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Zsolt Lavicza

Biographic Data

ID2822389
NAMEZsolt Lavicza
GIVEN NAMESZsolt
FAMILY NAMELavicza
SIGNATURELAVICZA Z
AFFILIATIONSJohannes Kepler University of Linz
ORCID0000-0002-3701-5068
VERIFIEDYes
TOTAL WORKS36
TOTAL CITATIONS19
AUTHOR COUNT36
EDITOR COUNT0
FIRST PUBLICATION YEAR2010
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Assessing climate change skepticism among Indonesian preservice science teachers using Rasch analysis

    Open Access•Hartono Hartono, Soeharto Soeharto et al.•ARTICLE•Discover Education•2026

    Limited evidence on climate change skepticism among pre-service science teachers may constrain efforts to design targeted teacher education programs for climate change education. To address this gap, this study aimed to assess the psychometric properties of the adapted Indonesian version of the Climate Change Skepticism Questionnaire (CCS-Q) and to evaluate climate change skepticism among pre-service science teachers in Indonesia. A simple random…

  • Deep learning trajectories for statistical graphs in mathematics learning

    Open Access•Rahmi Ramadhani, Soeharto Soeharto et al.•ARTICLE•Discover Education•2026

    This study develops and validates of a Learning Trajectory (LT) for statistical graph instruction by integrating a Deep Learning (DL) approach with the Structure of the Observed Learning Outcome (SOLO) taxonomy, ethnomathematics, and technology. Using an Educational Design Research (EDR) methodology, the study was conducted through pilot teaching, design experimentation, and retrospective analysis. A total of 190 final-year junior high school stu…

  • STEAM education for AI literacy

    Open Access•Gala Niri, Thomas K F Chiu et al.•ARTICLE•International Journal of STEM…•2026

    As K-12 education prepare learners for an AI-driven society, the interdisciplinary STEAM approach is widely presented as a pathway to AI literacy, yet evidence on where, how, and how well it advances distinct literacy areas remains fragmented. Following PRISMA procedures, we systematically reviewed 39 studies (2016–2025) from four databases that addressed AI as content within STEAM contexts. We conducted (1) descriptive mapping of publication yea…

  • Moving beyond tools

    Open Access•Mathias Tejera, Viviana Aharonian et al.•ARTICLE•Journal of Digital Learning in…•2026

    In this mixed-methods study, we use preservice teachers’ reflections as windows into their learning to teach with technology. Thirty-seven reflective essays, from a 3D Modeling and Printing course for preservice mathematics teachers, were coded for TPACK dimensions and reflective depth. Patterns show that technological and pedagogical references were frequent, while content was less common and tended to appear in combination with other dimensions…

  • Learning Quadratic Functions with ChatGPT

    Open Access•Alexandre Trocado, José Manuel Dos Santos et al.•ARTICLE•International Journal of…•2026

    The present study explores the possibility of using ChatGPT as a tutor, to support the teacher’s work in creating solid didactic and adidactic situations in the mathematics classroom, employing qualitative analysis methodologies. The study was based on a didactic experiment carried out in a 10th-grade class in Portugal, involving 26 students who were obtained through purposive sampling. Data sources included submitted student work in the classroo…

  • Function Art

    Open Access•Guillermo Bautista, Roderick Cacuyong et al.•ARTICLE•Journal of Learning Analytics•2026

    This study explores how students across Grades 8 to 12 engage with mathematical functions in creative, visual ways through function art—an innovative STEAM-based educational approach. Grounded in the Trends in International Mathematics and Science Study (TIMSS) framework and employing a Design-Based Research methodology, the project involved 400 students from the Philippines who created digital artworks using GeoGebra. To uncover learner profiles…

  • Applying the torrance test

    Open Access•Guillermo Bautista, Soeharto Soeharto et al.•ARTICLE•Thinking Skills and Creativity•2026

    This study addresses the absence of a standardized approach to evaluating student-created function art in STEAM education. • A rubric grounded in the TTCT dimensions of Fluency, Flexibility, and Originality was developed and validated. • The rubric was applied to 51 function artworks produced by Grade 11 students, enabling objective scoring of individual works. • Psychometric analysis demonstrated strong reliability and construct validity, with p…

  • Socioscientific issues comics

    Open Access•Fadhlan Muchlas Abrori, Zsolt Lavicza et al.•ARTICLE•Journal of Graphic Novels & Comics•2026

    The development of socioscientific issues (SSI) content in educational comics is a new niche in science education. Based on this, we conducted a scoping literature review to identify gaps and trends in this field. This study focuses on four main criteria/indicators that we analyse in studies in this field: SSI content in comics, comics form, comics roles and targets. We also analysed the type of study and data in the studies in this scoping liter…

  • Integrating 3D modeling and printing with model-eliciting activity for pre-service mathematics teachers

