Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and they are becoming increasingly popular among teachers. Nevertheless, there is a clear general need for more robust empirical evidence on the learning effectiveness of these novel activities and, particularly, on their application in software engineering education. Research Questions: Is game-based learning using educational escape rooms more effective than traditional lectures for teaching software engineering? What are the perceptions of software engineering students toward game-based learning using educational escape rooms? Methodology: The study presented in this article is a randomized controlled trial with a pre-and post-test design that was completed by a total of 326 software engineering students. The 164 students belonging to the experimental group learned software modeling by playing an educational escape room whereas the 162 student
The AMACA project (Astronomy education with a Multi-sensory, Accessible, and Circular Approach) develops multi-sensory activities for accessible education and engagement in astronomy. Despite promising innovations, existing resources are often poorly documented, designed for one-time events, expensive, and lack interdisciplinary collaboration, user testing, and broad dissemination. AMACA addresses these challenges by creating multi-sensory activities for education and outreach, with a particular focus on accessibility for people with sensory disabilities. A circular approach informs its educational structure: (1) a PhD course on multi-sensory astronomy outreach develops hands-on activities with the support of astronomers, psychologists, and organizations for the visually impaired and the deaf; (2) PhD candidates teach High School (HS) students how to deliver the activities; (3) HS students lead the activities at the Astronomy Festival "The Universe in All Senses"; (4) HS students train teachers to implement the activities in their classrooms. AMACA also develops tools to guide project development and track participants' learning. Key findings show improved communication and accessi
The gap between theory and practice is well-documented in educational research. Physics teachers' willingness to apply research findings in practice may be influenced by a sceptical attitude towards science education research. This study explores physics teachers' perspectives on science education research, with a particular focus on potential scepticism towards the discipline. A two-step mixed-methods approach was employed: (1) Interviews with a purposeful sample of 13 experienced physics teachers for a first exploration of attitudes towards physics education research, and (2) a quantitative survey of 174 physics teachers to examine, among other aspects, the previously observed attitudes in a larger sample and to identify teacher profiles using latent profile analysis. The interview study revealed both sceptical and non-sceptical attitudes towards physics education research, including some that fundamentally questioned its practical value. Based on the survey data and latent profile analysis, four distinct teacher profiles differing in their level of scepticism towards science education research were identified. While one profile is highly sceptical, the other three exhibit a mix
Demographic data collection is essential in education research, as demographic data allows researchers to better describe the participant population they study and to contextualize findings. However, current research practices for neurodiversity demographics often rely on prescriptive methods (e.g., requiring participants to report official diagnoses) rather than allowing participants to self-identify. This approach can: a) not allow participants to express their intersecting identities in ways that are authentic; and b) limit trustworthiness and reliability of the data and interpretation. In addition, inconsistent dissemination and representation of demographic data across studies hinder the accessibility and usability of this work. Through a literature review of neurodivergent student experiences with learning and performing STEM, we identified widespread discrepancies in how demographic information is collected and reported. This paper explores how neurodivergent identities can be more accurately and inclusively represented in education research. We present findings of a thematic analysis on the ways neurodivergent demographic data collection is done in the literature using data
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational gamification, and learning through game creation. Educational serious games are digital games that support learning objectives. Gamification is defined as the use of "game design elements and game thinking in a non-gaming context" (Deterding et al. 2011, p. 13). Educational gamification is not developed through a digital game but includes game elements for supporting the learning objectives. Learning through game creation is focused on the process of designing and creating a prototype of a game to support a learning process related to the game creation process or the knowledge mobilized through the game creation process. Four modalities of educational games in secondary education are introduced in this entry to describe educational games in secondary education: educational purpose of entertainment games, serious games, gamification, and game design.
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format (control group) and 104 students who played the game in an online format (experimental group). Background: Serious video games have been proven effective at computer science education, however, it is still unknown whether the effectiveness of these games is the same regardless of their format, face-to-face or online. Moreover, the usage of games created through authoring tools has barely been explored. Research Questions: Are teacher-authored educational video games effective in terms of learning and motivation for computer science students? Does the effectiveness of teacher-authored educational video games depend on whether they are used in a face-to-face or online format? Methodology: A quasi-experiment has been conducted by using three instruments (pre-test, post-test, and questionnaire) with the purpose of comparing the effectiveness o
This chapter introduces the AI & Data Acumen Learning Outcomes Framework, a comprehensive tool designed to guide the integration of AI literacy across higher education. Developed through a collaborative process, the framework defines key AI and data-related competencies across four proficiency levels and seven knowledge dimensions. It provides a structured approach for educators to scaffold student learning in AI, balancing technical skills with ethical considerations and sociocultural awareness. The chapter outlines the framework's development process, its structure, and practical strategies for implementation in curriculum design, learning activities, and assessment. We address challenges in implementation and future directions for AI education. By offering a roadmap for developing students' holistic AI literacy, this framework prepares learners to leverage generative AI capabilities in both academic and professional contexts.
