A goal of K-12 science education is for learners to develop scientificliteracy. However, realizing this goal is being complicated by the availability ofabundant resources that vary strongly regarding their adherence to the Nature ofScience principles, particularly regarding socio-scientific issues, such as, forinstance, vaccination. It requires dedicated reasoning skills, often referred to ascritical thinking, to assess and value the arguments regarding such issues.To stimulate critical thinking, we investigate the use of interactive conceptcartoons. Instead of a single cartoon our instrument provides a sequence ofconcept cartoons. The cartoons are alternated with a diagram and concepts thatlearners have to place in the diagram, leading to a systems’ view on the subjectmatter.The instrument has been presented to teachers for expert review and evaluatedin three classrooms (6th grade) of one school (70 learners). In this paper, wepresent the interactive concept cartoon instrument and report on the study. Theresults indicate that learners are engaged when working with the instrument andlearn relevant knowledge regarding the subject matter and the Nature of Science.
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Computers are promising tools for providing educational experiences that meet individual learning needs. However, delivering this promise in practice is challenging, particularly when automated feedback is essential and the learning extends beyond using traditional methods such as writing and solving mathematics problems. We hypothesize that interactive knowledge representations can be deployed to address this challenge. Knowledge representations differ markedly from concept maps. Where the latter uses nodes (concepts) and arcs (links between concepts), a knowledge representation is based on an ontology that facilitates automated reasoning. By adjusting this reasoning towards interacting with learners for the benefit of learning, a new class of educational instruments emerges. In this contribution, we present three projects that use an interactive knowledge representation as their foundation. DynaLearn supports learners in acquiring system thinking skills. Minds-On helps learners to deepen their understanding of phenomena while performing experiments. Interactive Concept Cartoons engage learners in a science-based discussion about controversial topics. Each of these approaches has been developed iteratively in collaboration with teachers and tested in real classrooms, resulting in a suite of lessons available online. Evaluation studies involving pre-/post-tests and action-log data show that learners are easily capable of working with these educational instruments and that the instruments thus enable a semi-automated approach to constructive learning.
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Computational thinking (CT) skills are crucial for every modern profession in which large amounts of data are processed. In K-12 curricula, CT skills are often taught in separate programming courses. However, without specific instructions, CT skills are not automatically transferred to other domains in the curriculum when they are developed while learning to program in a separate programming course. In modern professions, CT is often applied in the context of a specific domain. Therefore, learning CT skills in other domains, as opposed to computer science, could be of great value. CT and domain-specific subjects can be combined in different ways. In the CT literature, a distinction can be made among CT applications that substitute, augment, modify or redefine the original subject. On the substitute level, CT replaces exercises but CT is not necessary for reaching the learning outcomes. On the redefining level, CT changes the questions that can be posed within the subject, and learning objectives and assessment are integrated. In this short paper, we present examples of how CT and history, mathematics, biology and language subjects can be combined at all four levels. These examples and the framework on which they are based provide a guideline for design-based research on CT and subject integration.
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Universities have the potential, and the responsibility, to take on more ecological and relational approaches to facilitating learning-based change in times of interconnected socioecological crises. Signs for a transition towards these more regenerative approaches of higher education (RHE) that include more place-based, ecological, and relational, ways of educating can already be found in niches across Europe (see for example the proliferation of education-based living labs, field labs, challenge labs). In this paper, the results of a podcast-based inquiry into the design practises and barriers to enacting such forms of RHE are shown. This study revealed seven educational practises that occurred across the innovation niches. It is important to note that these practises are enacted in different ways, or are locally nested in unique expressions; for example, while the ‘practise’ of cultivating personal transformations was represented across the included cases, the way these transformations were cultivated were unique expressions of each context. These RHE-design practises are derived from twenty-seven narrative-based podcasts as interviews recorded in the April through June 2021 period. The resulting podcast (The