microcontroller, learning basic concepts and creating an interactive object of their own design. After a brief introduction, they were asked about their interests and strengths to inform a more appropriate career choice. At the end of the workshop, we administered a questionnaire to assess key issues, including whether participants had learned new concepts, intended to pursue a career in STEM, and would recommend the workshop to others. We also analysed the students’ productions from various perspectives. We used both quantitative and qualitative methods. Our findings indicate that students enjoyed the experience, exhibited diverse career aspirations, and expressed a strong willingness to recommend the workshop to others. Additionally, gender analysis revealed nuanced differences in responses, offering valuable insights into how gender influences students' engagement with STEM.
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Paper Nr: 165
Title:

ForgeEditor: A Teacher-Centered Interface for Software Forges to Help Them Create and Share Open Educational Resources

Authors:

Thierry Forest

Abstract: The use of software forges (e.g., GitLab, GitHub) as collaborative platforms has already proven its effectiveness for developers, and their adoption is now also expanding into other communities. Several communities of teachers, for example, have started using software forges to collaboratively produce and share Open Educational Resources. To support this practice, the French Ministry of Education has provided LaForgeEdu a GitLab software forge, specifically intended for primary and secondary school teachers. However, this software forge was not designed with teacher’s practices in mind, and it’s interface and the terms it uses (eg: fork, commit, merge request) are difficult to apprehend. With the help of educational professionals, our aim is to lower the entry barrier for using software forges by providing a new teacher-centered interface called ForgeEd-itor. This paper presents the new ForgeEditor interface and two first user studies with 24 teachers. These first results show that teachers who had never used software forges preferred the new interface but also pointed out several necessary improvements to help teachers find the available educational resources. The results also show that teachers were able to collaborate on the production of resources, using ForgeEditor.
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Paper Nr: 170
Title:

From Disassembly to Learning Analytics: Using GView for Learning and Assessment

Authors:

Raul Zaharia, Dragoș Gavriluț and Dorel Lucanu

Abstract: Teaching reverse engineering courses, which may involve sensitive pieces of code (e.g., malicious code), is difficult because it often requires restrictive environments, where the students need to work with such files. At the same time, a fair evaluation is challenging to obtain, especially when the laboratory task is remote, and students can use various tools (even though they are not supposed to use them during the evaluation). In this paper, we propose a solution consisting of integrating a specialized add-on into an existing modular assistant tool. The approach is presented using GView, a reverse engineering framework used to help both teaching and evaluating students. We focus on the viewer for disassembly code, called DissasmViewer, which supports control-flow exploration, navigation through jumps, and annotation through labels and comments. We thus introduce a new learning and evaluation mode for GView. We designed this mode to be generic, even though we want to use it for educational learning and evaluation. In this mode, students connect to a server and receive a signed policy that controls what tasks or files they can access, which functionalities are enabled, and how the received data can be used. Each task or file can be streamed securely, and, depending on the policy, they may never reach the disk and only be served in memory. The goal is to reduce accidental leakage and make cheating harder while also making it difficult to export sensitive files outside the tool. Moreover, depending on the policy, we introduce and collect usage metrics that were previously available through a Discord-based evaluation bot, such as time-to-solve and number of attempts. We describe the system design, how it supports synchronous and asynchronous learning, how it enables practical assessment metrics, and how it could be integrated into other solutions. We also discuss limitations and how students can still bypass some controls.
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Paper Nr: 176
Title:

RemoteLabz: A Platform to Teach Computer Science and Security

Authors:

Olivier Flauzac, Julien Hubert, Jean-Sébastien Loiseau and Florent Nolot

Abstract: Over the past decade, a wide range of tools have been employed in the practical teaching of information technology, particularly in the area of programming, system and network administration and cybersecurity. Most existing tools were initially developed for professional experimentation and research, and therefore do not always fully address the specific pedagogical needs of secondary or higher education. In this paper, we review the main solutions currently used to teach these skills and introduce RemoteLabz, an open source platform designed to fill this gap. The proposed software enables instructors to design and deploy complete information system architectures directly from a Web-based interface. This solution may be used to teach common network and system administration concepts, but also to provide on-demand single virtual machines for different purposes, such as online programming. It eliminates the need for students to install and configure a complete software stack for each programming language on their individual workstations. RemoteLabz combines the main benefits of established network simulation and emulation platforms such as GNS3 (GNS3 Technologies Inc., 2024), EVE-NG Pro (EVE-NG Ltd., 2024), Cisco Modeling Labs (Cisco Systems, Inc., 2024a), KYPO Cyber Range (Vykopal et al., 2017), and Cisco Packet Tracer (Cisco Systems, Inc., 2024b), while extending their capabilities by enabling seamless interaction with physical devices.
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Paper Nr: 189
Title:

GradAssign: A Decision Support System for Preference-Based Assignment of Thesis Students to Supervisors

Authors:

Aleksandra Grzelak and Anna Sasak-Okoń

Abstract: The assignment of thesis students to academic supervisors is a recurrent organizational problem in higher education, requiring the reconciliation of student preferences, supervision of capacity constraints, and institutional fairness criteria. While classical stable matching models provide a strong theoretical foundation, their direct application is often limited by asymmetric preference structures and practical administrative requirements. This paper presents GradAssign, an automated decision support system for assigning thesis students to supervisors based on student preferences and grade-based prioritization. The proposed approach adapts principles of capacity-constrained matching to a setting in which only students submit ranked preferences, while supervisors are constrained by fixed supervision limits. The system emphasizes transparency, determinism, and administrative controllability rather than strict theoretical stability. The effectiveness of GradAssign is evaluated through synthetic simulations and a live deployment in an academic environment. The results demonstrate that higher-performing students are consistently assigned in accordance with their preferences, while full allocation coverage is maintained even under constrained conditions. The study confirms that GradAssign provides a practical and robust solution for real-world student–supervisor assignment processes.
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Paper Nr: 202
Title:

ATOC: Amplification, Transformation, Opportunities, and Challenges of GenAI in Higher Education

Authors:

Yael Feldman-Maggor

Abstract: A central question in current discourse is whether Generative Artificial Intelligence (GenAI) fundamentally transforms educational practices or primarily amplifies existing ones. While various pedagogical frameworks address aspects of GenAI integration, there remains a lack of models that systematically map the interplay between opportunities and challenges across amplification and transformation. To address this gap, this paper introduces an analytical framework - ATOC (Amplification, Transformation, Opportunities, and Challenges) designed to categorize and visualize these dynamics with examples from the higher education context. The ATOC framework builds on established models, SWOT (Strengths, Weaknesses, Opportunities, Threats), and SAMR (Substitution, Augmentation, Modification, and Redefinition) by integrating their respective strengths while addressing limitations in capturing the dynamic and dual nature of emerging technologies. ATOC explicitly distinguishes between amplification and transformation, accounting for both opportunities and challenges. Applying the ATOC framework to 69 statements derived from 11 semi-structured interviews with STEM educators indicates that GenAI is currently used predominantly to amplify existing educational practices rather than to transform them. However, the discussion suggests that such amplifications serve as a foundation for future transformative practices. The framework highlights the role of disciplinary factors in shaping perceptions of GenAI integration and allows to identify educators’ ATOC profiles.
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Paper Nr: 211
Title:

The Case for Intergenerational Serious Games on Cybersecurity Awareness: A Conceptual Framework

Authors:

Iolanda Bernardino, José Bidarra and Rafael Bidarra

Abstract: Today’s society is becoming increasingly digitized, and many unprepared citizens fall prey to cybersecurity threats. For different reasons, developing safe online behaviors is a particular challenge for both older and younger generations. In this paper, we build on previous research to argue that intergenerational serious games can offer a promising educational approach to addressing this problem. We pose that, if carefully designed, a serious game that brings older and younger generations together can both enable older adults to improve their cybersecurity skills while sharing their life experience, and allow younger people to grow as they share their digital expertise. We discuss how playful collaboration between these two demographics may support the development of safe online practices. As a result, we propose a conceptual framework for the development of intergenerational digital safety learning through serious games, aimed and guiding the design and testing of such experiences. Finally, we recommend exploring and developing supportive learning environments as a means to foster a digitally secure and socially connected society.
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Paper Nr: 213
Title:

SDG Learning Application for Responsible Participative Learning Using Gamification and AI-Support

Authors:

Georg Schneider

Abstract: This paper presents the design, implementation, and preliminary evaluation of a modular Sustainable Development Goals (SDG) Learning Application. It operationalizes participatory sustainability education through user-generated challenge composition, gamification, and AI-supported scaffolding. In contrast to conventional SDG applications that rely on predefined missions, the proposed system enables learners to construct their own task entities. The integration of location-based validation, media confirmation, sensor-based tracking enables the verification of the task completion. In this way the system fosters learner agency and authentic engagement. The system follows Clean Architecture principles to ensure separation of presentation, domain, and data layers. Hence it enables extensibility and maintainability. The gamification subsystem is decoupled. It supports configurable motivational mechanics, i.e. a points system. A controlled large language model (LLM) integration provides scaffolded feedback during challenge creation. It uses structured prompt templates and JSON-constrained outputs to ensure consistency and explainability, which help the users writing concise and meaningful descriptions. A preliminary small qualitative user study indicates strong perceived ownership, usability, and motivational effects. Based on the implementation and evaluation, the paper derives design principles for participatory AI-supported sustainability learning systems. The results contribute architectural and pedagogical insights for scalable SDG-oriented digital learning environments.
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Paper Nr: 214
Title:

Testing a Digital Serious Game on Statistics Learning with Future School and High School Teachers

Authors:

Iris Celorrio-Aguilera, Manuel Freire-Morán and Alba García-Barrera

Abstract: This paper presents the pedagogical design and evaluation of a digital serious game, Biased Distributions, aimed at teaching central tendency measures to students enrolled in undergraduate and master's education programs, in an interactive and engaging way. The game design is grounded in constructivist learning theory and incorporates elements of experiential training in order to address the challenges often faced by education students in grasping statistical concepts. We describe the design of the game, the methodology applied in the experiment and the results of two rounds of testing with a total of n=56 participants within a higher education distance-learning institution. We evaluate increase in knowledge, player experience, and actual game usage collected via game learning analytics. The results show a moderate increase in knowledge, high user engagement and reveal several usability problems that can be addressed in future game versions, highlighting both the promise of our approach and the importance of validating games to diagnose and improve their effectiveness.
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Paper Nr: 234
Title:

BLUMod: Enabling Semantic Course Structure Design in Moodle

Authors:

Mikel Villamañe, Aitor Renobales-Irusta and Ainhoa Álvarez

Abstract: Learning Management Systems such as Moodle are widely adopted, yet their most common course formats (weeks/topics) do not allow teachers to encode course-specific pedagogical meaning, conceptual dependencies or competency relationships. We conducted two systematic reviews to determine whether any Moodle plugin already supports semantically rich, course-specific structures, examining the official Moodle Plugins Directory and the research literature on Moodle plugins. Both reviews found no accessible solution that allows teachers to model semantic course structures. To address this gap, we present BLUMod, an ontology-based Moodle plugin that introduces Basic Learning Units (BLUs) as a pedagogically meaningful layer. BLUMod enables teachers to define BLUs, model prerequisite and hierarchical relations, and link BLUs to Moodle resources, activities, gradebook items, and institutional competencies through an intuitive interface. Course structures are exposed as a knowledge graph via an OBDA approach using R2RML mappings and a federated SPARQL endpoint, enabling advanced semantic queries and reasoning, with an RDF export option for restricted deployments A real course use case shows feasibility and supports semantic queries for prerequisite reasoning and content grouping.
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Paper Nr: 246
Title:

Towards Integrated Immersive Learning: Integrating Moodle and XR in Formal Education

Authors:

Pedro H. F. Colares, André Pimenta, Matheus Gonçalves, Laura Coura, Reinaldo Silva Fortes, Rone Ilídio da Silva and Saul Emanuel Delabrida Silva

Abstract: Learning Management Systems (LMS) structure most formal education activities, including content management, assessment, and learner tracking. Meanwhile, Extended Reality (XR) applications are commonly developed as standalone experiences, limiting their integration into established educational workflows. This separation creates barriers to incorporating immersive learning into institutional contexts. This paper explores an approach to integrating Moodle and XR environments to support more connected immersive learning experiences in formal education. The proposed solution combines Moodle’s native REST API, a middleware layer for data mediation, and a Unity-based XR client to enable the synchronization of learning activities and user data between platforms without modifying the LMS interface or database structure. A proof-of-concept implementations demonstrate the technical feasibility of embedding LMS-based activities within immersive 3D environments while preserving existing pedagogical workflows. Framed as a technical and design contribution, this work focuses on architectural viability, highlighting the potential of API-based integration strategies to reduce fragmentation between LMS and XR systems and provide a foundation for future empirical evaluations of immersive learning in higher education.
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Paper Nr: 248
Title:

Observing Teachers’ Instrumental Pedagogical Orchestration in Synchronous Online Learning: A Multimodal Grid Based on Videoconferencing Traces

Authors:

Intissar Bamou, Christine Michel and Hassina El Kechai

Abstract: Synchronous online teaching environments pose specific challenges for the analysis of pedagogical activity as teaching takes place via videoconferencing platforms and interactions are multimodal. While pedagogical orchestration has been extensively studied in the context of face-to-face courses and at the level of instructional design, the analysis of teaching in videoconferencing environments remains under-explored and insufficiently instrumented in terms of methodology. This article proposes a multimodal observation grid designed to analyze the instrumentalised pedagogical orchestration of teachers during synchronous online classes. Based on theories of pedagogical orchestration, multimodality and professional gestures of teachers, this grid identifies a set of observable indicators related to communicational gestures, posture, gaze and the management of digital tools. These indicators are structured and ranked in order of priority according to their observability and analytical relevance. They are operationalised to consider the constraints associated with data that can be analysed in videoconference class contexts. The proposed grid aims to provide a reproducible methodological framework for the analysis of instrumental pedagogical orchestration, with a view to future empirical validation.
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Paper Nr: 250
Title:

An Analysis of Faculty and Students’ Expectations for AI-Assisted Technologies in Research and Creative Activities

Authors:

Isabelle Bichindaritz, Gina Solano and Emre Tokgoz

Abstract: AI researchers have been making ground-breaking contributions to research and creative activities in recent years, plummeting as co-receiving Nobel prizes. We present in this article some guiding principles for the design of AI tools and supportive resources for research and creative activities, based on a survey administered to 64 faculty members and 73 graduate students at a public university system in the United States. Faculty members and students alike expressed a strong desire for greater support for the ethical, responsible, and effective use of AI-assisted technologies in their research and creative activities. However, their perception of AI’s capabilities and usefulness for these tasks appears limited and strongly motivates the design of specialized educational material to fully leverage the support that AI can provide during the performance of these tasks as well as the design of more sophisticated AI tools to assist them in research and creative activities. Of paramount importance is the consideration and resolution of the ethical concerns they expressed.
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Paper Nr: 263
Title:

From SQL Island to Police: An Overview on Narrative Online SQL Learning Tools

Authors:

Nina Lobnig and Andreas Bollin

Abstract: A growing set of browser-based tools supports learning and practicing SQL through narratives, mysteries, and game-inspired tasks. While individual platforms have been described in the literature, there is limited side-by-side information that helps educators choose a tool under typical classroom constraints (no installation, free access, limited time). This paper surveys installation-free, narrative, or game-based online SQL tools available and compares their core characteristics. We identify eight representative tools (aDBenture, SQL Island, SQL Noir, SQL Murder Mystery, Lost at SQL, SQL Squid Game, SQL Police Department, Instahub) through a literature- and web-based search. We provide brief descriptions and systematic feature comparisons along with language support, structure (closed vs. open), time demands, schema visibility, scale (stories, levels, tables, data), feedback, solution access, history/saving, and extensibility. The tables and short commentary offer a compact overview of similarities and differences. We conclude with practical notes on selection and use. The goal is to serve teachers and tool designers with a snapshot of the current landscape and provide a descriptive feature-based map for tool selection.
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Paper Nr: 271
Title:

