Special Issue "New Technology Challenges in Education for New Learning Ecosystem"

A special issue of Education Sciences (ISSN 2227-7102). This special issue belongs to the section "Education and Psychology".

Deadline for manuscript submissions: 30 September 2023 | Viewed by 5730

Special Issue Editors

Department of Education Sciences, University of Oviedo, 33003 Oviedo, Spain
Interests: educational technology; gamification; extended reality
Department of Psychology, University of Oviedo, 33003 Oviedo, Spain
Interests: intervention; learning strategies; learning disabilities
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

The restrictions caused by the pandemic, such as the lockdowns, have generated an unquestionable impulse to make use of digital technologies in teaching and learning processes, which has led to the development of different educational methods. There are a series of didactic strategies and methodologies that have been combined with different technologies in order to take advantage of their academic potential. Thus, the emergence of new technologies (extended reality, artificial intelligence, etc.) in education favors their use in teaching–learning processes from a disruptive perspective, either through the use of unprecedented viewpoints (e.g., adaptive learning or self-regulated learning, among others) or the reformulation of known pedagogical approaches (e.g., collaborative learning or project-based learning).

In this context, it is necessary to deepen our understanding of the impact of technology-use on both the student (e.g., motivation, engagement, attitudes, emotion) and the learning process (e.g., acquisition of knowledge, learning process, academic results). However, analyzing the specific impact that technologies have on learning is complex, as this depends to a large extent on how these technologies are used and for what purpose, and in combination with all the other elements that configure the learning ecosystem.

The learning ecosystem refers to the environment or the organized system in which the process of learning occurs, and considers the group of people who interact with the content, the technology, and the strategies used.

The objective of this Special Issue is to collect those works based on research, whether quantitative, qualitative or mixed, that provide evidence of the formative impact of the use of emerging pedagogies at the conceptual and attitudinal level, as well as in terms of skills, competencies, participation, motivation, attitudes, emotion, and satisfaction, etc. Reviews will also be accepted as long as they formulate theoretical or methodological proposals that contribute to new knowledge in the field of study. Specifically, topics covered and welcome for submission include the following:

Strategies of learning

  • Adaptive learning
  • Self-regulated learning
  • Context-based Learning
  • Flipped classroom
  • Learning analytics
  • Personal learning environments

Technologies in Learning

  • Smart-classroom
  • Design thinking
  • Mobile learning: Extended reality
  • Smart tutoring
  • Gamification and serious games
  • Computer-supported collaborative learning

Dr. Lourdes Villalustre
Dr. Marisol Cueli
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a double-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Education Sciences is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • learning ecosystem
  • strategies of learning
  • technology

Published Papers (8 papers)

Order results
Result details
Select all
Export citation of selected articles as:

Research

Article
Impact of Digital Contexts in the Training of University Education Students
Educ. Sci. 2023, 13(9), 923; https://doi.org/10.3390/educsci13090923 - 11 Sep 2023
Viewed by 336
Abstract
The Internet is an important source of information and is a real ecosystem for learning that has provided important advances in education, although it has also generated problems, especially in terms of data security, identity theft, and cyber-plagiarism. During the COVID-19 pandemic, we [...] Read more.
The Internet is an important source of information and is a real ecosystem for learning that has provided important advances in education, although it has also generated problems, especially in terms of data security, identity theft, and cyber-plagiarism. During the COVID-19 pandemic, we had the opportunity to check levels of development in terms of infrastructures and digital competence, and subsequently detected serious problems in online assessment. In particular, the behaviour and digital competence of future teachers are essential, as they will inevitably be role models for their students. The present study analyses academic cyber-plagiarism derived from digital ecosystems during the pandemic in the academic work of pre-service teachers, advancing studies and warnings regarding Artificial Intelligence as a new learning ecosystem. A validated online questionnaire is used that considers the digital context surrounding training both during and after the pandemic. For the factor analysis, both descriptive and correlational, 324 responses from three Spanish universities are analysed. The confirmatory factor analysis reports four factors: the digital context of the pandemic as an opportunity for plagiarism, the response of the educational community to plagiarism, and both the unconscious and intentional misuse of sources. It is concluded that the digital context of the pandemic provided an opportunity for academic plagiarism, conscious or unconscious, with a clear distinction according to gender and the degree of reference. Finally, it is recommended to promote students’ digital skills to avoid risks such as cyber-plagiarism or authorship theft, using institutional repositories that can provide students with prominence by safely and ethically publishing their intellectual creations. Similarly, national policies are required to address advances in AI in education. Full article
(This article belongs to the Special Issue New Technology Challenges in Education for New Learning Ecosystem)
Article
Teacher, Think Twice: About the Importance and Pedagogical Value of Blended Learning Design in VET
Educ. Sci. 2023, 13(9), 882; https://doi.org/10.3390/educsci13090882 - 30 Aug 2023
Viewed by 342
Abstract
The integration of technology into educational institutions is transforming education and fostering innovative approaches to learning. Blended learning, an increasingly popular approach, integrates technology with traditional teaching approaches. Blended learning can overcome the limitations associated with using technology purely as a tool, facilitating [...] Read more.
The integration of technology into educational institutions is transforming education and fostering innovative approaches to learning. Blended learning, an increasingly popular approach, integrates technology with traditional teaching approaches. Blended learning can overcome the limitations associated with using technology purely as a tool, facilitating its full integration into the educational process. The present study involved 106 students enrolled in a vocational education program (VET) in Slovenia. The students were subjected to a pilot implementation of blended learning, and their experiences were subsequently analyzed and evaluated. The results showed that the use of different teaching approaches led to different outcomes in terms of student workload, learning outcomes, and motivation. The different teaching approaches were found to present different levels of difficulty for students. For example, live sessions and the integration of virtual reality/augmented reality (VR /AR) technology presented greater challenges. Conversely, collaborative group work and online courses focused on developing professional skills were found to be beneficial. The study also highlighted the importance of feedback and instructor support in online learning environments. In general, the results of our study suggest that the adoption of blended learning in education can lead to positive outcomes. However, it is important to emphasize the importance of careful planning and thoughtful consideration of optimal pedagogical strategies. Full article
(This article belongs to the Special Issue New Technology Challenges in Education for New Learning Ecosystem)
Article
Acceptance of AI in Semi-Structured Decision-Making Situations Applying the Four-Sides Model of Communication—An Empirical Analysis Focused on Higher Education
Educ. Sci. 2023, 13(9), 865; https://doi.org/10.3390/educsci13090865 - 24 Aug 2023
Viewed by 422
Abstract
This study investigates the impact of generative AI systems like ChatGPT on semi-structured decision-making, specifically in evaluating undergraduate dissertations. We propose using Davis’ technology acceptance model (TAM) and Schulz von Thun’s four-sides communication model to understand human–AI interaction and necessary adaptations for acceptance [...] Read more.
This study investigates the impact of generative AI systems like ChatGPT on semi-structured decision-making, specifically in evaluating undergraduate dissertations. We propose using Davis’ technology acceptance model (TAM) and Schulz von Thun’s four-sides communication model to understand human–AI interaction and necessary adaptations for acceptance in dissertation grading. Utilizing an inductive research design, we conducted ten interviews with respondents having varying levels of AI and management expertise, employing four escalating-consequence scenarios mirroring higher education dissertation grading. In all scenarios, the AI functioned as a sender, based on the four-sides model. Findings reveal that technology acceptance for human–AI interaction is adaptive but requires modifications, particularly regarding AI’s transparency. Testing the four-sides model showed support for three sides, with the appeal side receiving negative feedback for AI acceptance as a sender. Respondents struggled to accept the idea of AI, suggesting a grading decision through an appeal. Consequently, transparency about AI’s role emerged as vital. When AI supports instructors transparently, acceptance levels are higher. These results encourage further research on AI as a receiver and the impartiality of AI decision-making without instructor influence. This study emphasizes communication modes in learning-ecosystems, especially in semi-structured decision-making situations with AI as a sender, while highlighting the potential to enhance AI-based decision-making acceptance. Full article
(This article belongs to the Special Issue New Technology Challenges in Education for New Learning Ecosystem)
Show Figures