Regenerative Education Podcast) was published on all major streaming platforms in October 2021 and included 21 participants active in Dutch universities, 1 in Sweden, 1 in Germany, 1 in France, and 3 primarily online. Each episode engages with a leading practitioner, professor, teacher, and/or activist that is trying to connect their educational practice to making the world a more equitable, sustainable, and regenerative place. The episodes ranged from 30 to 70 min in total length and included both English (14) and Dutch (12) interviews. These episodes were analysed through transition mapping a method based on story analysis and transition design. The results include seven design practises such as cultivating personal transformations, nurturing ecosystems of support, and tackling relevant and urgent transition challenges, as well as a preliminary design tool that educational teams can use together with students and local agents in (re)designing their own RHE to connect their educational praxis with transition challenges. van den Berg B, Poldner K, Sjoer E, Wals A. Practises, Drivers and Barriers of an Emerging Regenerative Higher Education in The Netherlands—A Podcast-Based Inquiry. Sustainability. 2022; 14(15):9138. https://doi.org/10.3390/su14159138
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Over the past decade, more and more studies have been published about OER adoptionby educators and educational institutions. The largest part of these studies is about OER in Higher Education and a growing amount is about OER and open textbooks in K-12 education. In addition, according to De Olivereira Netoet al (2017), most studies are focused on the Global North where education instructors “enjoy comparatively higher levels of economic development, educational provision, policy elaboration, and technological access than those in the Global South. This means that less is known about educators’ OER-related practices in the regionwhere OER is touted as having its potentially greatest impact”(De Olivereira Netoet al,2017:2-3).Despite the steadily growing number of studies on the use of OER by educators, there is part of the realm of education that still is ‘a dark continent’ for OER and OER studies, namely Technical Vocational Education and Training (TVET). As an indicator, we have analyzed the database from the OER Knowledgecloud1, considered representative for the current state of international OER research, being available as Open Access. With a total of 1638 items in the database (27 October, 9:35 CEST), searching on “technical AND vocational” only gave 2 results (dating from 2011 and 2012).The research presented in this paperprovides the results of a systematic international literature review with the aim of localizing relevant studies on the potentialities and use of OER in TVET. The information from this literature review has been complemented by data from an international quantitative survey taken by members of an UNESCO TVET forum, and from semi-structured interviews with international TVET experts.
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Metropolitan Cebu, the third largest agglomeration in the Philippines with a population of approximately 3 million, faces significant challenges in managing domestic wastewater and solid waste. This mismanagement has led to the pollution of its water bodies, including the Mahiga Creek and the Butuanon River, the latter of which was declared dead in 1992 and can no longer support flora and fauna. Between 2017 and 2025, seven international River Challenge Climate Cafes were conducted by Dutch universities of Applied Sciences and Filipino universities . During these events, teams of young professionals assessed the upstream, midstream, and downstream stretches of Metro Cebu's rivers and evaluated the vulnerability of 12 urban poor communities living along these rivers. The primary aim of these rapid appraisals was to raise awareness among community members, local governments, and students, as well as to build capacity. Throughout the process, there was a shift from merely gathering data on pollution levels to engaging the community, identifying risks, and finding feasible solutions to mitigate these risks. Various methods were employed to measure water quality, river width, river discharge, flood heights, ecology, plastic waste pollution, and residents' perceptions. The results were shared online via Climatescan.org with the global climate adaptation community. The findings demonstrate that river challenges are effective tools for creating context-rich learning environments for students, with more than 250 participants. The River Challenge Climate Cafe enable young professionals, primarily with technical backgrounds, to gain firsthand field experience, exposure to environmental degradation, severe pollution, and vulnerable communities, thereby enhancing their environmental awareness. Additionally, the river scan challenge proves to be a valuable tool for increasing awareness of river pollution and promoting rehabilitation effortsHow to cite: Heikoop, R., Boogaard, F., Abrenica, B., Fornis, R., Borgonia, K., Ledesma, D., Nasara, J., Boer, E., and Oudendammer, T.: Enhancing Environmental Awareness Through River Challenges: A Case Study of Metropolitan Cebu, Philippines , 12th International Conference on Urban Climate, Rotterdam, The Netherlands, 7–11 Jul 2025, ICUC12-1052, https://doi.org/10.5194/icuc12-1052, 2025.