This chapter provides new evidence on educational inequality and reviews the literature on the causes and consequences of unequal education. We document large achievement gaps between children from different socio-economic backgrounds, show how patterns of educational inequality vary across countries, time, and generations, and establish a link between educational inequality and social mobility. We interpret this evidence from the perspective of economic models of skill acquisition and investment in human capital. The models account for different channels underlying unequal education and highlight how endogenous responses in parents' and children's educational investments generate a close link between economic inequality and educational inequality. Given concerns over the extended school closures during the Covid-19 pandemic, we also summarize early evidence on the impact of the pandemic on children's education and on possible long-run repercussions for educational inequality.
Modern Education is not \textit{Modern} without AI. However, AI's complex nature makes understanding and fixing problems challenging. Research worldwide shows that a parent's income greatly influences a child's education. This led us to explore how AI, especially complex models, makes important decisions using Explainable AI tools. Our research uncovered many complexities linked to parental income and offered reasonable explanations for these decisions. However, we also found biases in AI that go against what we want from AI in education: clear transparency and equal access for everyone. These biases can impact families and children's schooling, highlighting the need for better AI solutions that offer fair opportunities to all. This chapter tries to shed light on the complex ways AI operates, especially concerning biases. These are the foundational steps towards better educational policies, which include using AI in ways that are more reliable, accountable, and beneficial for everyone involved.
Teaching and learning in advanced materials science are often limited by two barriers: the technical complexity of quantum-mechanical simulations and the lack of individualized support in inquiry-based education. Here, we introduce the Neuromorphic Materials Calculator 2025 (NMC2025), a command-line platform that integrates a conversational artificial intelligence (AI) tutor with automated simulation workflows. NMC2025 combines large language model (LLM) guidance, real-time literature feedback, and domain-specific computation to create an adaptive learning environment. The system includes modular Python components for material discovery, simulation parameter optimization, and automated input generation for Quantum ESPRESSO (QE). Grounded in constructivist pedagogy, the tool enables students to carry out authentic research tasks such as identifying candidate materials for neuromorphic memristors or tuning density functional theory (DFT) inputs, while receiving context-aware explanations from the AI tutor. A case study illustrates how iterative, AI-guided refinement of hypotheses and calculations enhances both accuracy and understanding. NMC2025 fosters deeper conceptual insight, ind
This article introduces nox-minima, a low-cost, three-dimensional paper dome that provides an alternative representation of the sky for astronomy education. Generated from precise astronomical data, the dome provides accurate local sky views for any date and location. Its assembly is simple, and the design is freely available at nox-minima.net/en . Initial workshops with students and teachers confirm its effectiveness as a hands-on tool to explore the celestial sphere and cultural perspectives on the sky.
Preparing future physics teachers for the demanding nature of their profession is an important and complex endeavor. Teacher education systems must provide a structure for the coherent professional development of prospective teachers. Worldwide, physics teacher education is organized in different ways, but have to face similar challenges, like the relation between academic studies and practical preparation. To meet these challenges, it is worth taking look at different teacher education systems. In this chapter, we compare physics teacher education in two countries, representing two different educational traditions: Germany and the USA. Comparing different aspects of physics teacher education (standards, organization and institutionalization, content of teacher education, quality assurance), we describe both systems in their current state and why they are organized in the way they are. In doing so, we identify surprising commonalities but also different opportunities for both systems to learn from each other.
In this paper, we present an educational project aimed to introduce students to the technology behind Captive Portals infrastructures. For doing this, we developed a series of modules to emphasize each of the different aspects and features of this technology. The project is based on an open source implementation which is widely used in many computer network courses, making it well-suited and very appealing for instructors and practitioners in this field.
We believe that economists have much to learn from educational research practices and related pedagogical innovations in other disciplines, in particular physics education. In this paper we identify three key features of physics education research that distinguish it from economics education research - (1) the intentional grounding of physics education research in learning science principles, (2) a shared conceptual research framework focused on how students learn physics concepts, and (3) a cumulative process of knowledge-building in the discipline - and describe their influence on new teaching pedagogies, instructional activities, and curricular design in physics education. In addition, we highlight four specific examples of successful pedagogical innovations drawn from physics education - context-rich problems, concept tests, just-in-time teaching, and interactive lecture demonstrations - and illustrate how these practices can be adapted for economic education.