Figure 1

Article
Designing a MOOC on Computational Thinking, Programming and Robotics for Early Childhood Educators and Primary School Teachers: A Pilot Test Evaluation
Educ. Sci. 2023, 13(9), 863; https://doi.org/10.3390/educsci13090863 - 23 Aug 2023
Viewed by 856
Abstract
This study focuses on developing and evaluating an online course aimed at preschool educators and primary school teachers. It presents a Massive Open Online Course (MOOC) on computational thinking, programming and robotics developed as part of the project “Laboratory for Technology and Programming [...] Read more.
This study focuses on developing and evaluating an online course aimed at preschool educators and primary school teachers. It presents a Massive Open Online Course (MOOC) on computational thinking, programming and robotics developed as part of the project “Laboratory for Technology and Programming and Robotics Learning in Primary and Preschool Education in Portugal (KML II)” The MOOC design was inspired by a blended learning model used in teacher professional development at the project’s inception and incorporates theoretical-pedagogical models of MOOC design as well as theoretical models of online interaction in virtual educational environments. The course will be offered on the NAU platform, a Portuguese MOOC platform. A pilot test was conducted with a purposive sample that included both participants from the target audience of the course as well as national and international experts specialised in these domains. The evaluation included a Likert scale questionnaire survey and open-ended questions. The results aim to validate the MOOC’s quality, including its structure, content relevance, proposed activities, and learning design. The findings provide evidence to improve the final version of the MOOC, contributing to its effectiveness and adequacy to the target audience. Full article
(This article belongs to the Special Issue New Technology Challenges in Education for New Learning Ecosystem)
Show Figures

Figure 1

Article
The Design of Incentive Systems in Digital Game-Based Learning: How Primary School Children Interact with It
Educ. Sci. 2023, 13(7), 668; https://doi.org/10.3390/educsci13070668 - 30 Jun 2023
Viewed by 503
Abstract
Digital game-based learning builds on the general characteristics of games. The incentive system (points, scores, stars, levels, and performance feedback) integrates design elements to keep a learner engaged. In the work described here, we investigated which elements of the incentive system design—rewards, penalties, [...] Read more.
Digital game-based learning builds on the general characteristics of games. The incentive system (points, scores, stars, levels, and performance feedback) integrates design elements to keep a learner engaged. In the work described here, we investigated which elements of the incentive system design—rewards, penalties, or feedback—have the potential to trigger students’ motivation to play the game. We used eye tracking of eight primary school children, aged 8–11 years, as they interacted with the incentive system of a mathematics game-based item and its specific design, followed by a semi-structured interview. Eye-tracking results show that students paid minimal visual attention to the incentive system during the game, regardless of their level of performance in the game or their age group. The feedback at the end of the game attracted more of their visual attention and provided a good opportunity to inform them about their performance. The semi-structured interviews revealed a high level of self-reported excitement about playing the game, mainly related to the design of the incentive system. Elements of the incentive system triggered students’ wish for student-to-student competition, which has been shown in the literature on traditional tangible rewards to stifle intrinsic motivation under certain conditions. The results of this study show that the design of the incentive system has the potential to promote extrinsic motivation with the game through rewards and penalties, and open the reflection on its possible spillover effect on intrinsic motivation in digital game-based learning. Full article
(This article belongs to the Special Issue New Technology Challenges in Education for New Learning Ecosystem)
Show Figures

Figure 1

Article
The Smart Classroom: Learning Challenges in the Digital Ecosystem
Educ. Sci. 2023, 13(7), 662; https://doi.org/10.3390/educsci13070662 - 28 Jun 2023
Viewed by 677
Abstract
Digital devices are causing the emergence of new learning ecosystems, including the smart classroom. This model changes the pedagogical intermediation paradigm, redefining educational values and principles. The present paper delves into this scenario through the results of a doctoral thesis funded by the [...] Read more.
Digital devices are causing the emergence of new learning ecosystems, including the smart classroom. This model changes the pedagogical intermediation paradigm, redefining educational values and principles. The present paper delves into this scenario through the results of a doctoral thesis funded by the Ministry of Science, Innovation and Universities of the Spanish Government. The research is based on a qualitative approach, involving a field study in four schools in the Valencian Community. The information is collected through the study of the school documentation, in-depth interviews with 23 teachers and participant observation sessions. This information is analysed under the postulates of discourse analysis. The results show that teachers see the smart classroom as an innovative paradigm that facilitates active learning. However, the focus tends to be on technologies, which are assumed to optimise learning. Teachers opt for the implementation of technology-mediated methodologies, such as the flipped classroom, PBL or gamification, but these often operate more at the formal level than at the applied level. Despite this, a learning ecosystem is emerging that is significantly different from the traditional one, involving a change of logic in which digital technologies adopt the centrality formerly held by the textbook or the teacher. Full article
(This article belongs to the Special Issue New Technology Challenges in Education for New Learning Ecosystem)
Show Figures