CliffInsight: An Educational Web Application That Visualizes the Calculation of Effect-Sizes Using Cliff's Delta

Authors:

Mohamed El-Attar, Ahmed Shuhaiber, Rima Grati and Sarah Kohail

Abstract: The purpose of calculating effect sizes in statistics is to quantify the practical significance of observed differences beyond mere statistical significance. While standardized mean difference measures such as Cohen’s d are widely used, they require normally distributed data, an assumption frequently violated in educational and social science research. Non-parametric alternatives such as Cliff’s delta (δ) are more robust under these conditions yet remain underused due to perceived computational complexity and limited accessible resources. Existing web-based tools for Cliff’s delta function primarily as numerical calculators and do not expose the underlying dominance structure that gives the statistic its meaning. This paper presents CliffInsight (https://profmelattar.github.io/CliffInsight/CliffsDelta.html), an interactive browser-based web application that provides a step-by-step visual walkthrough of the dominance matrix computation. Through color-coded cell highlighting, hover-over tooltips explaining individual pairwise comparisons, and a visual derivation of the final δ value from intermediate averages, CliffInsight makes the mechanics of Cliff’s delta transparent and pedagogically accessible. The tool’s design is grounded in Cognitive Load Theory and Constructivist learning principles. Computational validation confirms numerical correctness across multiple published datasets.
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Paper Nr: 274
Title:

Intelligent Educative Legal Text Segmentation for Digital Content Creators Using Generative NLP: Enabling Higher-Order Thinking and Creative Task Support

Authors:

Pascal Muam Mah and Tomasz Pelech-Pilichowski

Abstract: Large language models and generative AI have transformed knowledge creation, with over 70% of social media users and influencers using AI tools like ChatGPT and DeepSeek to generate content for their blogs and websites. This study calls for legal text tagging segmentation based on age restrictions, content age annotation, and content tag descriptions across age groups. The rate of misappropriation of content has led to significant harm, especially for teenagers and online audiences. Whispering responsible content creation needs and legal compliance is essential for protecting vulnerable content audiences. This study explores the State-of-the-Art NLP-driven legal text tagging segmentation techniques, emphasizing age-based content visibility for every piece of content and comments. Findings revealed a tremendous significance of AI-driven text tagging segmentation in enforcing age-appropriate content distribution awareness. The Implementation of NLP-based legal text tagging segmentation enforces responsible content creation awareness and minimizes misappropriation risks for teen audiences.

Paper Nr: 280
Title:

A Robotic Tool to Aid Fundamental Students with Dyslexia

Authors:

Luiz Carlos de Freitas, Matheus Ferreira dos Reis, Sahid Almeida and João Roberto de Toledo Quadros

Abstract: Given the importance of new tools and technologies to help elementary school students overcome the challenges posed by dyslexia, this study presents a simple educational robotics application. It focuses on movement along the x- and y-axes. It incorporates colors to create a three-dimensional effect, which is a significant advantage when using such tools with students with dyslexia. Thus, the resource presented in this study combines information technology, robotics, and gamification within a therapeutic framework grounded in Gestalt psychology, serving as a playful, inclusive resource for use across various educational contexts. The device, consisting of a simple robot and a mobile app, has been implemented in some elementary school classes in the city’s public schools since 2016. Each year of implementation, improvements allow for better use of the resource.
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Paper Nr: 289
Title:

An Agile-Inspired Learner Model for Conversational AI in Education

Authors:

Marina Buzzi, Agnese Camici, Barbara Leporini and Angelica Lo Duca

Abstract: Conversational agents are increasingly used in education, yet most educational chatbots remain content-centric and rely on learner models that represent knowledge states while leaving the learning process itself implicit. This paper introduces a process-oriented learner model that embeds principles from Agile methodology directly into the internal state of an AI-driven educational chatbot to support students' independent learning. In this model, learning objectives are represented as epics, study cycles as competence-driven sprints, and micro-level goals as user stories governed by explicit definitions of done. We implement the approach in a multi-agent Telegram chatbot used in an introductory university programming course. An exploratory feasibility study with 16 university students and recent graduates (N=16) provides preliminary evidence of the approach's pedagogical promise. Participants reported that the Agile-structured interaction improved goal clarity, step-by-step progression, and reflective engagement, though technical limitations in response latency and explanation depth were identified. This paper shows the feasibility of embedding explicit process models within conversational AI for education and motivates further investigation with larger samples and controlled evaluations.
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Paper Nr: 295
Title:

A Systematic Mapping Study of Sustainability Aspects in Open Educational Resources in Computing

Authors:

Ágata Meireles Carvalho, Ana Paula Freitas Vilela Boaventura, Williamson Silva, Pedro Henrique Valle and Alessandreia Marta de Oliveira

Abstract: The adoption of Open Educational Resources (OER) has been promoted as a strategy to expand access to quality education through open resources that can be used, adapted, and shared. However, there remains a limited understanding of the methodologies applied to their development, particularly with regard to long-term sustainability. We conducted a systematic mapping study to identify approaches to OER development in computing education. We analyzed 31 studies published between 1985 and 2024. The results highlight diverse strategies, limited attention to sustainability, and the need for more adaptable and reusable resources. We identify trends, gaps, and best practices to support the creation of more effective and enduring OER.

Paper Nr: 301
Title:

Rethinking Dynamic Geometry Software: A Computational Perspective for Educational Purposes

Authors:

Agnese Del Zozzo and Violetta Lonati

Abstract: Dynamic Geometry Software (DGS) has transformed the construction and exploration of geometric figures by enabling users to manipulate drawings while preserving construction-dependent relations. In this position paper, we argue that viewing DGS from a computational perspective can enrich the educational interpretation of these features. We reinterpret GeoGebra constructions and functionalities through concepts such as algorithm, code, executable program, input/output, testing, and abstraction, and introduce a dedicated terminology to emphasize the duality between the geometrical aspects and their computational counterparts. We claim that this perspective may help refine the notion of geometrical construction, clarify the meaning of dragging, and identify intermediate levels of abstraction between figure and drawing. More broadly, it supports viewing GeoGebra as an epistemic programming environment for educational purposes, thereby opening new possibilities for the design and analysis of learning tasks involving DGS.
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Paper Nr: 302
Title:

Curriculum Cartographer: LLM-Assisted Curriculum Alignment from Raw Teaching Artifacts

Authors:

Nacir Bouali, Faizan Ahmed and Marcos Machado

Abstract: Higher education accreditation frameworks require institutions to provide substantive evidence that educational programs achieve their stated objectives. However, the process is labour-intensive and applied inconsistently across reviewers. We introduce Curriculum Cartographer, a tool that uses large language models to scan teaching artifacts (lectures, labs, exams, rubrics) and produce structured alignment reports showing which outcomes are covered and at what cognitive level. Across seven courses and 73 artifacts, the system matched expert judgments on Bloom’s Taxonomy classification with strong agreement (ICC = 0.874). Performance varied primarily by pedagogical format. Across six project-based learning courses, the system achieved substantial agreement on ILO linkages, with an average κ = 0.749, and technical courses like Databases showed near-perfect alignment (κ = 0.901). By contrast, the challenge-based learning course proved much harder (κ = 0.076), as the tool often flagged outcomes mentioned across open-ended materials rather than only where they were intentionally taught or assessed. LLMs can reliably recognize cognitive hierarchy but struggle to distinguish between simply mentioning a concept and genuinely teaching it, especially in challenge-based settings where evidence is distributed across flexible project artifacts. The system won’t replace expert review, but it can flag high-confidence matches for quick verification and draw attention to cases needing deeper analysis, making it useful for busy curriculum committees facing accreditation deadlines.
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Paper Nr: 13
Title:

A Gamified Collaborative Learning Tool Integrating Collective Intelligence for Health Education in Pneumonia Identification

Authors:

Marcel Antunes Raposo, Alexandre Reis Graeml, Isadora Oliveira Pio and Ricardo Alves

Abstract: Developing diagnostic skills in chest X-ray interpretation is an essential component of health education, yet it remains challenging for healthcare students. This article presents the development and evaluation of a collaborative educational tool, featuring gamification elements, designed to support the training of learners in the identification of viral and bacterial pneumonia. The adopted methodology follows the principles of Design Science Research (DSR) and is grounded in a systematic literature review that identified desirable characteristics for educational solutions based on collective intelligence and gamification. The tool was developed for the Android environment, incorporating a user-friendly interface, a database of public chest Xray images, progression stages, ranking mechanisms, and peer feedback, encouraging student participation and peer interaction. The evaluation involved 15 medical students in a controlled setting. Both quantitative and qualitative data were collected, including usage time, diagnostic accuracy, participant comments, and responses to a post-use questionnaire. The results indicated an initial average accuracy of 51.11%, increasing to 86.67% among participants who repeated the activity. A positive correlation was also identified between time of use and performance (ρ = 0.566; p = 0.027). Qualitative analysis indicated a generally positive reception of the tool, with particular emphasis on the gamified elements. These findings suggest that the proposed approach is promising as a resource to support health education, with indications of student engagement, active participation, and opportunities for collective knowledge construction.
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Paper Nr: 28
Title:

Generative AI Augmented Case Study in Agile Methodology for a Systems Analysis and Design Course

Authors:

Biswadip Ghosh

Abstract: Systems analysts, as “facilitators” for IS projects, work with multiple stakeholders to balance a diversity of needs, objectives and project expectations. Analysts create a global view of the business problems to be solved and get the stakeholders “on-board” the proposed project. This case study presents a business problem of a global scope that touches multiple business processes. GlobePort’s inadequate systems for product registration, in their indirect distribution channel, has created problems in several areas of the company– global sales, installation and technical support. A plethora of incompatible business systems are adversely affecting their international business partners – distributors and resellers and leading to excessive internal administrative delays in product registration, poor customer service and weakened financial performance. GlobePort’s dilemma requires a thorough analysis of their business process issues using generative AI-based tools. The case study asks the reader to be the systems analyst and utilize current generative AI tools to define a computer-based solution, including functional scope, solution requirements models with dependencies and priorities, data and process models, and agile sprint project plans. Several specification techniques are described to allow the readers to develop their requirements analysis capabilities and get hands-on practice in modelling, analysing and documenting system specifications.
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Paper Nr: 80
Title:

DMT: Hint-Driven ChatGPT-Based Tutor for Discrete Mathematics

Authors:

Anna Sasak-Okoń and Aneta Wróblewska

Abstract: This paper presents a course-aligned conversational tutor for Discrete Mathematics that leverages a large language model in combination with domain-specific symbolic tooling. The proposed system supports first-year computer science students in solving linear recurrence equations using the summation factor method through a hint-driven interaction model. Rather than providing complete step-by-step solutions, the tutor offers incremental conceptual hints and optional realizations of individual steps, allowing learners to control the level of guidance and maintain active engagement in the problem-solving process. The paper describes the system architecture, knowledge-base design, and user interface, and reports findings from a live evaluation conducted with undergraduate computer science students in a university setting. The results suggest that students perceived the hint-oriented tutoring policy as useful, clear, and pedagogically appropriate, indicating that carefully constrained AI-based tutors may support procedural understanding in discrete mathematics without over-automating the solution process.
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Paper Nr: 89
Title:

Towards a Personalised Digital Learning Environment of Tomorrow

Authors:

Felix Böck, André Deuerling and Dieter Landes

Abstract: Adaptive support at scale is a challenge in education. Learners differ widely in prior knowledge, competencies, and study behaviours, which makes it hard to guide them along individual paths without creating an unbearable workload for lecturer. Thus, computer-assisted methods are often used to support larger numbers of heterogeneous learners individually. We propose a modular architecture for a personalised learning environment that feeds into a hybrid recommendation system based on a learner model (LM) and a domain and competence model (DCM). This is both data- and knowledge-driven, combining rule-based logic and a large language model (LLM) via the Model Context Protocol (MCP). MCP tools provide deterministic, authorisation-based access to LM and DCM, enabling reproducible, verifiable decision-making processes. This paper presents initial developments and preliminary test results that show that an architecture with the above components fits well to the task. Additionally, ontology coverage, LM data quality and available modular learning elements are crucial to the quality of the recommendations.
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Paper Nr: 105
Title:

Integrating Immersive Tools in Online Learning

Authors:

Paula Escudeiro, Piedade Carvalho and Sofia Resende

Abstract: This paper investigates the role, practicality, and challenges of integrating immersive multimedia technologies, with a special focus on Matterport and Unity scene, into online courses. Using a real MOOC project as a testbed, it analyses implementation strategies and common design decisions, whilst empirically using peer-review data to evaluate their usefulness and feasibility in scalable online education. The study suggests that the strategic integration of immersive technology can contribute to transforming MOOCs from static content repositories into more engaging experiential learning ecosystems.

Paper Nr: 114
Title:

Designing Virtual Reality-Mediated Instructional Activities: An Operational Framework for Educational Practitioners

Authors:

Angela D'Angelo and Marco Carli

Abstract: Virtual Reality is increasingly explored as a technology for enhancing educational experiences; however, its adoption in formal education is often hindered by multiple factors, including the absence of shared operational frameworks and the limited availability of educationally suitable VR content. This paper presents a structured, practice-driven framework designed to support educators throughout the entire lifecycle of VR-based lessons. Grounded in established pedagogical theories, the framework translates theoretical principles into actionable guidelines that address real classroom constraints. The proposed model is explicitly designed for educational practitioners and emphasizes teacher agency, student-generated VR content and curricular integration. Supplemented by ready-to-use instructional materials, the framework offers a transferable approach for the sustainable integration of VR into everyday teaching practice.
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Paper Nr: 128
Title:

Development of Instructional Materials for a Butterfly Ecology Course Integrating RFID and 3D Printing Technologies

Authors:

Cheng-Chun Chen, Wen-Huei Chou and Shi-Liang Chang

Abstract: This study explores how design can support sustainability and ecological awareness through the creation of technology-enhanced teaching materials. Focusing on Taiwan’s native butterfly ecology, it combines 3D printed egg models with Radio-Frequency Identification (RFID) sensing to transform microscopic biological structures into tangible, interactive learning tools. The project emphasizes design principles and making processes that turn scientific knowledge into accessible, multisensory formats for elementary education. A structured design framework-consisting of needs analysis, knowledge translation, modeling, integration, and expert review-ensures biological accuracy and pedagogical relevance. The final multimodal prototype demonstrates the potential of combining digital and physical interactivity to enhance ecological understanding and promote embodied learning. By linking tangible observation with digital information, the materials create an immediate connection between human perception and natural systems. This research shows how design can contribute to regenerative and sustainable ecological education models, expanding the role of design as a catalyst for environmental literacy.
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Paper Nr: 147
Title:

A Natural Language Processing and Machine Learning Model for the Classification of Learning Styles in Engineering Students

Authors:

Tiago Medeiros Guedes, Nilton Vieira Silva, Marcelo Leonardo Leôncio da Silva and Cleyton Mário de Oliveira Rodrigues

