Abstracts Track 2025


Area 1 - Artificial Intelligence in Education

Nr: 54
Title:

Practical Solution to the Necessity of Ethical Guidelines for AI in Education

Authors:

Oksana Nakonechnaya

Abstract: As artificial intelligence continues to transform research and education, the need for robust ethical frameworks has never been more critical. While university faculties are working on updated policies, not to find themselves on the periphery of academic process, educators are to catch up with the cutting edge technologies through active practice, open dialogue with students and safe and responsible implementation of AI-based tools into everyday routine. Throughout this academic year two experiments have been conducted in Foreign Language Training Center of ITMO university to bring more awareness and transparency into the teaching routine in the age of AI. The first one aimed at developing classroom code in collaboration with the students of FLTC. The experiment comprises two stages. At first students were supposed to do research on different AI aspects and introduce the outcomes in front of the class and after that they developed a classroom code of practice to further employ it as means of study regulation. This practice suggests deeper immersion into the matter, bigger autonomy for the students and thus results in shared responsibility for misuse of AI-based tools in academia. The target audience of the second part of the experiment included educators and methodologists of ITMO university who were exposed to the latest policies of higher education institutions worldwide and suggested developing their own classroom rules to more consciously manage AI-driven processes in all stages of educational routine. As a result there has been marked evidence of better understanding of the importance of new regulations for AI-driven education both on the side of students and educators and more thorough strategies to approach academic workflow by means of AI-based solutions. This growing awareness has catalyzed the development of more comprehensive strategies for integrating AI-based solutions into academic workflows. Participation in this conference will provide a vital opportunity to share the findings of the above mentioned experiments with the other participants and cascade obtained knowledge that can empower educators globally.

Nr: 255
Title:

Detecting Flow via a Machine Learning Model in a MOOC Context

Authors:

Sergio Iván Ramírez Luelmo, Nour El Mawas, Rémi Bachelet and Jean Heutte

Abstract: Massively Online Open Courses (MOOCs) are often characterized by very low completion rates, with most published research agreeing on a median circling 6.5% but mounting up to 60% for fee-based certificates. Within this context, studies have pointed out that factors such as engagement, intention and motivation commonly affect learners’ performance in MOOCs. Moreover, research has shown that the learner’s psychological state carries a major weight in the learning process. Flow, a fundamental psychological state, deeply motivates people to persist in their activities without extrinsic rewards, and known to be positively correlated to self-efficacy, motivation, engagement, and academic achievement. Because of this broad positive impact, flow is a prime candidate for (1) detection and ultimately, (2) promotion during the learning process in MOOCs. However, automatic, transparent flow detection is particularly difficult as any attempt to measure flow inevitably contributes to its disruption, a challenge particularly exacerbated in a MOOC context, where the distant, and asynchronous factors uniquely reflect on the educational and psychological context. In parallel, Machine Learner (ML) is a tool being extensively employed to make sense of data, in times where data is abundant. Therefore, ML plays a key role in learning from data the knowledge and insights that might be challenging to obtain from otherwise unavailable human experts. Thus, profiting from data generated by MOOCs, we approach the particularly challenging flow detection issue (1) by training a ML model to detect flow transparent and automatically in a MOOC. We pair the results of the educationally appropriate EduFlow2 and Flow-Q questionnaires (n = 1 553, two years data collection, and rigorous data cleaning & validation) along the participants’ MOOC log data (French MOOC “Gestion de Projet” [Project Management]) to a multi-staged ML Logistic Regression pipeline designed to train and optimize hundreds of ML models to land on the one best-trained ML model able to detect flow (ROC = 0.68 and PRC = 0.87) in a MOOC context. The resulting trained ML model successfully detects flow presence transparent and automatically with a greater Precision (0.85) than it detects flow absence (0.34) in unseen MOOC participants. It employs 23 individualized features (e.g., “Number of navigational events”, “Total number of different types of events”, or “Total seconds logged in”) pre-calculated from aggregating the MOOC participants’ log data. Upon access via an API (Application Programming Interface) call, the model returns in real-time the calculated flow state of any MOOC learner as a confidence percentage facilitating additional treatment, e.g., displaying it on a trainer/trainee MOOC dashboard, or factoring it in into further content personalization processing. Indeed, the resulting trained ML model requires an independent, resource-intensive, prior phase of data aggregation to generate (and store) the 23 features employed to detect flow. Furthermore, the model's resolution does not allow for fine flow detection. In fine, its performance is yet to be evaluated in new, unseen MOOC contexts (e.g., not a francophone MOOC, a MOOC on a biology course,etc.), all of which constitute the current active focus of our research.