Quaternions, discovered by Sir William Rowan Hamilton in the 19th century, are a significant extension of complex numbers and a profound tool for understanding three-dimensional rotations. This work explores the quaternion's history, algebraic structure, and educational implications. We begin with the historical context of quaternions, highlighting Hamilton's contributions and the development of quaternion theory. This sets the stage for a detailed examination of quaternion algebra, including their representations as complex numbers, matrices, and non-commutative nature. Our research presents some advancements compared to previous educational studies by thoroughly examining quaternion applications in rotations. We differentiate between left and right rotations through detailed numerical examples and propose a general approach to rotations via a theorem, clearly defining the associated morphism. This framework enhances the understanding of the algebraic structure of quaternions. A key innovation is presenting a three-dimensional example illustrating the rotation of a frame with strings, connecting quaternions to the quaternion group, half-integer spin phenomena, and Pauli matrices.
Network analysis has become a well-recognized methodology in physics education research (PER), with study topics including student performance and persistence, faculty change, and the structure of conceptual networks. The social network analysis side of this work has focused on quantitative analysis of whole-network cases, such as the structure of networks in single classrooms. Egocentric or personal network approaches are largely unexplored, and qualitative methods are underdeveloped. In this paper, we outline theoretical and practical differences between two major network paradigms--whole-network and egocentric--and introduce theoretical frameworks and methodological considerations for egocentric studies. We also describe qualitative and mixed-methods approaches that are currently missing from the PER literature. We identify areas where these additional network methods may be of particular interest to physics education researchers, and end by discussing example cases and implications for new PER studies.
It is becoming increasingly important that physics educators equip their students with the skills to work with data effectively. However, many educators may lack the necessary training and expertise in data science to teach these skills. To address this gap, we created the Data Science Education Community of Practice (DSECOP), bringing together graduate students and physics educators from different institutions and backgrounds to share best practices and lessons learned from integrating data science into undergraduate physics education. In this article we present insights and experiences from this community of practice, highlighting key strategies and challenges in incorporating data science into the introductory physics curriculum. Our goal is to provide guidance and inspiration to educators who seek to integrate data science into their teaching, helping to prepare the next generation of physicists for a data-driven world.
Good (Frequentist) statistical practice requires that statistical tests be performed in order to determine if the phenomenon being observed could plausibly occur by chance if the null hypothesis is false. Good practice also requires that a test is not performed if the study is underpowered: if the number of observations is not sufficiently large to be able to reliably detect the effect one hypothesizes, even if the effect exists. Running underpowered studies runs the risk of false negative results. This creates tension in the guidelines and expectations for computer science education conferences: while things are clear for studies with a large number of observations, researchers should in fact not compute p-values and perform statistical tests if the number of observations is too small. The issue is particularly live in CSed venues, since class sizes where those issues are salient are common. We outline the considerations for when to compute and when not to compute p-values in different settings encountered by computer science education researchers. We survey the author and reviewer guidelines in different computer science education conferences (ICER, SIGCSE TS, ITiCSE, EAAI, CompE
In the symposium contributions we discuss research in physics education and the consequences of its results for physics teaching. The symposium presents four different aspects of physics teaching and learning, but all of them have research-based problem analysis in common. The problems analysed cover different aspects of the physics teaching-learning process. Innovative aspects such as the effect on learning of the integration of engineering projects in the science teaching process, the influence on the learning process of conceptions about science and attitudes, and aspects related to teaching contents and students' learning difficulties. Its conclusions are not merely intuitive proposals based on teaching experience, but on a careful planning of data collection, analysis of results and empirical basis
Cybersecurity professionals need hands-on training to prepare for managing the current advanced cyber threats. To practice cybersecurity skills, training participants use numerous software tools in computer-supported interactive learning environments to perform offensive or defensive actions. The interaction involves typing commands, communicating over the network, and engaging with the training environment. The training artifacts (data resulting from this interaction) can be highly beneficial in educational research. For example, in cybersecurity education, they provide insights into the trainees' learning processes and support effective learning interventions. However, this research area is not yet well-understood. Therefore, this paper surveys publications that enhance cybersecurity education by leveraging trainee-generated data from interactive learning environments. We identified and examined 3021 papers, ultimately selecting 35 articles for a detailed review. First, we investigated which data are employed in which areas of cybersecurity training, how, and why. Second, we examined the applications and impact of research in this area, and third, we explored the community of res