Figure 1

Article
Learning English in Early Childhood Education with Augmented Reality: Design, Production, and Evaluation of the “Wordtastic Kids” App
Educ. Sci. 2023, 13(7), 638; https://doi.org/10.3390/educsci13070638 - 22 Jun 2023
Viewed by 637
Abstract
The pedagogical use of AR for language learning in early childhood education is focusing attention on the didactic potential that these resources present at such early ages. The aim of this study was to develop and assess the “Wordtastic Kids” Application (APP) in [...] Read more.
The pedagogical use of AR for language learning in early childhood education is focusing attention on the didactic potential that these resources present at such early ages. The aim of this study was to develop and assess the “Wordtastic Kids” Application (APP) in order to: (a) design, produce, and evaluate a new contextualized AR application for learning English in early childhood education; and (b) know the academic performance of early childhood education students towards learning English using an AR application. The methodology was based on the design of materials and the subsequent realization of the pre-test/post-test evaluation to determine the academic performance of the students. The results show a general increase in the scores obtained in all the pre-test and post-test categories that were addressed using the Wordtastic Kids Application, which proves to be a tool that improves the learning of English vocabulary in pre-school children. Therefore, it can be concluded that AR can be useful for complementing traditional vocabulary learning in children. However, it is important to note that the successful implementation of AR will depend on several factors, such as adequate teacher preparation, the quality of AR content, and the ability of children to interact with technology effectively. Full article
(This article belongs to the Special Issue New Technology Challenges in Education for New Learning Ecosystem)
Show Figures

Figure 1

Article
The Journey to Making ‘Digital Technology’ Education a Community Learning Venture
Educ. Sci. 2023, 13(5), 428; https://doi.org/10.3390/educsci13050428 - 22 Apr 2023
Cited by 1 | Viewed by 827
Abstract
Technology has become an integral part of our educational systems, and its importance in our schools cannot be overstated. However, digital skills, unlike other literacy skills, such as reading, writing, and numeracy, still have many discontinuities between how children use them at home [...] Read more.
Technology has become an integral part of our educational systems, and its importance in our schools cannot be overstated. However, digital skills, unlike other literacy skills, such as reading, writing, and numeracy, still have many discontinuities between how children use them at home versus in school. Therefore, in Wales (UK), digital skills are being promoted as part of the Digital Competence Framework (DCF) and feature highly in the new Curriculum for Wales (2022). Moreover, the new Digital Technology General Certificate of Secondary Education (GCSE) in Wales has been introduced to provide learners with the opportunity to gain a qualification that builds digital skills, knowledge, and understanding. However, this also brings many challenges for teachers, such as a lack of confidence, knowledge, and training, as well as a lack of resources and fear of change, to name a few. These challenges, in turn, have an impact on pupils’ motivation and performance, as well as parents’ ability to support their children. This paper presents a qualitative case study on the development of a new digital technology learning community for primary and secondary school pupils, their teachers, and parents in Blaenau Gwent, Wales (UK). Firstly, the paper will provide insight into what was required to establish an effective learning community, including ensuring engagement and buy-in from all stakeholders. Secondly, through the description, analysis, and interpretation of findings from two studies, the paper will highlight the impact of the DTLSN learning community on teachers and pupils in Blaenau Gwent, especially in terms of their learning and teaching. Full article
(This article belongs to the Special Issue New Technology Challenges in Education for New Learning Ecosystem)
Show Figures

Figure 1

Planned Papers

The below list represents only planned manuscripts. Some of these manuscripts have not been received by the Editorial Office yet. Papers submitted to MDPI journals are subject to peer-review.