Nr: 218
Title:

Analyzing the Use of ChatGPT for the Generation of Automatic Feedback

Authors:

Frederic Theilen, Iris Braun and Gregor Damnik

Abstract: This poster describes an analysis of the possible applications of ChatGPT 3.5 for the creation of automatically generated feedback (AGF) focused on learning content on the subject computer science. The aim of the research was to evaluate the quality and applicability of AGF in comparison to human-generated feedback and to analyze its potential as a source of task related feedback for digital learning environments. In particular, the possibility of generating elaborate feedback (EF) was examined. The following research questions were at the center of the investigation: 1. How do experts evaluate the feedback generated by ChatGPT 3.5 on a given task and learner response? 2. What types of feedback can be generated with ChatGPT? 3. Can the predefined prompts be applied to a new task context? For the creation of a fitting AGF the used prompt was iteratively refined until the AGF met given criteria on useful feedback. These criteria were derived from research of Narciss (e.g., 2005). According to Narciss useful feedback needs a cognitive and a motivational component as well as several subcomponents (e.g., informative function, specifying function). In order to evaluate if these criteria were better met by AGF or human feedback, both types of feedback were compared with each other. To investigate whether the application of the predefined prompt in different tasks contexts, the task description and student answers were changed while the remaining prompt remained the same. The final evaluation was conducted through semi-structured open expert interviews with 12 professionals in the area of education and computer science and was based on a self-created example scenario that included a task to test basic knowledge in data security and a fictitious student response. As mentioned above, for this assessment the criteria of elaborated feedback derived from Narciss (e.g., 2005) for the assessment of elaborated feedback served as the basis for the interview. The focus here was on identifying and describing mistakes in the students' answers and (cognitive component) as well as motivating students to perform better in follow-up tasks (motivational component). In addition, semantic and linguistic aspects of the feedback were compared (e.g., in terms of concreteness or lengthiness). The results show that AGF effectively identifies mistakes and provides relevant cues, but is overall less accurate than human feedback. The motivational component of AGF were rated as comparable to human feedback, while the cognitive components performed worse. In addition, AGF has difficulties in effectively incorporating “knowledge of results”, which limits its suitability for elaborated feedback. Despite these challenges, ChatGPT 3.5 demonstrated the ability to generate detailed text-based feedback, and the prompt templates developed could be transferred to similar tasks in the subject of computer science. However, it has taken many supervised attempts to produce a satisfactory AGF which leads to the conclusion that an autonomous implementation of ChatGPT 3.5 as a source of feedback is not recommended at the moment. Furthermore, more research is needed because this study focused only on one subject (computer science) and compared generated AGF only with one human generated feedback. However, the present results show that with the further development of LLM, possible application of LLM also in the field of education will rise.

Area 2 - Information Technologies Supporting Learning

Nr: 152
Title:

Mixed Reality Simulation for Preparing Pre-Service Teachers for Reflective Practice in Relation to the Core Teaching Practice of Questioning

Authors:

Sarah Johanna Gravett and Dean Van der Merwe

Abstract: This study explores how mixed reality simulation (MRS), integrated with coaching sessions, can be effectively utilized in pre-service teacher education to foster adaptive expertise and reflective practice through deliberate practice. Conducted by a research group at the University of Johannesburg, the study focuses on developing questioning skills as a core teaching practice. MRS provides a controlled, safe environment where pre-service teachers teach realistic learner avatars controlled by a puppeteer. Each MRS session involves teaching a micro-lesson observed by a small group of peers (4–5), followed by a coaching session that guides reflective practice and skill refinement. The study, spanning three years and involving three cohorts of pre-service teachers and coaches, employed multiple data collection methods: (1) observation of MRS sessions, (2) interviews with pre-service teachers on their learning experiences, (3) observation of coaching sessions, (4) interviews with coaches, (5) questionnaires for pre-service teachers and (6) in the third year, observation of teaching during school practicum to evaluate the transfer of skills. While the data have been collected, the research team is currently distilling overarching findings.Preliminary findings reveal the following: (1) pre-service teachers show significant progress in questioning skills, diagnosing challenges during MRS and coaching sessions, and using questions purposefully; (2) MRS provides a safe space for trial and error, fostering learning from mistakes; (3) coaching sessions are critical for optimizing learning but require more structured facilitation to enhance reflective practice; and (4) there is evidence of skill transfer from MRS to authentic classroom settings during school practicum.