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Collaborative learning in a culturally diverse secondary vocational education. By K. Tielman (Fontys), P. den Brok (ESoE), S. Bolhuis (Fontys) and R. van de Sande (Fontys) This contribution discusses a descriptive study on the experiences of students and teachers in secondary vocational education regarding collaborative learning (CL) in a culturally diverse context. The study bridges two domains of research: research on culturally diverse learning environments - which has mostly concerned primary and general secondary education (e.g. de Haan (2005), Hajer (1996), Radstake (2007) and studies on CL. The present study adds to the existing literature not only by integrating these two domains, but also by its specific focus on Dutch secondary vocational education and by focusing on multiple sources of evidence (both cognitions and actions; both student and teacher perspectives). The study analyzes current practices and perceptions of teachers and students with CL in a culturally diverse, competence-based learning environment. The sample consisted of 27 students (with 12 different cultural backgrounds) and two of their teachers (a mentor and a coach/tutor). Teachers and students were followed while working on a project-based series of lessons. Data collection consisted of two steps. In the first step, small groups of students and their teachers were observed and videotaped (allowing for simultaneous analysis of both verbal and non-verbal behaviors) during collaborative learning tasks. Based on these observations, semi-structured interviews were conducted with 9 groups of 3 students and the two teachers, focusing on topics of collaboration, communication, participation, coaching and conflicts, all of which derived from CL characteristics mentioned by Johnson & Johnson (1994). In the second step, video-stimulated (recall) interviews were conducted with both teachers. The interviews were based on a-priori defined moments selected by the teachers themselves and/or the researcher. The data was qualitatively analyzed in an interactive process between theory and data using the computer program Atlas-Ti. Codes were partially based on CL characteristics from the literature (Johnson & Johnson, 1994) and partially on focal points emerging from the observations/interviews. To establish reliability of the coding process, parts of the data were coded by a second researcher, leading to an inter-rater reliability (Cohen's kappa) of 0.87, and a percentage of agreement between both researchers of 81.5 on 54 valid fragments. The findings suggest three major themes behind the data: 1) individual accountability of the students; 2) the importance of the teacher/coach role; and 3) the aspect of (absence of) cultural consciousness. The results of the study suggest that on the one hand students are mostly focused on their individual performance and that there is poor collaboration among classmates while working on collaborative learning tasks, while on the other hand teachers seem unaware of their own role in affecting students' behavior and the influence of cultural backgrounds of students in the CL process. Despite the limitations of this study (a small number of participants, one single school and only one sector of secondary vocational education), the results of the study suggests that teachers of culturally diverse classrooms of the secondary vocational education must become more aware of their own roles as adaptive coaches and models and of the influence of multiculturality on CL. The full paper discusses the results and suggestions in detail.
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Digital game-based learning (DGBL) can be regarded as a promising teaching pedagogy to prepare students for challenges of the 21st century. However, the incorporation of digital games into K-12 curricula remains limited. Research suggests that a comprehensive understanding of barriers and motivational factors that teachers face when implementing DGBL is needed to ensure that teachers can receive the support required. To delineate suggestions for tailored curricula on game-based pedagogy in teacher education programs, we conducted a study to gain insight into in-service teachers’ perception of DGBL in relation to their previous experience in teaching with DGBL. To achieve our goal, we examined the factors that impede and promote the implementation of DGBL among in-service teachers who are presently pursuing master's level education programs, having in mind that this group of teachers is different from pre-service teachers. Data was collected using an online survey with open- and closed-ended questions. The sample consisted of in-service teachers (n=37) who were enrolled in a master’s course in math education. The data analysis conducted was of a qualitative nature. One significant finding derived from this study is that the level of pedagogical experience in utilizing games as a teaching tool appears to be a crucial factor in understanding the inclination of in-service teachers towards game-based pedagogy. Pedagogical factors were mentioned by teachers at all stages of experience with DGBL, and differences were observed between teachers at different stages. For instance, in-service teachers with experience with DGBL (intermediate and advanced stages) were concerned about being able to maintain focus on the math concepts, the need to adapt the game lesson to students, and the ways to evaluate student learning less experienced teachers were essentially concerned about ways to control the classroom during DGBL and whether the pupils would receive adequate practice in this learning mode. Differences were also noted for other factors between teachers at different stages. Advanced stage teachers did have concerns about game appropriateness for the intended learning; teachers with less experience were concerned about the lack of games (technical factors). Dealing with an existing curriculum and high workload were common aspects for teachers with no or some experience but only teachers with some experience mentioned obstacles related to school organization (structural factors). Teachers with few and some experience referred to the lack of knowledge and competence (personal factors) and that pupils would not take the lessons with games seriously (social factors). This research supports DGBL- practice (i) by adding new knowledge on the factors that can support or constrain the integration of DGBL and its implications for the development of curricula on game-based pedagogy; (ii) by providing suggestions to design and implement meaningful curricula on digital game-based pedagogy for teaching education and training programs.
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