Title: A game for teachers’ professional development on learning design principles for the development of students' self-regulated learning skills
Authors: Flavio Manganello; Marcello Passarelli; Donatella Persico; Francesca Pozzi
Affiliation: National Research Council of Italy, Institute for Educational Technology
Abstract: This contribution concerns a hybrid game (tangible plus digital) developed in order to train teachers on how to design learning activities that foster the development of their students’ self-regulated learning skills. The game was experimented with in the context of an international training activity involving 15 teachers from 3 European Countries: Belgium, Spain and Italy. The data collected concern the game usability, perceived usefulness and effectiveness. The game structure is content-independent, thus, in a different context, the same game mechanics can be used to teach different contents. In addition, as the game is hybrid, it can be played online, face to face, or in hybrid mode.

Title: Research practices in the area of digital technologies for educational purposes in doctoral dissertations in Portugal
Authors: Fernando Albuquerque Costa; Elisabete Cruz
Affiliation: Instituto de Educação da Universidade de Lisboa
Abstract: The use of technologies for educational purposes has been commonplace since school became the main source of transmission of knowledge. Recognising the important role that scientific research can play both for educational policies and for practical teaching, in terms of justifying, guiding and assessing the use of technologies in school, or in other training facilities, this study enabled the current research taking place this specific field to be analysed, through doctoral dissertations in Portugal. Who the authors of these dissertations are, what they researched and in what university contexts they were carried out are the questions that guide the study. To answer these questions, a total of 380 doctoral dissertations were analysed through research carried out using the National Registry of Theses and Dissertations and the repositories of Portuguese universities. The main products of the analysis are the identification of the main trends in the scientific research problems being studied in this specific field of Education in Portugal up to the year 2022 and a description of the respective universities where the research takes place.

Title: IMPACT OF DIGITAL CONTEXTS ON UNIVERSITY STUDENTS TRAINING
Authors: Violeta Cebrián-Robles; Francisco José Ruiz-Rey; Manuela Raposo-Rivas; Manuel Cebrian-de-la-Serna
Affiliation: 1. Universidad de Extremadura 2. Universidad de Málaga 3. Universidade de Vigo 4. Universidad Internacional de Andalucía
Abstract: The rise of the Internet as the main source of information search has provided important advances, as well as generating problems, especially in the educational field: data security and identity theft, dishonest practices and academic plagiarism, addiction to technology, etc. Issues and topics to be taken into account in the digital competence of teachers in initial training, given that it is they who will be responsible for the education of the youngest students, and they will have to be role models for their students. Currently, the digital transformation of universities is palpable, particularly in the Faculties of Education where important benefits have been enabled in educational management, such as in the collaborative production of students' work in digital format. In addition, with the ensuing Covid19 pandemic, many institutions have accelerated their digital transformation plans, although during this period we had the opportunity to verify the levels at which we found ourselves in terms of infrastructure and digital competence, detecting serious problems in external practices and online assessments, among others. Within the latter, there was a clear fear on the part of teachers regarding the security of the authorship of the work presented, perhaps due to the insecurity of their technological mastery in front of their students. This study analyses a problem derived from digital contexts, such as plagiarism, in the production of academic work by university students of Education. It uses a validated online questionnaire that takes into account the digital context that surrounded the training of these students during and after the Covid19 pandemic. The questionnaire asks what dishonest practices they committed during the pandemic, to what extent the pandemic encouraged these practices, what knowledge and skills they have to avoid plagiarism, and whether they consider that after the pandemic this knowledge and skills have increased. From a descriptive and correlational factor analysis, 324 responses from students at three Spanish universities were analysed. The confirmatory factor analysis reports four factors: the digital context of the pandemic as an opportunity for plagiarism, the response of the educational community to plagiarism during the pandemic, the unconscious inappropriate use of sources and the intentional impersonation of authorship. It is concluded that the digital context of the pandemic provided an opportunity for university students to engage in academic plagiarism, consciously or unconsciously, with clear distinctions according to gender and the reference degree. Keywords: digital education; university students; plagiarism; dishonest practices; Teacher training.

Back to TopTop