Nr: 263
Title:

Engineering Education and the Role of User Preferences in Learning

Authors:

Sharon Tettegah and Ebenezer Larnyo

Abstract: Background: It is well-known, within the United States, increasing diversity and broadening participation in engineering programs has long been a challenge due to multiple factors. For several decades financial resources to improve the representation of underrepresented groups that include women, students of color, and individuals with disabilities in engineering have poured into both for-profit and nonprofit academic institutions, indicated by several studies [1]. Yet, despite efforts to increase and retain diverse students in STEM programs, particularly in engineering, there is still a lack of significant improvement in representation, particularly for women and students from diverse backgrounds, in most engineering programs [3]. Although the National Science Foundation [4] reported that women have reached parity in some fields, many fields are well below the population representation. The reasons for such gender, ethnic and racial disparities in engineering are not definitive [1], [2], [3]. This limited progress is due to the lack of accessibility and the gap in understanding the relationship between psychological factors and engineering curriculum preferences by women and students of color [1], [2], [3]. This study examines the predictors of curriculum preference by exploring the role of psychological factors such as affective empathy, cognitive empathy, cognitive engagement, behavioral engagement, emotional engagement, and self-efficacy in shaping these preferences. Method: Using a structured questionnaire based on 24 different curriculum representations obtained from course catalogs, syllabi, and content, we analyzed data from 964 respondents via partial least squares based on structural equation modeling to examine the relationships between psychological factors and curriculum preferences. Results: Cognitive engagement consistently showed statistically significant positive effects across multiple curriculum representations, including text description, line illustrations, and abstract representations. Conversely, self-efficacy and affective empathy had mixed influences, often negatively impacting preferences for technical and complex representations such as equations and 3D illustrations. Cognitive empathy played a dual role, positively influencing preferences for colored and interactive representations while negatively affecting others like 3D outlines. Similarly, affective empathy had positive effects on preferences for pseudo-realistic images but negative effects on mathematical expressions and certain abstract visuals. Conclusion: The findings of this study highlight the nuanced interplay of emotional, cognitive, and behavioral factors in shaping learner preferences. It also suggests that acknowledging these diverse preferences for different types of curriculum representations is crucial when designing and planning engineering education programs. Tailoring curricula to meet the varied needs of all students may ultimately help to broaden participation and improve outcomes in engineering fields.

Area 3 - Learning/Teaching Methodologies and Assessment

Nr: 268
Title:

Serious Game Simulation in Nursing Education: Virtual Vaccination Room

Authors:

Luciana Mara Monti Fonseca, Francislene do Carmo Silva, Aline Natália Domingues, Taison Regis Penariol Natarelli, Débora Falleiros de Mello and Ana Isabel Parro Moreno

Abstract: Background: Vaccination education is extensive and dynamic, encompassing competencies that involve practical skills, reflective attitudes, and interaction with the public, therefore, teachers must seek strategies and tools that facilitate the teaching-learning process of students. This study aimed to develop, validate, and evaluate a simulation-based serious game called Virtual Vaccination Room and assess cognitive learning and satisfaction among nursing students. Methods: This is a descriptive, exploratory, methodological study with a quantitative approach and quasi-experimental intervention with pre-and post-test. It was developed in two stages: 1. construction and validation of the game's content and interface, with eight nurses experts in vaccination room; 2. assessment of learning, with 14 technical-level nursing students. The students performed the pre-test and the virtual simulation intervention: prebriefing, playing the game, and debriefing. They had one month to use the game and then, in person, completed the post-test and the Egameflow instrument to identify satisfaction with using the game. Results: The game was validated in content and interface in all heuristics with a Content Validity Index (CVI) ≥ 0.8. Regarding learning, parametric tests showed a significant increase (p=0.005) between pre- and post-test. In using the game, the evaluation was considered satisfactory by students in the seven Egameflow categories. Conclusions: The serious game Virtual Vaccination Room was developed and validated, and its main characteristics were considered adequate, interesting, and motivating for learning. The game can be accessed on the Research Group website (https://ad-ensino.com.br/vacina/).