Abstract: Students present different Learning Styles (LS), making the individual identification of these profiles a relevant challenge for the personalization of teaching. Generalist pedagogical methods tend to disregard such differences, potentially compromising the effectiveness of the educational process. This study proposes a model to identify the LS of engineering students using Natural Language Processing (NLP) and Machine Learning (ML) techniques. A textual corpus was constructed from student justifications collected through an adapted version of the Index of Learning Styles (ILS). The proposed approach employs lexicon-based weak labeling to associate textual data with LS dimensions, followed by the evaluation of different modeling strategies, including TF-IDF, Word2Vec, and Transformer-based models. The results indicate that traditional representations, particularly TF-IDF combined with classical classifiers, achieved competitive performance compared to more complex models. However, the findings also highlight limitations related to dataset size and the use of weak labeling, suggesting that further validation with ground truth data is necessary. These results contribute to the exploration of non-intrusive approaches for analyzing the learning preferences (LS) of engineering students and other educational contexts.
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Paper Nr: 152
Title:

An Experiential, Technology-Enhanced Anti-Bullying Intervention: Combining Drama-Based Learning and Educational Robotics to Foster Empathy and Active Bystanders

Authors:

Charalampia Karakechagia, Vasiliki Marina Sini, Errika-Christina Chasou, Michalis Feidakis, Antonios-Periklis Michalopoulos and Grigoris Nikolaou

Abstract: This study presents an innovative, experiential, technology-enhanced anti-bullying intervention designed for students aged 10–14, combining drama-based learning, collaborative problem-solving, digital tools, and interaction with a humanoid robot to foster empathy and active bystander behaviour. The intervention was tested with 50 public school students in Greece, and its effectiveness was evaluated qualitatively through structured observation, oral assessments, and embedded responses. Results indicated significant improvements in students’ conceptual understanding of bullying, recognition of its multiple forms-including physical, verbal, social, and cyberbullying-and increased emotional engagement, empathy, and readiness to intervene as supportive bystanders. The study demonstrates the potential of integrating experiential pedagogy with educational robotics to enhance socio-emotional learning, suggesting a scalable and interactive approach for promoting prosocial behaviour in preadolescents.
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Paper Nr: 155
Title:

Evaluation of Interactions of Players with Intellectual Disability through the Clustering Algorithm: A Case Study Using Science Learning

Authors:

Vinicius Schultz G. da Luz, Ezequiel Gueiber, Rafael de Andrade Pereira, Isabel C. Torrens, Simone N. Matos, Helyane B. Borges, Guataçara dos Santos Junior and Rui Pedro Lopes

Abstract: Science Learning is a gamified educational game designed to teach concepts related to healthy foods, such as fruits and vegetables, to people with intellectual disabilities. The application was developed for mobile devices and includes mechanisms for collecting gameplay data to analyze player interactions. This study aims to investigate interaction patterns of students with intellectual disabilities while playing the game. Gameplay data were collected from matches performed by students with mild and moderate intellectual disabilities from an educational institution during the COVID-19 pandemic. The experiment involved the stages of game distribution, data collection, preprocessing, selection of a machine learning algorithm, and analysis of results. The K-Means clustering algorithm was applied to identify groups of similar interaction behaviors based on attributes such as execution time, number of attempts, errors, and use of hints. The results enabled the identification of different interaction patterns among players across game difficulty levels, providing insights that may support improvements in the design of serious games for inclusive education.
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Paper Nr: 177
Title:

Ethical Concerns, Perceived Difficulty, and Career Intentions in Artificial Intelligence Education

Authors:

Manuela Petrescu, Tudor Mihoc and Paul Petrescu

Abstract: This study investigates computer science students’ perceptions of artificial intelligence (AI) as a potential career path, with a focus on their motivations, perceived barriers, and ethical considerations. We conducted two anonymous surveys with second-year computer science students at two points during an introductory AI course (mid-semester: n=198; end-of-semester: n=58), combining quantitative summaries with qualitative thematic analysis and automated analysis of open-ended responses. The results show descriptive patterns suggesting that, although students generally express positive attitudes toward AI, these perceptions do not consistently translate into an intention to pursue AI-related careers. Reported motivations include the innovative nature of the field, its societal impact, and perceived career opportunities, while major barriers relate to the perceived complexity of AI, extensive mathematical requirements, and ethical concerns regarding potential negative societal consequences. Within our sample, gender-based comparisons do not show clear differences in overall career intentions; however, differences emerge in the factors emphasized by each gender, with men placing greater emphasis on financial aspects and women more frequently highlighting the fast pace and challenges of AI development. Environmental and climate-related aspects of AI are mentioned were mentioned infrequently, so they are best interpreted as exploratory signals rather than robust patterns in students’ perceptions. These findings highlight the importance of addressing perceived difficulty and ethical issues within AI education and suggest directions for designing more accessible and inclusive curricula that better align students’ interests with the realities of AI-related career paths.
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Paper Nr: 191
Title:

Digital Platforms to Overcome the Challenges of K-12 Computer Science Education

Authors:

Laura M. van der Lubbe, Johan Jeuring and Sylvia P. van Borkulo

Abstract: Computer Science (CS) is acknowledged as an important topic for K-12 education. However, the implementation in education still faces significant challenges, such as a shortage of adequately trained teachers, insufficient teaching tools and resources, and equity, diversity and inclusion. In this paper, we aim to show how digital initiatives can contribute to (partly) tackle these challenges. To do this, we give an overview of MOOCs, digital curricula and digital tools that are used for K-12 CS education in Europe. Our findings show that different initiatives are a response to the lack of qualified teachers. With digital learning materials and remote support for students and teachers, CS becomes available to schools without a qualified teacher. All initiatives contribute to making more teaching tools and resources available. For example, multiple adaptations to programming languages exist, to make them more suitable for education. Lastly, in terms of challenges related to equity, diversity and inclusion, the digital initiatives make CS more easily available for a broader range of students. Although our overview might not be complete, it gives an overview of the challenges for K-12 CS education and how digital initiatives address those.
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Paper Nr: 209
Title:

Do We Really Need Another Learning Platform? LabNBook as a Discipline-Oriented Authoring Environment for Scientific Reporting

Authors:

Cédric d'Ham, Maëlle Planche, Christian Hoffmann, Claire Wajeman and Isabelle Girault

Abstract: Learning Management Systems have long been associated with expectations of pedagogical transformation in higher education. However, their generic and management-oriented design limits their capacity to support authentic disciplinary practices, particularly in experimental sciences, where tasks such as data modelling or experimental design require dedicated scaffolding. In response, Learning Experience Platforms (LXP) have emerged, emphasizing content production and interaction. This paper argues for the relevance of discipline-oriented LXP through the case of LabNBook, a digital authoring environment for laboratory teaching. The platform integrates tools supporting experimental work, collaborative scientific writing, feedback, and assessment within a unified workspace. Drawing on usage data and research studies, the paper examines patterns of use, factors influencing teachers’ adoption, and processes of appropriation. Results show that such platforms function as active workspaces supporting collaborative and iterative learning based on feedback and revision. Adoption is constrained by integration costs and institutional factors and tends to emerge through teacher-driven initiatives. Sustained use fosters evolving pedagogical practices and improved alignment between learning objectives, activities, and assessment. These findings highlight the role of discipline-oriented platforms in complementing LMS and enabling pedagogical innovation.
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Paper Nr: 212
Title:

Fractal Geometry as a Cognitive Mediator for Computational Thinking: An Interdisciplinary Case Study in Upper Secondary Education

Authors:

Otávio Salomão, Fernando Emilio Puntel, Letícia Quintana Lopes, Raquel Casanova dos Santos Wrege, Daniele Baltz Fonseca and Gerson Geraldo H. Cavalheiro

Abstract: Computational Thinking (CT) is a core competency for fostering critical and creative citizenship in a digital society. Formally recognized in educational policies such as the Brazilian National Common Curricular Base (BNCC), CT is defined as a general competency to be developed throughout basic education. Yet, its effective implementation remains challenging, requiring interdisciplinary, accessible, and curriculum-aligned approaches. This paper investigates the use of fractal geometry as a pedagogical resource to promote CT in upper secondary education. The intervention, conducted in a Brazilian public high school, comprised three lessons integrating unplugged activities, visual exploration, and interactive fractal generation software. These activities enabled students to engage with CT pillars-including recursion, decomposition, pattern recognition, and algorithmic thinking-through exploratory, hands-on practices. Data were collected through questionnaires and participant observation and analyzed qualitatively. The results revealed significant progress across CT pillars, as well as high levels of student engagement. Our findings suggest that fractals, beyond their aesthetic and mathematical value, constitute a promising approach for meaningfully integrating Computing, Mathematics, and Art within the school curriculum, addressing the need for interdisciplinary CT implementation.
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Paper Nr: 218
Title:

Towards Automated and Personalised Teacher Professional Development: Development of an AI-Driven Model

Authors:

Kārlis Greitāns

Abstract: In-service teacher professional development (TPD) is increasingly expected to respond to rapidly changing curricular, technological, and organisational demands, yet many PD initiatives still struggle with diagnosing teachers’ concrete needs, translating learning into classroom enactment, and sustaining change over time. This position paper argues that more effective personalisation becomes possible when teachers’ competencies are assessed against a clearly operationalised framework, producing an explicit competence profile that can be used to plan targeted development measures. Building on conceptual work that treats transfer of learning as a central “black box” in PD effectiveness, the paper proposes an initial functional model for automated, AI-driven, and personalised in-service TPD from a teacher educator perspective. The model adopts a dynamic input–during–output structure and describes how AI solutions can be configured to (1) support pre-learning and planning, (2) assist experimentation and reflection in authentic classroom contexts, and (3) provide feedback and evaluation loops that inform sustained implementation and subsequent PD cycles. To make the model structurally explicit and implementable, the paper positions Structured Analysis and Design Technique (SADT) as a suitable approach for decomposing the TPD process into functional components, roles, and information flows. The contribution is a coherent, design-oriented argument for competence-based personalisation and AI-supported transfer, intended to guide future prototyping and empirical validation.
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Paper Nr: 220
Title:

Gaming Preferences and Habits in Young Brazilian Students: An Experience Report of a Hybrid Activity

Authors:

Laura Coura, Gabriela C. dos Santos, Andrea Gomes Campos, Vinicius Pereira, Filipe César Pereira, Virgínia F. Mota, Raquel O. Prates, Reinaldo Silva Fortes, Silvio Luiz Bragatto Boss, Natasha M. C. Valentim, Silvia Amelia Bim and Saul Delabrida

Abstract: The use of games in Education, while ever-growing, still faces many barriers towards widespread adoption by teachers and, especially, towards broad acceptance and enjoyment among students, considering their difficult to find a balance between fun and learning. Therefore, the present exploratory study surveyed 120 Brazilian students about their gaming habits, what they like and dislike, and ideas for games. We present a thematic analysis of community preferences for the design and development of educational games that engage students. In general, the results show that most students play on their phones, and prefer games with interesting, non-repetitive gameplay, with balanced difficulty, that look “good”, and that have good story elements. By providing directions based on current gaming trends among students, we support educators and other stake-holders in the creation of games that can be more compelling while still having a positive impact on the learning process.
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Paper Nr: 224
Title:

Towards a Learning Platform for Scalable Personalized Exercises and Automated Feedback with Integrated Systematic Quality Control

Authors:

Paul Christ, Regina Kasakowskij, Emna Bouzayani, Maoyin Sun, Thomas Kasakowskij and Joerg M. Haake

Abstract: Large-scale distance education programs face critical pedagogical challenges, including high student-to-instructor ratios and reliance on asynchronous learning. This results in three key issues: (1) inability to provide personalized exercises at scale; (2) delayed, non-individualized feedback that limits formative value; and (3) insufficient student feedback on learning materials due to a lack of effective anonymous channels. To address these systemic challenges, we are developing a novel learning platform designed to foster a scalable, personalized, and interactive environment. The platform empowers educators to create parameterizable exercise generators using an intuitive no-/low-code editor, enabling automatic generation of unique exercises for each student. To enhance feedback, the system captures detailed student interaction traces, which are evaluated by configurable functions. An intelligent feedback generator then provides immediate, context-specific responses and can proactively engage students in clarifying dialogue. Furthermore, the platform facilitates continuous improvement through bidirectional feedback, allowing students to anonymously critique materials while providing educators with a learning analytics dashboard to identify and correct systemic errors. This position paper outlines these foundational challenges and presents the conceptual design of our platform, arguing its potential to address persistent scalability-personalization trade-offs in pedagogical practice by making personalized learning and high-quality feedback scalable and sustainable.
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Paper Nr: 227
Title:

From Lecture to Teaching Others: An AR/VR-Enhanced Learning Pyramid for Higher Engagement and Collaborative Learning

Authors:

Muhammad Ahsan, Laura Coura and Saul Delabrida

Abstract: Immersive technologies such as Augmented Reality (AR) and Virtual Reality (VR) are increasingly adopted in education, yet their use is often limited to isolated activities or niche courses rather than embedded across the whole learning process. This paper argues that AR/VR should be treated as a cross-cutting pedagogical layer that can meaningfully augment all phases of learning, from lectures and reading to group discussion, practice by doing, and teaching others. Grounded in several learning theories, the paper proposes an AR/VR-enhanced learning framework that uses the Learning Pyramid only as a qualitative heuristic for structuring activities along a passive–active continuum. Rather than reporting empirical results, we synthesize current evidence from literature review that AR/VR can enhance engagement, understanding, collaboration, and transfer of learning, and articulate how immersive experiences can be aligned with different pedagogical functions at each level of the pyramid that increases student engagement and collaborative learning. The contribution is a theoretically grounded position and design blueprint intended to guide future empirical studies and support educators in integrating AR/VR systematically, rather than opportunistically, into computing and STEM education.
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Paper Nr: 239
Title:

Decisive Factors for Reusability of Digital Textbook

Authors:

Jing Li, Chien-Ke Huang and Chi-Hui Wu

Abstract: With the rise of digital learning, digital teaching materials have become more diversified. Compared to the purely online learning environment of the past, today's digital teaching materials are diverse and complex. When learning from digital teaching materials, educational authorities, schools, digital teaching material designers, and developers need to identify the key factors that make learners more willing to use digital teaching materials again, to improve digital teaching materials, and make learners more willing to use digital teaching materials to replace traditional paper teaching materials. Therefore, this study explores the key factors that influence learners' willingness to use digital teaching materials again. Through literature review and expert surveys, a preliminary list of suitable assessment criteria was identified. Key criteria were constructed by using the fuzzy Delphi method, and fuzzy DEMATEL were employed to analyze and establish causal relationships between dimensions/criteria and identify key determining dimensions/criteria. The results show that textbook devices and media characteristics, as well as learners' digital competence and learning characteristics, are the two most significant influencing dimensions. In terms of criteria, the ease of use and usefulness of digital teaching materials, the convenience and portability of digital teaching materials, and the digital learning platform are the most important. Secondly, the learners' digital learning ability, digital and online skills, and self-directed learning are the main influencing criteria. These findings help education authorities, schools, digital curriculum designers, and developers to more effectively cultivate learners' willingness to continuously learn from and use digital curriculum materials, thereby promoting the sustainability of education and the environment. This study helps identify and prioritize key decision dimensions/criteria that influence learners’ reuse of digital teaching materials, contributing to the development and improvement of digital teaching material reuse and educational and environmental sustainability.
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Paper Nr: 270
Title:

Generation of Elaborated, Targeted and Effective Feedback for Novice Programmers Using LLM

Authors:

Fwa Hua Leong

Abstract: Programming errors and misconceptions are pervasive in novice programmers which causes difficulty in the learning of computer programming. Large Language Models (LLMs), with their ability to comprehend and generate programming codes have shown promising results in the automatic identification of errors. This can potentially benefit student programmers by providing them with timely formative feedback at efficiencies and scale that were not attainable previously. In this study, we leveraged an LLM - OpenAI o4-mini for the generation of elaborated, targeted feedback for novice programmers across PHP and JavaScript exercises. We contend that the feedback needs to be effective and targeted other than being correct to address novice programmers’ misconceptions. We designed a two-level prompting system and incorporated a custom tool to overcome the issues of verbose generated feedback and incorrect line numbers extracted for erroneous code blocks respectively. Our evaluation showed that the generated feedback were targeted and specific with no cases of false positives where non-erroneous codes were wrongly picked up. Notably, some of the generated feedback were well explained and uncommon. We thus conclude that elaborated, targeted and thus effective feedback for novice programmers across different programming languages can be achieved by leveraging on LLM.
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Paper Nr: 298
Title:

Development and Evaluation of a Serious Game to Support Teachers’ Continuing Education in the Inclusion of Students with Autism Spectrum Disorder

Authors:

Gabriel Moraes de Oliveira, Arthur Cidade Mattjie, Arthur Juwer Rambo, Gabriele de Oliveira Alves and Elisangela Gisele do Carmo

Abstract: Autism Spectrum Disorder (ASD) is a neurodevelopmental condition that influences how individuals perceive and interact with the world. In this context, this study aims to develop a choice-based narrative serious game focused on the continuing education of teachers, addressing ASD Level 1 support. The methodology involved an exploratory literature review to support the study, followed by script development in collaboration with a stakeholder and game development using the Ren’Py engine. To expand the scope of the proposal, a website for the dissemination of the serious game and a forum were also developed, constituting a virtual environment for the exchange of experiences among teachers. The results highlight the relevance of initiatives that strengthen inclusion through student-centered pedagogical practices and promote greater awareness among teachers regarding the specificities of ASD. Additionally, the usability evaluation conducted using the System Usability Scale (SUS) resulted in a score of 86.45, indicating a high level of user acceptance.
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Area 3 - Learning/Teaching Methodologies and Assessment

Full Papers
Paper Nr: 32
Title:

A Trait-Based Prioritization Framework: Teaching Practices to Support Neurodivergent Learners in Computer Science Education

Authors:

Ying Jiang and Boris Düdder

Abstract: Computer Science (CS) education continues to face challenges in supporting neurodivergent learners, particularly when their cognitive characteristics do not align with traditional teaching practices. Inclusive frameworks such as Universal Design for Learning (UDL) and Culturally Relevant Pedagogy (CRP) offer useful principles but provide limited guidance on how to prioritise interventions when resources are constrained. This paper presents a trait-based prioritisation framework derived from a systematic analysis of 48 empirical findings across ten studies. From recurring patterns, we identify five cognitive dimensions-pattern recognition, attention regulation, detail-abstraction preference, sensory processing, and structure-related needs-and construct six learner profiles. Interventions are then organised into four tiers based on their impact, feasibility, and inclusivity. Tier 1 interventions address 61% of learner traits and resolve 83% of documented pedagogical misalignments while also benefiting neurotypical students. The framework offers an evidence-informed approach to linking cognitive patterns with instructional strategies in CS education and establishes a foundation for empirical validation.
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Paper Nr: 51
Title:

Physiological Indicators of Student Engagement: A Comparative Study of Traditional and Active Learning Environments in Higher Education

Authors:

Blaha Gregory Correia dos Santos Goussain, Roque Antônio de Moura, Herlandí de Souza Andrade and Messias Borges Silva

Abstract: This pilot study investigates how different instructional approaches, traditional lectures versus active learning, affect students’ physiological arousal in higher education settings. A sample of twenty university students participated in sessions using both methods, during which electrodermal activity (EDA), heart rate (HR), and skin temperature (ST) were measured via non-invasive sensors. Data collection followed a randomized crossover protocol in a controlled environment. Statistical analysis, including repeated-measures comparisons across the full sample, revealed that active learning environments elicited significantly higher HR and modestly elevated EDA values, while ST tended to be higher during traditional instruction. These findings suggest that EDA, HR, and ST may serve as physiological indicators of autonomic arousal associated with instructional activities but also reveal heterogeneous individual responses. This study demonstrates the feasibility of using multimodal physiological measures to explore student responses in educational contexts, and it highlights the need for cautious interpretation of such signals. The findings support further investigation into the pedagogical value of physiological monitoring as a complement to traditional engagement metrics.

Paper Nr: 54
Title:

Integrating Chess into Mathematics Education: A Cognitive and Pedagogical Instructional Model

Authors:

Blaha Gregory Correia dos Santos Goussain

Abstract: Chess has increasingly been examined as an educational resource due to its structured rule system and strong cognitive demands. This article investigates the pedagogical potential of chess as an interdisciplinary instructional tool for mathematics education. It is important to note that this work is conceptual in nature and does not report primary empirical data, but instead develops a research-informed instructional framework derived from existing literature. Drawing on research in cognitive psychology, game-based learning, and mathematics education, the paper synthesizes evidence on how structured chess instruction supports the development of spatial reasoning, logical thinking, strategic planning, metacognitive regulation, and problem-solving skills closely related to mathematical learning. Based on this synthesis, the article proposes a research-informed instructional model that integrates core chess concepts with mathematical ideas through a sequence of five progressive modules. These modules address spatial representation, rule-based reasoning, symbolic notation, tactical and strategic analysis, and mathematically rich problem-solving activities. The model emphasizes explicit curricular alignment, progressive cognitive complexity, and reflective practice, positioning chess not as an extracurricular activity but as a structured learning environment embedded within mathematics instruction. By articulating clear connections between chess-based reasoning and mathematical concepts, the proposed model addresses limitations identified in prior research regarding instructional coherence and transfer. The study contributes a theoretically grounded and pedagogically actionable framework that supports the meaningful integration of chess into mathematics education and provides a foundation for future empirical investigation.

Paper Nr: 59
Title:

Development of an S-R Score Table-Based Diagnostic Support System for Students’ Structural Understanding

Authors:

Keitaro Tokutake, Dai Sakuma and Masao Murota

Abstract: Developing students’ structural understanding across subject areas involves systematically organizing relations among learning contents. Concept mapping is one approach to fostering such understanding. Tokutake et al. (2024) proposed the S-R Score Table as a method for comparing connections between teacher-generated and student-generated concept maps to discern class-level learning tendencies. However, applying this method in practice requires teachers to extract information manually and organize link information from the students’ maps, making the procedure time-consuming and cumbersome. Moreover, the method does not adequately support teachers when diagnosing individual students’ understanding. To address these limitations, the authors developed an integrated diagnostic support system that streamlines concept map creation, link extraction, and automatic S-R Score Table generation. The system produces individual diagnostic reports that visualize each student’s structural understanding. Twenty high school students and six in-service teachers evaluated the system’s usability. The results suggest that the system reduces the time needed to generate the S-R Score Table and that the system supports teachers in interpreting each student’s structural understanding.
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Paper Nr: 61
Title:

Automated Assessment Tool for PostgreSQL

Authors:

Martti Kakk, Piret Luik and Karel Paan

Abstract: Automated assessment is increasingly used in Computer Science education to address scalability challenges and reduce instructors’ workload, yet comprehensive support for SQL-based database courses remains limited, particularly for PostgreSQL and schema-level assessment. This paper presents the development of Silmused, a domain-specific automated assessment system designed for PostgreSQL database courses. Unlike most existing SQL assessment tools that focus primarily on query correctness, Silmused supports a broad range of SQL functionality, including Data Definition Language, Data Manipulation Language, and advanced database objects such as views, triggers, functions, and procedures. Integrated with the Lahendus platform and Moodle, Silmused executes each submission in an isolated Docker environment and employs an object-oriented testing model to deliver immediate, structured, and diagnostic feedback. An evaluation involving 172 students and 12 instructors indicates high levels of perceived feedback clarity, scoring fairness, satisfaction, and system trustworthiness, as well as a reduction in manual grading time for instructors. The results suggest that Silmused effectively supports formative assessment in large-scale database courses and helps bridge the gap between functional correctness and pedagogically meaningful feedback in SQL education.
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Paper Nr: 131
Title:

Storytelling for Clarity: Reducing Cognitive Load in Concurrency Education Assignments

Authors:

Bogdan Iudean, Radu Găceanu and Andrei Sărmășan

Abstract: Concurrency often overwhelms students, not because of code syntax but because laboratory requirements are abstract and difficult to translate into an actionable plan. This study aims to examine whether storytelling can serve as a lightweight pedagogical strategy to make such requirements more understandable and cognitively manageable. Guided by cognitive load and dual-coding theories, we designed a mixed-methods pre–post study involving two undergraduate Parallel and Distributed Programming laboratories on non-cooperative multithreading and producer–consumer synchronization. Before each lab, a ten-minute narrative supported by simple diagrams reframed the specification in human terms, explicitly mapping story elements to program invariants, locks, and condition variables. Matched pre–post questionnaires showed statistically significant gains (paired-samples t-tests) in perceived clarity (problem, approach, goal) and implementation confidence (start, finish) in both labs, with within-subjects effect sizes of dz = 0.58–1.27 in Lab 1 and dz = 0.61–0.99 in Lab 2. Open-ended responses shifted from ‘I don’t know how to start’ toward concrete reasoning about synchronization, lock scope, buffer predicates, and invariants. These findings indicate that concise, requirement-anchored storytelling may help reduce extraneous cognitive load and support the formation of clearer mental models, encouraging a more confident and structured approach to problem-solving in concurrency education.
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Paper Nr: 141
Title:

Education 5.0 in Perspective: Lessons from the Pandemic on Digital and Human Competence Development in Engineering Students

Authors:

Cristina Chuva Costa, António José Mendes and Anabela Gomes

Abstract: Higher education was one of the sectors most severely disrupted by the Covid-19 pandemic, forcing institutions, instructors, and students to rapidly adopt digital platforms through emergency remote teaching. While this transition ensured academic continuity, it also exposed structural and pedagogical limitations, particularly in contexts where face-to-face interaction plays a central role. Although existing research extensively addresses technological adaptation and short-term academic outcomes, the impact of remote learning on the diverse competence profiles required in engineering education, from technical proficiency to socioemotional intelligence, remains under-examined. This paper investigates shifts in competences among Bachelor-level Informatics Engineering students in Portugal during the Covid-19 lockdowns. Using a retrospective questionnaire-based approach, we analysed students’ self-perceptions across five dimensions: technical skills, soft skills, learning behaviours, psychological well-being, and interpersonal dynamics. The findings reveal a clear divergence in students’ perceived development. While participants reported gains in digital literacy and self-regulatory abilities, they also indicated a consistent decline in collaborative competences, including teamwork, leadership, and interpersonal communication, accompanied by increased cognitive fatigue and reduced concentration. Framed through the lens of Education 5.0, these results are translated into a competence-based curricular model for engineering education. The paper’s main contribution lies in mapping empirically observed competence shifts to concrete, human-centred curricular directions aligned with Education 5.0 principles. Although grounded in a specific institutional context, the proposed framework offers transferable insights for the redesign of post-pandemic engineering curricula.
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Paper Nr: 157
Title:

Analyzing Novice Programming Behavior in Educational Game Environment: A Custom Language Study with Semantic Adaptation

Authors:

Cyryl Leszczyński, Mikołaj Maik, Stanisław Kumor, Jeremi Ranosz, Jakub Ścieszka, Dawid Ślusarski, Natalia Marszał and Nikodem Kaczmarek

Abstract: Programming education involves balancing syntactic complexity with conceptual understanding, particularly for novice learners. This paper investigates how a simplified custom programming grammar supports early concept acquisition in a game-based learning environment. The proposed environment combines an educational programming language with mechanisms for learner modelling and adaptive support, enabling systematic observation of learner behaviour during progressively more complex programming tasks. To examine the effects of syntactic simplification, we conducted a two-part evaluation consisting of Halstead complexity analysis and a user study focused on learning progression, problem-solving behaviour, and engagement. The results show that simplified syntax supports early task completion and initial concept acquisition, while increasing task complexity leads to shifts in solution strategies, cognitive effort distribution, and completion rates. These findings provide insight into how grammar design influences early programming learning and suggest that effective programming education should balance syntactic accessibility with gradual increases in conceptual difficulty.
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Paper Nr: 169
Title:

Comparative Analysis of Non-Commercial Plagiarism Detectors for Computer Science Education

Authors:

Paulina Gacek, Bartosz Gdowski, Konrad Szymański and Wojciech Żmuda

Abstract: As Computer Science education shifts toward automated assessment to manage growing class sizes, maintaining academic integrity has become an increasingly complex challenge. Source code plagiarism is uniquely difficult to detect due to the limited syntactic entropy of programming languages and the natural logic convergence inherent in introductory assignments. This paper presents a comprehensive qualitative and quantitative evaluation of four prominent non-commercial detection systems: MOSS, JPlag, DOLOS, and copydetect. Our analysis reveals critical trade-offs between detection sensitivity and specificity. While JPlag and MOSS demonstrate high resilience against false positives, MOSS exhibits significant vulnerability to obfuscation attacks. Conversely, copydetect offers high robustness to such attacks but suffers from elevated false-positive rates. Furthermore, we evaluate the reporting capabilities of these tools, highlighting DOLOS’s superior cluster-based visualizations for identifying complex collusion groups. By synthesizing these empirical findings, we provide a practical guideline for educators to select tools that balance operational ease with the necessary resilience to safeguard academic integrity in modern programming courses.
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Paper Nr: 203
Title:

PescIA: A Chatbot Applied to Specialized Courses in the Fishing Field

Authors:

Matheus Friedhein Flores, Aline Padilha de Fraga, José Palazzo M. de Oliveira, Alencar Machado and Vinícius Maran

Abstract: The Brazilian fishing sector is heavily regulated, requiring vessels to meet a series of registrations, certifications, and hygiene and sanitation standards to operate and market fish, especially when there is interest in accessing foreign markets. Despite the existence of open courses and training initiatives, many fishing workers still face difficulties in understanding and applying these regulations, partly due to the complexity of the rules and the heterogeneous profile of the public involved. In this scenario, this study proposes the use of an Artificial Intelligence (AI)-based chatbot as a learning support tool in the context of hygiene and sanitation courses, offering quick answers, simplified language, and organization of regulatory content. The proposal was developed taking as a reference the distance learning course, which uses the National Platform of the Fish Industry (PNIP) for practical activities. A functional prototype was implemented to simulate the use of the chatbot in the Virtual Learning Environment, demonstrating how it can assist in understanding topics such as regulations, best practices on board, fish transport, and legislative updates. It is believed that the solution can reduce recurring doubts, facilitate access to critical information, and support the training of professionals in the sector. To evaluate the proposal, it is intended to conduct tests with users in real-world consultation scenarios, as well as collect perceptions on usability, clarity of responses, and impact on learning.
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Paper Nr: 232
Title:

Enterprise Architecture Teaching at European Universities: An Integrative Overview from Diverse Perspectives

Authors:

Alixandre Santana, Simone C. dos Santos and Mehmet Külcü

Abstract: Enterprise Architecture (EA) supports organizations in designing their structures, processes, and IT systems in alignment with strategic goals. The topic is also gaining increasing relevance in the field of higher education, especially in Business and Information Systems faculties. A previous work documented initial teaching initiatives in the area of EA. However, due to the dynamic development of the discipline and the fact that the study dates back four years, the present study updates the status of previous teaching practices. Additionally, aspects such as challenges in teaching, good practices, and proven teaching approaches are discussed. The aim of this study is, thus, to provide an overview of existing courses, evaluate their practical relevance, and identify key challenges as well as effective teaching methods. For this purpose, 22 EA courses from different universities were analyzed. To complement this analysis, lecturers were surveyed to consider their experiences with the execution. The results reveal which topics and tools are utilized in EA courses, the degree of practice-oriented teaching, and which formats have proven particularly effective. Based on these findings, recommendations for future EA teaching approaches are developed, supporting educators introduce the topic or enhance their teaching offerings to support education in the field of EA.
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Paper Nr: 249
Title:

Manna Methodology and Manna Analytics 4D: Evidence and Formative Intervention with KDTs in Quantum Computing for Education 5.0

Authors:

Tiago T. Madrigar, Rodrigo Calvo and Linnyer B. Ruiz Aylon

Abstract: This paper presents the evolution of the Manna Methodology for teaching Quantum Computing within Education 5.0, structured into three integrated layers that define the technical contribution of this work. The first layer is the 4D Methodology, responsible for defining the pedagogical and operational cycle. The second involves the Technology Delivery Kits (KDTs - Kits Delivery de Tecnologia), which act as physical interfaces for tangibilizing concepts and collecting classroom evidence. The third layer is Manna Analytics 4D, a computational Learning Analytics architecture designed to process this data on a large scale. The primary innovation of this approach lies in the Pedagogical Orchestrator, a system module that converts processual evidence into actionable instructional recommendations for the teacher. The investigation was conducted in a real-world implementation context over nine months, reaching 3,000 participants across 22 Brazilian states, with data triangulation through multiple instruments, including independent external evaluation. The results indicate significant advances in the practical dimension of learning, enable the distinction of learning trajectories based on evidence, and demonstrate consistent performance across different regions of the country.
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Paper Nr: 259
Title:

Beyond Agreement Metrics: An IRT-Informed Psychometric Analysis of LLM-Based Automated Essay Scoring

Authors:

Linyang Xie

Abstract: Current validation of LLM-based automated essay scoring (AES) relies almost exclusively on agreement metrics (e.g., QWK, ICC), which confirm score matching but cannot establish psychometric soundness (G. Engelhard, 2013; Eckes, 2015). This study moves beyond agreement-based validation by applying Item Response Theory (IRT)-informed analyses—including severity comparison, intra-model consistency, and Differential Item Functioning (DIF) across five demographic dimensions—to 1,648 sixth-grade essays in ASAP 2.0 (Crossley, 2025) scored by DeepSeek V3.2 Standard, DeepSeek V3.2 Thinking, and GPT-5.2. All three LLMs exhibited substantial leniency bias (Cohen’s d = 0.67–1.26). DeepSeek V3.2 Standard achieved the highest human agreement (QWK = .39) and self-consistency (ICC = .95). DIF analyses revealed negligible effects for gender, race, ELL, and disability, but moderate-to-large DIF for economic status across all models. Contrary to expectations, reasoning-enhanced inference degraded consistency (ICC = .74) without improving accuracy or fairness. These findings suggest that IRT-informed validation may provide a valuable complementary standard practice for evaluating LLM-based AES.
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Paper Nr: 277
Title:

Enabling Process Transparency in Programming Education through IDE Activity Logging

Authors:

Marina Lepp and Rene Kütt

Abstract: Programming assessment traditionally relies on evaluating final code submissions, which provides limited insight into how students develop their solutions. The increasing availability of generative AI tools further amplifies this challenge by making it more difficult to interpret the learning processes behind submitted code. This paper presents the design and deployment of a cross-IDE infrastructure for logging and analyzing programming activities, enabling process transparency in programming assessment. The system consists of a JetBrains IDE plug-in for capturing development events and a client-side web application that transforms raw event streams into aggregated temporal, behavioral, and structural indicators. The infrastructure was deployed in a large undergraduate Object-Oriented Programming course across two iterations involving over 600 students. Across assignments, thousands of log files were processed with minimal runtime overhead. The results demonstrate substantial variability in development behavior and show how process indicators can support formative feedback and integrity-related review while preserving instructor judgment. The work demonstrates that process-aware analytics can be integrated into large courses in a scalable, deployable manner, thereby contributing to process-aware assessment and feedback practices in programming education.
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Paper Nr: 296
Title:

LLM-Based Rubric Grading for Programming Assignments: An Empirical Study

Authors:

Alfonso Piscitelli, Mattia De Rosa, Vittorio Fuccella and Gennaro Costagliola

Abstract: Automatic grading systems support the evaluation of student submissions by reducing teachers’ workload while providing rapid and consistent feedback. Recent advances in Large Language Models (LLMs) have expanded the potential of automated assessment in programming education, enabling evaluation beyond functional correctness to include aspects of code quality. However, grading can be affected by subjective interpretations of evaluation criteria, and structured rubrics can help guide the process and reduce variability. This study investigates the use of LLMs for rubric-based automatic grading of programming assignments. We evaluate thirty student submissions previously graded by a teacher using a rubric-based grid. Three LLMs (gpt-4o, gpt-5-mini, and qwen-coder:32b) were used to assess the same dataset, and the generated grades were compared with the teacher’s ones. Additionally, we analyze agreement across individual rubric dimensions to identify aspects that are more challenging for LLM-based evaluation. Results show that rubrics help LLMs produce grades closer to human evaluations. However, indicators such as Specification Adherence and Autonomy show larger discrepancies, suggesting difficulties in interpreting assignment instructions.
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Short Papers
Paper Nr: 17
Title:

TFXplorer: A Visual Analytics Tool for Institutional Review of Thesis Feedback

Authors:

Ilir Jusufi

Abstract: The importance of effective feedback in educational settings, particularly in thesis writing, cannot be overstated. Yet, the evaluation of such feedback remains an under-explored area. This paper presents Thesis Feedback Explorer (TFXplorer), a visual analytics tool designed to help faculty and academic coordinators identify patterns, inconsistencies, and trends in supervisory feedback on student thesis plans. Drawing on Exploratory Data Analysis (EDA) and sentiment analysis techniques, the tool enables the examination of grading distributions, sentiment balance, and reviewer engagement. TFXplorer provides insights into areas such as grade-sentiment discrepancies and frequently underperforming thesis criteria. Our preliminary results suggest that visual analytics can support institutions in refining pedagogical practices, standardizing assessment, and enabling more targeted faculty development.
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Paper Nr: 21
Title:

Avatars and Learning: A Deeper Look into the Impact on Learner Performance and Cognitive Load

Authors:

Audrey Sebbag and Jean-Christophe Sakdavong

Abstract: In the scientific literature, avatars are representations that can take various forms and fulfill multiple functions and roles for learners. The recent emergence of ultra-realistic avatars generated by artificial intelligence presents new and pressing questions for educators and instructional designers. What is the true impact of these virtual pedagogical agents on learning performance? Do they genuinely enhance knowledge acquisition, or do they represent a significant risk of inducing extraneous cognitive overload? This paper presents a study investigating the impact of a realistic AI-generated avatar in an educational video on learners' performance and cognitive load, compared to an identical condition with no avatar. The study was guided by the hypothesis that the avatar's presence would be detrimental to learning by increasing the cognitive load imposed on the learner. An experiment was conducted with 27 participants who were randomly assigned to one of the two conditions. The results showed no statistically significant differences in either learning performance or perceived cognitive load between the groups. While these findings align with the "persona zero effect," the analysis revealed a critical methodological insight: 81.5% of participants (22 out of 27) completed the experiment on a mobile phone. This massive skew towards mobile use likely diminished the avatar's visual presence and impact, offering a concrete explanation for the observed lack of effect. This paper thus highlights the viewing device as a critical confounding variable in research on pedagogical agents.
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Paper Nr: 56
Title:

Teaching Statistics to Non-Mathematics Specialists through Design of Experiments: An Experiential Vehicle Assembly Approach

Authors:

Roque Antônio de Moura, Marcus Vinicius Souza Dias, Cristie Diego Pimenta, Blaha Gregory Correia dos Santos Goussain and Messias Borges Silva

Abstract: Design of Experiments (DoE) is widely recognized as a robust statistical methodology for process optimization; however, its pedagogical potential for teaching statistics to non-mathematics specialists remains underexplored. This study investigates the use of a full factorial DoE as an experiential learning strategy by embedding statistical experimentation within the physical assembly of a reduced-scale vehicle mockup. The objective was twofold: to minimize assembly time and to facilitate the understanding of core statistical concepts through hands-on experimentation. A full factorial design with four factors at two levels, assembler gender, work posture, assembly sequence, and parts layout, was conducted with one full replication, resulting in 32 randomized experimental runs. Assembly time, measured in seconds, was defined as the response variable. Statistical analysis was performed using analysis of variance, Student’s t-tests, and graphical diagnostics. The results indicate that the parts layout is the only main factor with a statistically significant effect on assembly time (p < 0.05), while a significant interaction between parts layout and assembly sequence was also identified. In contrast, assembler gender and work posture did not exhibit statistically significant effects. These findings demonstrate that logistical organization, rather than individual characteristics, is the primary driver of productivity improvement. From an educational perspective, the study indicates that DoE enables non-specialists to distinguish statistically significant factors from intuitive assumptions, promoting evidence-based reasoning.

Paper Nr: 73
Title:

The Mighty Pen and the Mindless Keyboard: Do Slow Transcribers Read More Carefully than Speedy Fingers?

Authors:

Yannic Jäckel, Daniel Schiffner and Jan Schneider

Abstract: This paper presents a two-task post-test study comparing the influence on touch-type education and touch-typing proficiency on information retention in common learning strategies (encoding and summarizing). The study consists of a sample of 109 (N=109) participants from mainly Germany, aged between 18 and 86. All but one participant use their computer keyboard professionally. The results presented and discussed in this study suggest that having received touch-type education results in a greater degree of typing proficiency with a possible link to more effective summarizing, highlighting the need to dedicated touch-type education in schools. It also highlights possible flaws in using typing speed as a proxy for typing proficiency.
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Paper Nr: 75
Title:

Motivation in Programming Education: A Comparative Analysis between Students from Portugal and Macao

Authors:

Anabela Gomes, Tânia Garbin, Carlos Alberto Dainese, Calana Chan, Philip Lei, Chan Tong Lam, Ana Rosa Borges, Fernanda Brito Correia and António José Mendes

Abstract: This study focuses on students' motivational characteristics in introductory programming courses and their relationship with academic performance. It involved two samples of students, one taking the course in Portugal and the other in Macao. The study employed the motivation section of the Motivated Strategies for Learning Questionnaire (MSLQ) to understand how students value the six motivational constructs it measures. The study aimed to identify the most influential factors in student motivation at the onset of the course and their correlation with the final grade. A Confirmatory Factor Analysis was conducted to validate the factor models identified in the initial Exploratory Factor Analysis. The key finding is that despite cultural and contextual differences, students in both groups share similar motivational patterns. They primarily value Learning Self-Efficacy and Control of Learning, followed by Test Anxiety, Value of Activity, and Intrinsic Motivation. In both groups, successful students demonstrated an initial positive perception of their self-regulation of learning capabilities. Although some had high expectations regarding the value of learning activities and their intrinsic motivation, there were also negative scores in these items, indicating that some successful students felt less intrinsically motivated at the beginning of the course or recognized less value in learning activities. On the other hand, students who failed revealed low self-efficacy values, perceived a lack of autonomy, and declared facing high levels of anxiety during tests. The study highlights the importance of using pedagogical strategies that address the need to promote students’ confidence, autonomy, and emotion management.
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Paper Nr: 88
Title:

Dynamic Assessment of Reading Comprehension: Comparing the Impact of Concept Mapping and Multiple-Choice Tasks on Learning and Retention

Authors:

Dennis Menze, Niels Seidel and Slavisa Radović

Abstract: Reading comprehension is fundamental to learning success, yet optimal assessment strategies to enhance it are still under debate. This study explores the comparative effects of concept mapping (CM) and multiple-choice (MC) tasks on learning behavior, comprehension, and knowledge retention within a dynamic assessment framework. A total of 149 participants were randomly assigned to one of six groups, varying by task type (CM, MC, no task) and text. Participants either completed missing nodes and links in a CM, answered MC questions, or engaged in the control condition without tasks. Tasks were presented dynamically alongside the corresponding text sections as participants scrolled through the material. Assessments included a pretest to measure prior knowledge, task results, an immediate post-test to evaluate reading comprehension, and a retention test one week later. User behavior, such as scrolling activity and visibility of text elements during task completion, was also tracked and analyzed. The findings indicate that concept mapping tasks significantly enhance performance on both post-tests and retention tests compared to multiple-choice tasks. This improvement suggests that concept mapping leverages visual memory pathways, facilitating better comprehension and long-term knowledge retention. These results highlight the potential of concept mapping as a dynamic and effective assessment tool in educational contexts. The study concludes with recommendations for future research on task-based strategies in reading comprehension assessment.
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Paper Nr: 96
Title:

From Frustration to Collaboration: Evaluating Pair Programming in Non-Technical Web Development Education

Authors:

Patrizia Sailer

Abstract: Students in non-technical degree programs often experience frustration and overload in technical courses such as web development due to heterogeneous prior knowledge. Teaching methods such as flipped classrooms and pair programming have been proposed to address these challenges. This study therefore investigates under what conditions pair programming can enhance motivation, learning experience, and perceived learning success for non-technical students. A human-centred pair programming setup was implemented in two classes. Data were collected through pre–post questionnaires with open-ended questions and analysed using the two-tailed Wilcoxon signed-rank test and qualitative content analysis. Results differed between cohorts. Class 1 showed positive shifts in authenticity and transfer, perceived learning, and overall satisfaction, supported by reports of strong engagement, peer exchange, and increased confidence. Class 2 showed mixed results, including declines in instructional clarity and satisfaction, with feedback indicating fatigue and a need for more structure during challenging phases. Overall, pair programming appears most effective when integrated into a structured flipped-classroom setting with sufficient scaffolding rather than used as a stand-alone intervention.
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Paper Nr: 130
Title:

A Qualitative Evaluation Using Happyindex and 3L Retrospective through the Application of Active Methodologies in Teaching Systems Analysis and Design

Authors:

Vitor de Souza Castro and Sandro Ronaldo Bezerra Oliveira

Abstract: Research Context: Traditional teaching methods, in which the teacher plays a central role in transmitting knowledge, have given way to active teaching approaches in various subject areas. Problem: In computer science education, active approaches have been adopted to encourage practical application, student engagement and problem-solving skills. Analysis: This paper presents the results of a qualitative evaluation of an approach based on active methodologies in the Systems Analysis and Design course. Research Method: To meet this objective, students were directed to two evaluation strategies: the first involved using the HappyIn-dex after pre- and post-testing, and the second involved using the 3L retrospective (Like, Learned and Lacked). Summary of Results: The results indicate a positive evaluation of the active approach, showing that the evaluation strategies promoted learning and collaboration among students. Furthermore, there was an inversion of negative and positive feelings between the pre- and post-tests, with positive responses increasing by 133% and negative responses reducing by 73.33%. Contributions: Presentation of an active approach to teaching Systems Analysis and Design, as well as a qualitative evaluation method using the 3L Retrospective and the HappyIndex.
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Paper Nr: 138
Title:

Impacts of Problem-Based Learning Methodology on Motivation and Engagement of Software Programming Students in Heterogeneous Groups

Authors:

André L. B. Ribeiro, Simone C. S. Lima, Esdras L. Bispo Jr., Nathanael N. da Silva and Davi José Mendes Maia

Abstract: Software programming education has assumed a central role in a professional context marked by digitalization and transformation of workplace demands, establishing it as a key competency in Computer Education. In this context, active learning methodologies such as Problem-Based Learning (PBL) have been widely advocated but still lack empirical evidence to validate their effectiveness based on validated theoretical models, which motivated this study. This work examines the impact of PBL on motivation and engagement of students in a software programming training program, using three instruments: PBL-Test, ARCS/IMMS, and UWES. A quantitative, exploratory approach was adopted, with questionnaire administration at three time points during the program, across heterogeneous groups regarding age, educational background, and prior programming experience. Results indicate high levels of attention, relevance, and satisfaction, as well as high indices of vigor and dedication, evidencing a favorable learning environment and active participation throughout the learning cycles. Confidence showed the lowest indices among motivation dimensions, while PBL maturity evolved from 8.28 to 8.74 between the first and third cycle, suggesting progress in problem-solving capacity and methodology comprehension.
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Paper Nr: 139
Title:

Comparing Serious Game Models: An Approach Which Uses Reference Taxonomies as Pivot

Authors:

Madeleine Valat, Alexis Lebis and Anthony Fleury

Abstract: Serious games are proved to be useful tools to support and enhance learning, and they become widely used in various fields. To support their design, several models have therefore been proposed in the literature. These models are highly heterogeneous in terms of representation, scope and terminology. However, there is a lack of methods to compare them and also to evaluate and select the best model according to designers’ needs. To overcome this issue, we propose, in this paper, a method to compare serious game models according to specific educational policies in order to produce relevant decision making indicators.
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Paper Nr: 153
Title:

Exploring the Impact of Serious Games in Programming Education: A Systematic Mapping Study

Authors:

Zahrah Abbas M. Alabbas, Richard Gordon Davison and Gary Ushaw

Abstract: Programming education is a key component of modern curricula and often presents challenges such as low engagement, abstract concepts, and steep learning curves. Serious games offer a promising approach to addressing these issues. This study presents a systematic mapping of research on serious games in programming education published between 2020 and 2024, following the PRISMA protocol. A total of 35 studies were analysed to identify trends in game genres, programming languages, target audiences, and evaluation methods. The findings show that puzzle-based games are the most widely used genre, followed by adventure and simulation games, while Python, Java, and block-based environments are the most frequently targeted programming languages. The results also highlight a strong focus on undergraduate and high school learners, with limited attention to younger learners and educators. A wide range of evaluation methods is used across studies, with no widely adopted standardised evaluation framework. Overall, this study provides a structured overview of current research trends and identifies key gaps to guide future research in serious games for programming education.
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Paper Nr: 166
Title:

An Agile and Adaptive Mobile Application for Enhancing Learning Processes in Higher Education

Authors:

Nisseb Bergaoui and Sonia Ayachi Ghannouchi

Abstract: Higher education plays a crucial role in human, economic, and social development. In a rapidly evolving educational landscape, our paper research proposes an adaptive, intelligent, and continuously improving educational process model, built on the integration of Agile principles, Business Process Management (BPM), and Process Mining (PM). By mapping the four values and twelve principles of the Agile Manifesto to the educational context, our model promotes flexibility, collaboration, and continuous evaluation. Agile pedagogy enables instructors to adjust content and methods to meet students' evolving needs, thereby managing classroom heterogeneity more effectively. BPM provides a structured framework through a dynamic lifecycle that includes modeling (using BPMN), analysis, and continuous improvement of educational processes. Process Mining enhances operational intelligence by automatically analyzing execution log files, detecting in-efficiencies, and suggesting optimizations through advanced algorithms. This work is supported by two main contributions: (1) a cyclic Agile-Education approach combining BPMN iterations and Process Mining techniques, and (2) the development of an Android application designed to support university instructors in improving their teaching processes through BPMN modeling. This hybrid model places students at the center of learning, enhances instructional responsiveness, and paves the way for an intelligent digital transformation in education.
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Paper Nr: 179
Title:

Beyond the Physical Lab: Scalable Mixed-Reality Laboratories for Equitable and Authentic Engineering Education

Authors:

Ghazal Barari, Jorge Ortega Moody and Kouroush Jenab

Abstract: Laboratory experiences are central to engineering education because they develop measurement, troubleshooting, and evidence-based reasoning skills that lectures, and static simulations cannot fully provide. However, traditional laboratories are constrained by cost, space, safety, and scheduling, limiting repeated access and disproportionately affecting online and place-bound learners. This position paper argues for scalable mixed-reality laboratory environments that blend physical instrument props with spatially anchored, physics-driven virtual systems to preserve embodied, hands-on interaction while removing infrastructure bottlenecks. By enabling configurable parameters and fault conditions, these environments support repeated, varied diagnostic practice rather than one-time completion of fixed scenarios, promoting transfer and adaptive expertise. A course-embedded methodology is proposed that uses pre/post assessments to measure gains in conceptual understanding and troubleshooting, alongside a crossover comparison between headset-based and mobile access modalities to examine trade-offs between immersion and accessibility. Expected outcomes include robust learning gains across student groups, increased voluntary practice due to low-friction access, and actionable guidance for institutions on deploying immersive labs at scale. Rather than replacing physical laboratories, scalable mixed-reality labs function as a reusable practice layer that prepares students for scarce hands-on sessions and extends authentic engineering experience to every learner.
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Paper Nr: 187
Title:

A Flexible Teaching Concept Based on Self-Regulated Learning for an Introductory Programming Course

Authors:

Melanie Baur

Abstract: We present an innovative teaching concept for an introductory programming course based on self-regulated learning. This concept addresses the heterogeneity of the student cohort by enabling a flexible learning process. Students receive support through supplementary instructional elements such as feedback sessions and a Programming Café. The concept has received external recognition in the form of a state-level teaching award. In this paper, we describe the technological, didactic, and organizational innovations of the approach and discuss findings from its evaluation. Furthermore, we outline how the concept can be transferred to other teaching contexts. Finally, we argue that self-regulated learning may support students’ future studies by fostering essential learning and self-competence skills, and we discuss directions for further development of the concept, including the introduction of flexible examination dates.
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Paper Nr: 194
Title:

FairLLM: A Pedagogical Framework for Teaching Agentic Large Language Model Systems in an Undergraduate Artificial Intelligence Course

Authors:

Chad Mello and James Maher

Abstract: Large Language Models (LLMs) are increasingly incorporated into computer science education, yet many instructional approaches emphasize prompt-centric interaction rather than system-level design. This paper presents an internally developed agentic Python programming framework created in our Falcon AI Research (FAIR) Lab. FairLLM is a pedagogically motivated framework used in an undergraduate Artificial Intelligence course to teach agentic LLM concepts, including tool creation and use, orchestration, evaluation, and multi-agent coordination. We argue that developing AI engineering competence, especially for computer science and closely related STEM students, requires a technical, programmatic software development approach that emphasizes implementation, modular design, testing, reproducibility, and maintainability, rather than reliance on interactive online tools that abstract away these system-level concerns. Students completed an open-ended final project requiring the design, implementation, evaluation, and reflection on non-trivial agentic systems. An analysis of 24 final project reports, supplemented by code-level analysis of a representative subset of seven projects, shows that students were able to transfer agentic design concepts across diverse application domains. Higher-performing projects consistently integrated explicit evaluation strategies and multi-agent architectures. We discuss pedagogical implications for teaching agentic AI systems, as well as lessons learned for scaling and assessing such coursework.
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Paper Nr: 207
Title:

Governance-Aligned Architectures for Knowledge-Graph-Grounded Automated Question Generation

Authors:

Constance Jumbo and Roman Obermaisser

Abstract: Automated Question Generation (AQG) has progressed rapidly with the adoption of large language models; however, most existing approaches conceptualize question generation as a monolithic text generation task. Curriculum alignment, quality assurance, and revision are typically treated as loosely coupled post-processing steps, limiting transparency, controllability, and institutional defensibility. This paper argues that reliable automated question generation requires architectural alignment with institutional governance. We propose a governance-aligned agentic framework grounded in two complementary knowledge foundations: a Curriculum Knowledge Graph (CKG), which constrains semantic scope through structured curriculum relations, and an Assessment Specification Knowledge Base (ASKB), which encodes procedural assessment requirements. The architecture decomposes question generation into coordinated stages reflecting established academic roles: authoring, moderation, validation, and approval, while integrating structured Human-in-the-Loop oversight. By separating semantic legitimacy from procedural legitimacy and embedding both as enforceable system constraints, the proposed approach reframes AQG from a generation problem into a governance-aligned design challenge. The proposed approach aims to enhance traceability, controllability, and institutional compatibility in AI-supported assessment systems.
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Paper Nr: 208
Title:

Exploring Sustainability Education through Post-Apocalyptic Games: A BERTopic-Based Comparative Case Study of Metro 2033 and Rage

Authors:

Kyungeun Park, Juno Chang and Taesuk Kihl

Abstract: This study explored the potential of post-apocalyptic video games as tools for sustainability education. As a comparative case study, we examined Metro 2033 and Rage and employed BERTopic-based text analysis of Reddit user comments to identify game design elements that might foster sustainability awareness. The results show that in Metro 2033, sustainability-related discourse emerges around players’ experiences of constrained survival environments, resource scarcity, ethical decision-making, and long-term consequences, all of which are closely integrated into gameplay systems and narrative progression. In contrast, player comments on Rage primarily focus on combat-centric enjoyment and overall game ratings, thereby leaving little room for reflection on the sustainability of humanity. Based on these findings, this study proposes four design principles for sustainability-oriented experiential learning in games: environment as structural constraint, meaningful scarcity, consequential choice, and embedded procedural ethics.
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Paper Nr: 210
Title:

Modelling Instructional-Design Cognition: A Pilot Probabilistic Study

Authors:

Dai Sakuma, Keitaro Tokutake and Masao Murota

Abstract: This study presents the development and pilot evaluation of a probabilistic analytical framework designed to visualize preservice teachers’ instructional design cognition. As instructional design increasingly requires adaptive and learner-centered approaches, there is a growing need to represent not only static structures but also dynamic design processes. However, existing visualization methods primarily capture structural relationships and fail to represent procedural priorities and transitions. To address this gap, this study integrates the Bradley–Terry model and Markov chain analysis to quantify both the relative importance of instructional design procedures and their sequential organization. A pilot study involving 44 preservice teachers was conducted to collect lesson-design data for probabilistic modeling. The results revealed distinct domain-specific orientations: mathematics preservice teachers emphasized process-based reasoning centered on procedural flow and structuring, whereas social studies preservice teachers exhibited resource-based reasoning grounded in document interpretation. These findings suggest that instructional design cognition can be represented as a structured and probabilistic network. The proposed framework provides a diagnostic perspective for visualizing and reflecting on instructional design processes in teacher education.
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Paper Nr: 217
Title:

Students’ Mental Models of Memory Allocation and Dynamic Data Structures in C++: An AI-Assisted Qualitative Analysis

Authors:

Ioan Daniel Pop and Camelia Serban

Abstract: This study explores the mental models that 11th-grade students use when thinking about memory allocation and dynamic data structures in C++. While our previous work focused on identifying and diagnosing misconceptions, the present study looks more closely at the underlying ways of thinking that lead to those errors. Drawing on open-ended responses collected in a classroom setting, we applied an AI-assisted clustering approach using TF-IDF vectorization and KMeans to uncover recurring patterns in students’ explanations. The computational grouping was then examined through a human-in-the-loop qualitative analysis, which led to the identification of five recurring mental models, including the dominant Memory-as-Container model. The results suggest that many misconceptions are not random mistakes but natural outcomes of simplified yet internally consistent reasoning patterns. The study also shows that AI-assisted methods can make qualitative analysis feasible at classroom scale while preserving interpretability. By connecting these mental models to previously identified misconception categories, the findings offer a clearer explanation for why certain conceptual difficulties persist and suggest directions for improving instructional design.
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Paper Nr: 222
Title:

PRISM: A Framework for Determining Individual Contributions in Group Assessments

Authors:

Charanya Ramakrishnan, Natalie Spence, Abhinava Barthakur, Vitomir Kovanović, Alissa Beath, Josephine Paparo, Kerrie Tomkins, Nardine Basta and Matthew Robson

Abstract: Assessing individual contributions in group-based computing projects remains a persistent challenge, frequently resulting in inequitable outcomes and student dissatisfaction. We argue that fair group assessment cannot be achieved through endpoint peer evaluation alone; it requires a structured, longitudinal approach embedded across the full lifecycle of collaborative work. This position paper presents PRISM, a five-phase framework to enhance accountability and engagement in group assessments. Drawing on the literature on challenges in implementing group assessments, PRISM incorporates five phases: peer contracts to establish expectations, weekly contribution points to track participation, integrated self- and peer-reflection to foster metacognitive awareness, score calibration to ensure equitable individual grading, and multidimensional feedback to guide development. The framework aims to support students’ teamwork and communication skills while providing educators with transparent evidence of contributions. Importantly, the PRISM framework also offers an optional pathway for integrating GenAI to support reflection and feedback processes, particularly for large cohorts, while maintaining transparency and educator oversight. The study aims to implement and evaluate the PRISM framework in an introductory computing course, examining its effectiveness in fostering equitable participation, constructive collaboration, and practical feasibility for educators.
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Paper Nr: 233
Title:

An Instructional Model to Enhance Programming Education through Near-Peer Teaching and Algorithmic Problem Solving

Authors:

Guglielmo Abbruzzese, Graziano Battisti, Samuel Finocchio, Luca Forlizzi and Giovanna Melideo

Abstract: This position paper proposes an instructional model to enhance programming education in Italian upper secondary schools by integrating algorithmic problem solving, near-peer teaching, and structured laboratory practice. Grounded in the Cognitive Apprenticeship framework, the model operationalizes modelling, coaching, scaffolding, articulation and reflection within teaching units that explicitly target code reading, code writing and debugging competencies. The model combines a distributed multi-school laboratory setting, in which university students act as near-peer facilitators, with a web-based platform providing automatic assessment, immediate feedback, and self-paced practice. Rather than replacing formal instruction, the model is designed to fit existing curricula and organisational constraints, minimising additional workload for teachers. We outline the model’s design rationale, its main components (exercise typologies, lab sessions, learning platform, teaching units) and a mixed-methods evaluation plan. A pilot with about eighty students from five schools in the 2026/27 school year will investigate feasibility, students’ engagement in practice, and the development of basic programming competencies and self-efficacy.
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Paper Nr: 236
Title:

Incorporating Role Rotation in Scrum's Sprint Retrospective in Software Engineering Education

Authors:

Nicolas Nascimento, Afonso Sales and Rafael Chanin

Abstract: Leadership in software engineering has recently been valued by the Software Engineering research community and is expected to be required for the job market of the future. Similar competencies - often referred to as soft skills - are challenging for educators to teach and for students to fully understand. In this context, this paper evaluates the effects of a leadership skills development framework on software engineering students. To achieve this goal, we conducted a six-week case study in a mobile application development course involving ten Scrum teams. All teams adopted the framework. After each sprint, all team members completed a questionnaire to assess their teamwork. At the end of the development cycle, all teams completed a Technology Acceptance Model questionnaire to evaluate the framework’s impact. Both quantitative and qualitative analyses were performed using data from the sprint and TAM questionnaires. Our results indicate the framework was easy to adopt and equipped teams to enhance learning of Scrum and leadership skills. Further, participants reported that (i) the framework encouraged them to experiment being leaders in their teams; (ii) enhanced the learning of the Scrum framework; and (iii) improved the communication of the teams. We also found challenges regarding (i) Scrum framework itself; and (ii) the constant rotation process the framework demands.
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Paper Nr: 240
Title:

From Paper to Platform: Mapping Paper-Based Computer Science Examinations to a Digital Testing Infrastructure

Authors:

Miki Zehetner and Christian Huemer

Abstract: Paper-based written examinations have traditionally been the default mode of assessment in higher education. Today, electronically administered exams offer potential advantages; however, fully remote online exams are difficult to proctor reliably. On-site Computer-based Testing Facilities (CBTF), therefore, represent a viable alternative, albeit one requiring substantial investment that is economically justified only under high utilisation. Achieving such utilisation implies migrating a large share of examinations, particularly high-enrolment exams, into these facilities. Because examiners typically retain autonomy over assessment formats, adoption is more likely if existing paper-based tasks can be reused in a digital setting with minimal modifications. This paper investigates whether the current task and question design of paper-based exams can be transferred to a CBTF environment without substantive content revisions. As a case study, we analyse examinations from the Computer Science Bachelor’s programme at TU Wien.
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Paper Nr: 245
Title:

Using Good Practices to Apply Peer Review in Moodle for Software Engineering Education

Authors:

João Costa, Romualdo Costa, Bruno Gadelha and Alberto Castro

Abstract: Learning Management Systems (LMSs), such as Moodle, are fundamental tools for course management and promoting collaborative learning. In this context, setting up Collaborative Learning techniques in Moodle becomes a challenge. The underutilization of features and inadequate configuration can create barriers to interaction and reduce user engagement. This study to aims verify the application of good practices for configuring Collaborative Learning techniques in Moodle. To achieve this, an investigation was carried out to apply configuration good practices to the Peer Review technique in Moodle. The study involved 52 Computer Science undergraduates and followed Wohlin’s five-step methodology: scope definition, planning, operation, analysis, and presentation. Following the Peer Review activity, User Experience (UX) was evaluated using the AttrakDiff questionnaire. Quantitative results indicated that, although Moodle presents structural limitations, clear task structuring compensated for its outdated interface. Key observations revealed that providing information in advance and utilizing rapid communication resources increased student autonomy and deadline compliance. Furthermore, it became evident that pedagogical organization and strategic LMS configuration are decisive factors for the success of online collaboration.
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Paper Nr: 258
Title:

Block-Based Pathfinding: A Minecraft System for Visualizing Graph Algorithms

Authors:

Luca-Ștefan Pîrvu, Bogdan-Alexandru Măciucă, Andrei-Ciprian Râbu and Adrian-Marius Dumitran

Abstract: Graph theory is a cornerstone of Computer Science education, yet entry-level students often struggle to map abstract node-edge relationships to practical applications. This paper presents the design and architecture of a Minecraft-based educational tool specifically built to visualize graph traversal and shortest-path algorithms. We propose a three-layer system: (1) a Grid Traversal module where terrain types (e.g., soul sand, ice) represent edge weights, allowing for the gamified study of shortest path algorithms; (2) a ”Sky Graph” module for interactive 3D manipulation of both directed and undirected graphs; and (3) lessons and quizzes available through books. The system grounds its design in Constructionist learning theory, transitioning students from passive observers to active protagonists who physically manipulate algorithmic behavior. We additionally present a planned empirical evaluation using NASA-TLX and in-game telemetry to validate the system’s pedagogical efficacy.
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Paper Nr: 261
Title:

From Triangles to Squares: A Unified Visual Path to Summation, Induction, and Proof in Teaching Discrete Mathematics

Authors:

Shengcai Liao

Abstract: Discrete mathematics instruction often presents proof techniques, sequence, summation, recursion, and induction as isolated symbolic procedures. This paper takes as its point of departure a classical yet underexplored identity: the sum of two consecutive triangular numbers forms a perfect square. While it can be treated as an exercise in direct proof with algebraic manipulation, we reinterpret this identity as a generative conceptual anchor for discrete mathematics instruction. In the proposed teaching sequence, students first encounter the identity algebraically, then attach geometric meaning to triangular numbers through dot piles and square decomposition, then use the composition of two consecutive triangles into a square to understand why the identity holds, and only afterwards revisit the same figures to formalize sequence, summation, recursion, and induction. Rather than teaching these topics independently, we articulate a unified visual path in which a single identity serves as a conceptual bridge across these foundational topics. The contribution of this work lies in the formal articulation of this instructional design and its computer-supported visual realization. By integrating symbolic reasoning with geometric transformation and staged visual reuse, the proposed approach offers a coherent and elegant pathway through foundational themes in discrete mathematics, inviting further exploration and empirical evaluation in diverse instructional contexts.
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Paper Nr: 267
Title:

Thinking Outside the Box: Students’ Perspectives on User-Centered Chatbot Design through Design Thinking

Authors:

João Emilio Villa, André Miranda, Bhruno Roan Leifheit, Renato Garcia, Ricardo Vilela, Gilleanes T. A. Guedes, Ana Carolina Oran, Marcela Pessoa, Renato Balanciere, Pedro Henrique Valle and Williamson Silva

Abstract: Design Thinking (DT) is a human-centered methodology that promotes creativity and innovation in software development. As a result, DT has gained increasing attention in Software Engineering Education (SEE). However, its pedagogical role in chatbot development remains poorly understood. This gap is particularly relevant, as designing chatbots requires students to balance technical concerns with conversational qualities such as clarity, empathy, and contextual appropriateness. To address this gap, we conducted an empirical study with undergraduate students enrolled in a Software Engineering course. Over one academic semester, students engaged in three iterative DT cycles to design, prototype, and evaluate chatbots. Data were collected through weekly reflective diaries and analyzed thematically to uncover patterns in students’ learning, perceptions, and design practices. The findings indicate that DT enhanced students’ understanding of user needs, fostered creativity and iterative refinement, and promoted empathy, collaboration, and metacognitive awareness.
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Paper Nr: 276
Title:

A Correlational Study on Team Diversity and Group Performance in PBL Computing Education

Authors:

Simone C. dos Santos, Ricardo Santana and Daniel Schineider

Abstract: In Problem-Based Learning computing courses, students are typically organized into teams to address complex, real-world problems and learn from them collaboratively. While teamwork is a core element of PBL, the composition of teams remains a critical and often underexplored factor influencing group performance and, consequently, collaborative learning. Prior research suggests that diversity within teams can foster complementary perspectives and richer collaboration, while balance between teams within the same class promotes a positive learning environment. However, empirical evidence on how specific team composition criteria affect group and class performance in this context is still limited. Accordingly, this study investigates the following research question: RQ) To what extent does the use of diverse and balanced student teams affect group and class performance in PBL-based computing courses? Using a correlational research design, data were collected from three classes, involving 17 teams and 100 students, and analyzed to examine associations between these teams and dimensions of group performance. Three dimensions are considered: problem-solving processes, quality of project outcomes, and client satisfaction. The results show moderate to strong correlations, suggesting that diversity- and balance-oriented team composition is meaningfully associated with group performance in PBL-based classes. Rather than establishing causal relationships, the findings provide empirical evidence of associations that support pedagogical decision-making in PBL-based computing education, contributing to the understanding of how diversity-aware team formation can be used to foster more effective collaborative learning environments.
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Paper Nr: 278
Title:

No Degree for GPT: A Collective Assessment Experiment at Genoa CS Department

Authors:

Deniz Rasoulijambori, Alessandro Verri and Viviana Mascardi

Abstract: Evaluating the performance of Large Language Models (LLMs) in Computer Science (CS) education is increasingly important. The results of such an evaluation can help teachers in designing effective teaching strategies, accounting for LLMs’ strengths and weaknesses, and in assessing students’ work while considering potential LLM use or misuse. Although some studies have tested LLMs in academic contexts, none have evaluated an LLM across all exams in a complete, real Bachelor of CS curriculum. This paper describes the evaluation of GPT-4 on a full study plan comprising 20 courses plus a final exam from the CS Bachelor program at the University of Genoa, Italy. Exams were graded by the respective course instructors who used their standardized and rigorous evaluation methodologies and grids to ensure fairness. GPT-4 was indeed treated as a student attending the course, with grading conducted according to pre-established criteria used for human students in previous years. Rather than crafting optimized prompts, we tested GPT-4’s raw capabilities in a consistent, fair manner to address three research questions: RQ1: Could GPT-4 be awarded an Italian CS Bachelor’s degree? RQ2: Which CS exams (by topic) can GPT-4 pass? RQ3: Which CS exams (by modality) can GPT-4 pass? Results for RQ2 show that GPT-4 passes basic information technology courses without extra prompting, but struggles with core CS topics (50% failed) and mathematical exams (75% failed). W.r.t. RQ3, GPT-4 achieves 100% on multiple-choice questions (including images), 80% on open-ended questions, but only 50% on simulated oral exams and 37.5% on advanced software design projects. The final exam, corresponding to a small thesis project, can be faced only once all the curricular exams have been passed. Since GPT-4 did not pass all the exams, the answer to RQ1 is no. Tests with GPT-4o, Gemini, Claude, and Llama Maverick reinforce the findings. While the results are necessarily preliminary due to the limited amount of data – which are however more, and more varied, than those used for similar published experiments – and we cannot derive broad and absolute educational interpretations from our empirical findings, they have already affected the way some exams are organized in our department, showing an impact on how we conceive CS education.
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Paper Nr: 279
Title:

Soft Skills Assessment in PBL-Based Computing Education: An Experience Report in Entrepreneurship Teaching

Authors:

Simone C. dos Santos, Pedro Falcão, Davi Maia and Alixandre Santana

Abstract: This paper presents an experience report on a structured framework designed to assess soft skills within a Project-Based Learning (PBL) capstone IT Entrepreneurship course at a German university. While the software industry increasingly demands robust social and behavioral competencies, systematically assessing these skills remains a challenge in technical curricula. This innovative practice addresses this gap through a four-stage pedagogical process: personality profiling, self-diagnosis, 360-degree feedback, and structured reflection. By integrating theories of team dynamics and diversity into the assessment of learning, the study evaluates the longitudinal evolution of student competencies and the impact of team composition on performance. Results indicate statistically significant improvements in several competencies, particularly collaboration, planning, emotional intelligence, and commitment. The findings also suggest that diversity in behavioral profiles and professional maturity positively influence team performance in PBL environments. As the main contribution, this work provides educators with actionable insights for fostering student self-awareness and optimizing collaborative environments through data-driven strategies to mitigate subjectivity in behavioral assessment. Future work includes replicating the framework in different institutions and exploring additional strategies to strengthen competency assessment.
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Paper Nr: 297
Title:

Road to Implementation: How to Combine Single Independent ERP-Based Games Flexibly

Authors:

Robert Häusler, Laura Bussewitz and Klaus Turowski

Abstract: Well-trained IT professionals are crucial to the success of digital transformation, in which ERP systems hold a central position. To effectively prepare students in a university setting to work with such systems, appropriate teaching and learning environments (TLEs) are required. One example of such a TLE is the business simulation game “Global Bike GO!”, which is embedded in an SAP S/4HANA system and thus enables hands-on learning. In this paper, components of the game framework (Explore Procurement, Explore Production, and Explore Sales) are integrated into a cohesive gameplay process featuring a newly developed business-related background story. In addition, modularization, recombination and flexibility in the building block concept had been proven theoretically for two-game combinations and further mini-game implementations. Furthermore, the mode of execution and simulation had been investigated to develop the best way for combination and integration of the framework’s components. This work serves as a continuation and further exploration of the BSGaaS approach, taking the next steps towards a conceptual proof of concept.
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Paper Nr: 64
Title:

Early Encounters with Computer Science: Evaluating an Activity-Based Learning Format

Authors:

Corinna Hörmann, Marina Unterweger, Sara Hinterplattner, Eva Schmidthaler and Barbara Sabitzer

Abstract: Many primary school teachers seek practical ways to engage young learners in computer science (CS). A station-based workshop offered in a university learning lab aimed to meet this need and was evaluated through responses from 51 visiting teachers. The workshop introduced several computer science concepts through hands-on activities completed in small, rotating groups of students. The survey results show that teachers were highly satisfied with the content, the preparation, and the age-appropriate presentation of the workshop. They also reported strong student engagement and noted that the activities supported both digital skills and interest in STEM subjects. The qualitative responses underline the clarity of the tasks, the variety of the stations, and the supportive role of the instructors. Teachers also identified areas for improvement, including more explicit instructions and greater differentiation for students with varying prior knowledge. The findings provide insight into how outreach formats can introduce core CS concepts in ways that are accessible and motivating for young learners.
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Paper Nr: 77
Title:

Using a Large Language Model During Exams: A Mixed-Method Analysis of Usage and Effects on Performance and Answer Quality among Engineering Students

Authors:

Mélina Verger, Céline Laval and Xavier Morel

Abstract: This comparative experimental study investigates the use of Microsoft Copilot, the Internet, course materials, or a combination of the three in an assessment setting involving 55 engineering students. Exam performance is cross-referenced with self-reported data, including confidence and proficiency with LLMs, as well as usage habits and frequency. The results indicate that students tend to favor the large language model (LLM), as it allows them to save time and achieve higher scores. However, this performance gain does not translate into improved answer quality and is, in some cases, associated with a decline particularly for questions requiring critical analysis. Two main profiles emerge: “critical users” and “confident users”. To further examine the impact of LLMs in educational contexts, future work will replicate these experiments at a larger scale (1,000+ students) and initiate an estimation of the environmental costs of LLM-based tools, which may potentially outweigh their educational benefits.
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Paper Nr: 101
Title:

Designing eXtended Reality Games for Print Books: Perceptions, Ideas, and Experiences

Authors:

Gabriela Corbari dos Santos, Laura Coura, Filipe César Pereira, Raquel O. Prates, Virgínia F. Mota, Vinicius Pereira, Silvio Luiz Bragatto Boss, Reinaldo Silva Fortes, Silvia Amelia Bim, Natasha M. C. Valentim and Saul Delabrida

Abstract: This experience investigates how reading illustrated scientific biographies can support the ideation of eXtended Reality (XR) games among elementary school students. The objective was to understand how narrative elements extracted from print books could inspire the generation of creative ideas for educational XR games. To achieve this, an experience was conducted with 120 students and two print books for children, Alan Turing: His Machines and His Secrets and Hedy Lamarr: The Star of Brilliant Ideas, and subsequently notes were taken by researchers to generate ideas for XR games. Data were analyzed qualitatively using thematic analysis. The researchers noted that students were able to identify key biographical elements, technological contributions, and historical contexts from both books, generating 43 distinct game ideas across nine thematic categories. The experience contributes by demonstrating how print books can serve as creative triggers for XR game ideation, highlighting the value of integrating reading, creativity, and technologies in educational settings. These insights provide practical guidance for educators and researchers interested in designing inspiring, narrative-driven activities that stimulate student engagement and imagination.
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Paper Nr: 123
Title:

An Approach to Teaching Software Requirements Using Active Methodologies: A Qualitative Evaluation of an Experiment

Authors:

Estêvão Damasceno Santos and Sandro Ronaldo Bezerra Oliveira

Abstract: The traditional teaching approach, in which the professor plays a central role in the teaching-learning process, has gradually been replaced by active methodologies in various fields. In computer science education, these methodologies have been adopted to promote the practical application of content and boost student engagement. Against this backdrop, the present study aims to present the outcomes of implementing a methodology-based, active approach to teaching software requirements, using a qualitative evaluation based on the SWOT (strengths, weaknesses, opportunities, and threats) matrix. The results showed that students accepted the approach well and provided insights into its associated strengths, weaknesses, opportunities and threats.
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Paper Nr: 133
Title:

Exploring the Influence of Learning Styles in Personalized Assessment: An Exploratory Study

Authors:

Nilton Vieira, Marcelo Silva, Tiago Medeiros and Cleyton Rodrigues

Abstract: Traditional assessment practices commonly apply identical questions to all learners, overlooking individual differences in how students process and engage with information. Although personalized assessment has been proposed as a promising alternative, the feasibility of personalizing evaluations based on learning styles has not been fully explored. This study presents an exploratory empirical study and a methodological contribution exploring the feasibility of using the learning styles theory based on the model proposed by Felder and Silverman as a criterion for changing assessments based on students’ performance. An exploratory experiment was conducted with engineering students who completed the Index of Learning Styles questionnaire followed by a traditional assessment composed of a fixed set of questions. Student learning profiles were encoded as continuous vectors, and question profiles were inferred from the aggregated learning style characteristics of students who answered each question correctly. Similarity-based recommendation techniques were then applied as an analytical probe to examine the degree of differentiation achievable in personalized assessments. The results reveal substantial variability among student learning profiles but a high degree of homogeneity among inferred question profiles. Consequently, similarity-based recommendation produced limited differentiation across learners.
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Paper Nr: 136
Title:

A Qualitative User Evaluation of an Educational Card Creation Platform

Authors:

Ilenia Fronza, Shiva Saket Parida, Madalina G. Ciobanu and Gennaro Iaccarino

Abstract: Teaching programming concepts poses several challenges, particularly in motivating and engaging students. One effective strategy for facilitating the understanding of programming is through storytelling. As part of an iterative co-development process with end users, this study presents findings from a qualitative user evaluation of a platform for creating story-based cards to support robotics education. We asked a group of teachers to use the platform to develop their own teaching materials, namely digital cards containing stories, and then provide their feedback. Participants reported a very positive experience, highlighting the platform’s usability, intuitive design, and strong perceived usefulness. Moreover, they highlighted the direct applicability in their teaching activities, also thanks to the platform’s transversal potential of creating cards to explain programming concepts by integrating content from other disciplines.
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Paper Nr: 143
Title:

Enhanced Study Cube: A Learning Environment

Authors:

Moritz Nachtigall, Erik Baumann, Alke Martens and Lutz Hellmig

Abstract: The idea of the Educational Escape Room is a special and, recently, very popular form of extracurricular teaching. There are already many different approaches and concepts with varying instructional objectives. Some examples would be the AI.CUBE, which aims to impart knowledge using AI and about AI, or Room X, Breakout EDU and CS Eduscape, which focus on the application of many different subject-specific and interdisciplinary skills. These projects compiled various key priorities and important findings for the creation of an Educational Escape Room. The Enhanced Study Cube follows four main design principles: curriculum orientation, action-oriented problem solving, consideration of heterogeneous prior knowledge, and a modular structure. This paper summarises the objectives, methods and resulting concept of the Enhanced Study Cube for the first phase of this project and provides an overview of the next steps in the research process.
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Paper Nr: 215
Title:

Enhancing Individual Learning through Inclusive Computational Practices: A Case Study in Financial Mathematics Labs

Authors:

Alice Barana, Giulia Boetti, Marina Marchisio Conte and Adamaria Perrotta

Abstract: In higher education, Financial Mathematics and Computational Finance represent distinct but interconnected areas in which the integration of Computational Thinking is particularly relevant. Inclusive computational practices appropriately designed by teachers and implemented within a computer-supported collaborative learning (CSCL) environment can foster students’ knowledge co-construction. This study investigates how tailored Computational Finance practices involving VBA for Excel and Python, when synergistically integrated into group-based interactions within a face-to-face CSCL environment, enhance individual learning. The context of the research is the Advanced Computational Finance module at University College Dublin, Ireland, in Spring 2024. The study analyses the achievement of seven specific learning outcomes among 22 undergraduate students (BSc) who participated in weekly collaborative lab activities, compared with a group of 5 postgraduate students (MSc) who did not. Quantitative analysis of a final learning test administered to students reveals that the BSc cohort consistently outperformed the MSc group across nearly all learning outcomes. The most significant differences appeared in higher-order cognitive processes, such as modelling, data modification and evaluation. These findings suggest that student-led, collaborative lab activities that feature inclusive computational practices are critical drivers of sensemaking and the development of Computational Thinking skills in Financial Mathematics at the individual level.
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Paper Nr: 243
Title:

Educational Games for Road Safety Training in the Chemical Industry: A Project-Based Learning Experience

Authors:

Fabiana Martins de Oliveira, Julia Stateri and Victor Gabriel Marques

Abstract: This study demonstrates that serious games developed by first-year computing students through Project-Based Learning (PBL) have the potential to enhance road safety education for hazardous chemical transport. By collaborating with industrial partners over a ten-week iterative process, five student teams created immersive simulations that translate complex safety protocols into engaging digital experiences. Exploratory testing confirms these games have the potential to improve conceptual understanding and learner engagement while aligning mechanics with real-world industrial practices. Ultimately, the research provides empirical evidence that integrating student-led game development into professional training frameworks offers a grounded, innovative strategy for mitigating risks in high-stakes logistics and industrial environments.
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Area 4 - Social Context and Learning Environments

Full Papers
Paper Nr: 87
Title:

Assessing the Educational Benefits of Student-Developed Software for Citizen Science

Authors:

Laura Diana Cernău, Simona Motogna and Laura Dioşan

Abstract: In the context of Community and Citizen Science (CCS) projects, communication and collaboration are essential, especially in interdisciplinary partnerships. However, existing research rarely examines these dynamics in student teams. This gap is particularly evident in computer science education, where CCS initiatives are integrated to support both technical and civic competencies. This study analyses computer science students’ perceptions of communication and collaboration within teams developing citizen science projects. We collected 32 anonymous responses from bachelor’s students in computer science via a structured survey. These responses were analysed both quantitatively and qualitatively, using a Goal-Question-Metric approach. We focused on the team’s communication methods and their opinions on possible improvements. We also examined impactful collaboration practices and how team members become aware of them. Lastly, we analysed the collaboration between the challenge owners and the teams. Our analysis showed that communication was efficient, primarily through online meetings, and that improvements were identified in conflict management and feedback. From a collaboration perspective, the focus was on clearly defining responsibilities and making decisions as a team, while the challenge was ensuring a fair distribution of the workload. Furthermore, there is consensus on the need for interaction with the challenge owner during project development to understand the requirements.
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Paper Nr: 238
Title:

Designing Computer-Assisted Tools to Support Shared Planning Strategies in Different Collaborative Learning Contexts: Lessons Learned from a Usability Assessment

Authors:

Simon Lecuyer-Chardevel, Christian Hoffmann and Isabelle Girault

Abstract: Students have difficulty implementing planning strategies in collaborative problem-based and project-based learning. The lack of planning leads to a lack of shared assessment evaluation criteria for monitoring and evaluating collaborative activities. We present a tool called a “Task List” that makes visible the perception of objectives, the design of plans, and their adaptation in project-based and team learning. We use the F-SUS questionnaire to evaluate the usability of the tool among higher education students in three different contexts. The tool's usability is rated as good to excellent. Students particularly appreciate its simplicity of use and handling. The results highlight the importance of the teaching contexts in which the tool is introduced in the perception of the F-SUS items, in particular the role of the associated learning task and the rules of use established with the teacher.
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Short Papers
Paper Nr: 15
Title:

Application and Evaluation of Serious Games for Student Performance Analysis in Inclusive Education

Authors:

Samuel Rodrigues, Tiago Nogueira, Deller Ferreira and Gabriel Costa

Abstract: Serious games can enhance the teaching-learning process by providing students with a more engaging way to learn. Through these games, it becomes easier to increase entertainment value and stimulate students in the learning process, enabling a more engaging and dynamic form of learning, thus facilitating the assessment of individuals’ cognitive levels. Therefore, this paper analyzes the performance of students with special educational needs when interacting with educational serious games, while also identifying accessibility barriers that may affect their interaction and engagement in inclusive educational environments. Initially, two serious games and twelve students with special needs were selected to perform a set of tasks in each game, identifying usability and accessibility barriers through the Think Aloud technique. The results show that, despite the accessibility barriers found in the use of the application, there is excellent performance in task execution, allowing the playability of both games.
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Paper Nr: 20
Title:

Agent Persona and Motivational Discourse: A Two-Step Process to Enhance Self-Efficacy and Learning in Virtual Environments

Authors:

Jean-Christophe Sakdavong, Angélique Coyco, Elodie Garros, Pascaline Joseph and Sophie Tellier

Abstract: The expanding integration of Virtual Pedagogical Agents (VPAs) in online learning environments necessitates a rigorous understanding of the design factors that optimize their effectiveness. Grounded in Bandura’s Social Learning Theory, this research conducts a two-part analysis of how an agent's persona and discourse influence learner outcomes. Study 1 (N = 55) demonstrated that participants reported significantly greater affiliation with a peer agent than an expert (p = .001). This heightened identification was positively correlated with increased self-efficacy (p = .021). However, aligning with persistent challenges in VPA literature, this affective enhancement did not translate into improved learning performance, revealing a gap between affective and cognitive outcomes. Study 2 (N = 24) investigated whether agent discourse could bridge this gap using the peer model with either motivational or neutral scripts. Motivational discourse resulted in significantly superior improvements in both self-efficacy (p < .001) and learning performance (p = .036). Mediation analysis indicated that self-efficacy did not mediate this relationship (p = .169), suggesting parallel processing pathways. These findings propose a critical two-step design framework: a peer persona is essential for fostering identification, while motivational discourse is required to convert affective gains into tangible learning improvements for online systems.
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Paper Nr: 50
Title:

A Web-Based Machine Learning System for Early Detection of ADHD Symptoms in Peruvian High School Students

Authors:

Jonatan Curi, Alfredo Farro and Rosa Felix

Abstract: Attention Deficit Hyperactivity Disorder (ADHD) affects a substantial proportion of school-age populations; however, many cases remain undetected in school environments where traditional assessment is time-intensive and difficult to scale. This study presents a web-based application designed to support early ADHD screening in secondary school students through three cognitive tasks: Stroop Task, CPT, and SST. The study was conducted in three phases. First, a real-world pilot deployment (D1, n = 324, ages 12–13) evaluated feasibility, usability, and classroom scalability under school supervision and was not used for model training or performance reporting due to the lack of complete diagnostic ground truth access. Second, the Voting Classifier (Random Forest, SVM, Gradient Boosting; hard voting) was trained and internally evaluated using a labeled dataset provided through institutional psychopedagogical records (D2, n = 349, ages 12–17). Third, an external validation phase assessed sensitivity on confirmed ADHD cases (D3, n = 45, ages 14–17), yielding T P = 39 and FN = 6 (recall = 86.7%). The platform is intended as a decision-support screening tool for educational professionals in coordination with school psychopedagogical services, complementing—not replacing—clinical diagnosis.
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Paper Nr: 76
Title:

Adaptive Feedback to Support Collaborative Learning: Comparative Evidence from Human-Human and Human-AI Interaction

Authors:

Nadia Hocine and Kaouther Soltani

Abstract: Recent research has explored how artificial intelligence (AI) along with adaptive feedback and scaffolding strategies can effectively improve learning outcomes and support teacher intervention. However, in collaborative learning contexts, few studies examine whether adaptive feedback enhances students’ collaboration and reflection skills across different group settings involving both human and AI peers. This paper presents MindCollab, a collaborative learning environment that adapts feedback based on students’ collaboration and reflection indicators as well as their learning styles. We report the results of a preliminary longitudinal study examining students’ interactions across three settings: human-human, human-AI, and human-human-AI collaboration. The study involved two conditions: an experimental group receiving adaptive feedback and a control group receiving generic feedback that did not account for individual differences or progress. The findings provide longitudinal evidence on how adaptive feedback shapes collaborative and reflective development across task types and interaction modes in AI-supported collaborative learning. The study also analyzes students’ AI prompting behavior and shows the influence of group coherence and learning-style alignment on collaboration and reflection. These results inform the design of adaptive collaborative learning systems that support meaningful collaboration between students and AI or human partners.
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Paper Nr: 134
Title:

Creation of a Serious Game for Teaching and Learning for People with Visual Impairments

Authors:

Bruno S. Koga, Rafael de A. Pereira, Simone N. Matos, Maira B. Sanmartin, Maria I. S. Nascimento, Isabel C. Torrens and Helyane B. Borges

Abstract: Serious games are an important tool for the inclusion of people with intellectual disabilities, as they encompass activities that promote social participation and learning. This article presents AudioQuiz, a serious quiz-type game developed using the Scrum for Educational Serious Games (SESG) methodology for inclusive education. The game offers features such as the creation of quizzes with voice reading support, activity grouping, question reuse, and audio customization. The evaluation conducted by educators in the field highlighted the clarity of the language and the organization of information, as well as the suitability of the graphical interfaces for users with low vision or blindness. Additionally, the teachers expressed interest in deepening their knowledge of digital resources for pedagogical support.
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Paper Nr: 167
Title:

A Design Thinking Approach to a Socio-Technical Framework Supporting Pre-Service Teachers’ Development of Digital Competences: The dig!self-Prototype

Authors:

Michael Jemetz and Renate Motschnig

Abstract: Addressing the growing digital competence needs of teachers, the dig!self-prototype presents a first step of developing a holistic, long-term support framework for the continuous, self-regulated digital competence development of pre-service teachers. Guided by the Design Thinking approach and informed by a systematic literature review, we developed, implemented and evaluated a student-centered course and a prototypical digital support system as a first realization of the framework. We lay out this first iteration of the design process and describe the framework-prototype contextualized in the established literature on teachers’ self-regulated digital competence development, wider Self-Regulated Learning theory and the Person-Centered Approach. An analysis of quantitative self-assessments and performance scores paints a first picture of the effectiveness of and the potential in further refinements of the dig!self-framework. Findings will be of interest to pre- and in-service teachers, teacher educators, curriculum designers, and educational decision makers.
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Paper Nr: 229
Title:

The Technical Capability Fallacy: A Case for Pedagogy-Centered Design in Assistive STEM Education

Authors:

Madjid Sadallah and Benoît Encelle

Abstract: Assistive technologies for blind and visually impaired STEM learners perform well in controlled studies yet fail to achieve sustained classroom adoption. Analysis of 25 empirical studies reveals the cause: tools are designed and evaluated against technical metrics that do not predict pedagogical success. Three patterns drive this gap-evaluation prioritizes technical performance over learning outcomes, research concentrates on a narrow range of objectives, and designs ignore institutional deployment contexts. We term this the technical capability fallacy: assuming technical capability ensures pedagogical utility. To address this, we propose FOCAL (Framework for Objective–Context ALignment), which specifies what a tool must provide for each combination of learning objective and educational context. FOCAL is not a validated instrument but a corrective heuristic grounded in learning theory. It inverts the design sequence: pedagogical diagnosis precedes technical development. Closing the adoption gap requires redefining success-not as technical accessibility, but as fit within the instructional, evaluative, and institutional constraints that govern classroom use.
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Paper Nr: 161
Title:

Serious Games and Visually Impaired Audiences: A Systematic Literature Review

Authors:

Nicolas Roecklin and Nour El Mawas

Abstract: In 2021, 1.7 million people in France were visually impaired. Simultaneously, research on mobility awareness for People with Visual Impairments (PVI) represents a significant opportunity in human-computer interaction research, primarily aimed at improving their autonomy and the conditions under which they navigate public spaces. Recent studies highlight the central role that serious games can play in both learning and awareness-raising processes. This article is a systematic literature review that examines serious games co-design with PVI to raise awareness of the organization of public spaces. Using the PRISMA method, we analyzed a corpus of 19 studies from 163 articles, enabling us to identify four key focus areas for the co-design of serious games in this field. This research is intended for the Information and Communication Technology (ICT) community, and more specifically to instructional designers, game designers, researchers, teachers, and decision-makers who encounter difficulties in raising awareness about mobility in urban environments.
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Paper Nr: 190
Title:

The Structural Risks of Fragmentation in Digital Education: Cross-Institutional Cooperation and Interoperability in Germany

Authors:

Tara-Marie Endries, Emily Penk and Ulrike Lucke

Abstract: This position paper examines how regional fragmentation affects the interoperability of digital education infrastructure. While regional governance structures and regulations are essential, digital learning environments increasingly depend on cross-institutional and transnational cooperation. Based on practical examples and insights, the paper conceptualizes fragmentation as a structural risk for transparency, connectivity and cooperation. It illustrates these challenges through selected user scenarios, and argues that interoperable platform-based approaches can complement existing governance structures by contributing to shared standards, increased transparency and digital sustainability. It is shown that, given the federal structure of the education system, digital transformation requires new coordination mechanisms.
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