Nr: 220
Title:

Harnessing Design Thinking and LEGO® SERIOUS PLAY® to Foster Problem-Solving Competence in Healthcare Education

Authors:

Tom Karl Schaal, Tim Tischendorf, H.-Christian Brauweiler, Silke Geithner and Antonio Bonacaro

Abstract: The integration of Design Thinking (DT) into the didactics of health professions is gaining traction, recognizing its potential to enhance problem-solving competencies in line with innovative healthcare delivery models. This was exemplified by the German Academic Exchange Service's (DAAD) Sustainable Development Goals (SDG) alumni projects during the preparatory weeks for the DMEA 2023 (Europe's most important trade fair and congress for digital healthcare) and MEDICA 2024 (one of the largest B2B medical trade fairs in the world) events, which targeted alumni from emerging and developing countries as categorized by the Development Assistance Committee (DAC). The DT process, structured around the "double diamond" model (Design Council), comprised a problem space and a solution space, aligning with research-based learning methodologies. The presented work builds on the acclaimed educational approach LEGO® SERIOUS PLAY® (LSP), awarded by the University of Applied Sciences Zwickau, within the module “Health Policy and Economics in an International Comparison.” The LSP methodology is based on Csíkszentmihályi's Flow Theory (1975), which states that flow creates positive emotions. While this flow experience is often underrepresented in DT theory and practice, its integration into the solution space of the DT workshop was emphasized. Participants engaged in a workshop environment designed to foster creativity, ultimately aiming to critically address and derive implications for healthcare system design in their home countries amidst the complexities of digital transformation. The LSP workshop commenced with a clarification of rules, encouraging participation and process immersion over correctness. Initial challenges, such as constructing a bridge within three minutes, revealed diverse perspectives and fostered identification and emotional connection through metaphorical storytelling. The kinesthetic nature of the LSP, leveraging the hand-brain connection substantiated by scientific research, facilitated deep and enduring comprehension. This approach was utilized to interweave the benefits of play and modeling with real-world digital healthcare challenges. Participants constructed individual and collective models to explore solutions. Outcomes of the workshop included critical insights and cross-country discussions. For instance, Egyptian participants identified potential improvements in digital information dissemination and access to maternal healthcare, addressing the relatively high infant mortality rate of 17 per 1,000 live births compared to three per 1,000 in Germany. Post-Soviet participants indicated a need for digital monitoring systems to curb corruption and ensure targeted utilization of healthcare funds, given the sector’s underfunding with Gross domestic product (GDP) shares as low as two percent. The workshop fostered group exchange and deepened problem understanding, demonstrating that strategic play and the collective harnessing of individual talents can effectively yield solution strategies.

Nr: 264
Title:

A Preliminary Investigation of Game-Based Learning in Mathematics Education: A Case Study from Graph Theory

Authors:

Merrill W Y Yen and Kenneth Y T Lim

Abstract: Graph Theory is the study of graphs which helps to model relationships between objects. Graph Theory has applications in diverse fields allowing us to understand relationships across different fields. This makes it imperative to call for educational materials to engage students to learn Graph Theory. Since Graph theory is highly visual and has low barriers to entry making it a good field to explore game based learning, we aim to explore the use of off-the-shelf games to help to keep students engaged and interested with Graph Theory concepts. Participants will engage in a series of games with underlying graph theory concepts infused in it. An interview to examine the effects of how the games may have brought about understanding in the graph theory concepts will be administered after the intervention. It is hypothesized that the games may increase the participants' engagement with graph theory by making the learning process more interactive and enjoyable, improving their understanding of the concepts introduced and the real world applications of Graph Theory. The intended impact of this project is that students emerge with a comprehensive knowledge of Graph Theory and an understanding of how policy makers and curriculum designers may apply games to teach mathematics.