    Open Access•Yurdagül Aydınyer, Guillermo Bautista et al.•ARTICLE•Journal of Research on Technology…•2026

    To understand three-dimensional modeling and printing (3DMP) technology, pre-service mathematics teachers (PMTs) need to experience it within their education program. This technology can be used to solve model-eliciting activities (MEAs). The present qualitative study aimed to investigate the challenges and opportunities of PMTs in integrating 3DMP while solving one MEA. To this end, the qualitative data—the researchers’ field notes and the PMTs’…

  • When engineering design meets STEAM education in hybrid learning environment

    Open Access•Pasttita Ayu Laksmiwati, Zsolt Lavicza et al.•ARTICLE•Asia Pacific Journal of Education•2026

    Implementing STEAM education in classrooms can be enhanced by incorporating other methods to bring students flexibility during learning, such as the engineering design process (EDP) and hybrid learning. We developed design heuristics to support teachers in enhancing the quality of STEAM lessons, emphasizing EDP within hybrid learning to assist teachers in developing lesson plans. The design heuristics were implemented in three groups of online pr…

  • Teacher Instructional Support as a Way to Enhance Student Perceptions—Evidence From Direct and Indirect Hands-on Learning

    Open Access•Mirjana Maričić, Stanko Cvjeticanin et al.•ARTICLE•Journal of Education•2026

    Our study examined how different types of teacher instructional support (direct—DI and indirect—II) during hands-on (HO) learning influence student perceptions towards the understanding of the content, cooperation, and activities in integrated science classes (ISCs). 94 3rd graders were divided into II + HO and DI + HO groups. The results showed that students perceive II as a support that significantly influences the development of content unders…

  • Developing teacher AI competence

    Open Access•Xinyan Zhou, Zsolt Lavicza et al.•ARTICLE•Teaching and Teacher Education•2026•References: 2

  • Teachers’ Perceptions and Beliefs About STEAM Education

    Open Access•Laura Frentescu Tordai, Carmen Creţu et al.•ARTICLE•Canadian Journal of Science…•2026

    This study investigates Romanian teachers’ perceptions of Science, Technology, Engineering, Arts, and Mathematics (STEAM) education using cross-sectional survey data collected in 2020 and 2024. As part of a broader effort to strengthen STEAM teacher training in Romania, it examines changes in educators’ familiarity, confidence, and perceived value of STEAM, set against ongoing structural challenges such as underfunded schools and limited curricul…

  • Relations between teachers’ technology integration within Icap modes with moderation effects

    Open Access•Branko Anđić, Mirjana Maričić et al.•ARTICLE•Humanities and Social Sciences…•2025

    This international study used the Interactive-Constructive-Active-Passive (ICAP) framework to examine the relations between teachers’ integration of technology (TI) within different forms of learning/engaging modes. This study also explores how teacher age, experience, gender, and social background relate to these ICAP modes. Data were collected from 2978 teachers from seven European countries and analysed through Covariance-Based Structural Equa…

  • Assessing quality and biases in ethnomathematics-based numeracy worksheets

    Open Access•Rahmi Ramadhani, Soeharto Soeharto et al.•ARTICLE•Social Sciences & Humanities Open•2025

    Numeracy is a vital 21st-century skill, enabling students to solve problems relevant to socio-cultural contexts, a significance emphasized by international assessments such as PISA. Teachers can improve students' numeracy abilities by creating teaching materials that incorporate diverse activities to address daily problems through cultural lens (ethnomathematics) within a sociocultural framework. Students’ worksheets are considered effective tool…

  • Fostering the Four C’s

    Open Access•Eva Ulbrich, Mathias Tejera et al.•ARTICLE•Education Sciences•2025

    The integration of 3D modeling and printing (3DMP) into STEAM education has the potential to foster 21st-century skills, including creativity, critical thinking, collaboration, and communication (the four C’s). This study investigates whether gender influences the use of 3DMP among pre-service mathematics teachers and how this technology supports the creation of meaningful STEAM learning experiences. Over 100 project documentations from Austrian …

  • Challenges in Science, Technology, Engineering, Arts, and Mathematics Education in Cape Verde

    Open Access•José Manuel Dos Santos Dos Santos, Astrigilda Pires Rocha Silveira et al.•ARTICLE•Education Sciences•2025

    This study investigates strategies to empower Cape Verdean mathematics teachers in adopting Science, Technology, Engineering, Arts, and Mathematics (STEAM) methodologies, focusing on mathematics education. Using an interactive, reflective continuous professional development (CPD) model—including teaching simulations, classroom practice, and structured reflection—qualitative research was conducted via thematic analysis of published data over two p…

  • Understanding AI dependency among pre-service teachers

    Mingyu Su, Tommy Tanu Wijaya et al.•ARTICLE•Interactive Learning Environments•2025

    AI technologies offer immense opportunities and positive impacts for education, and their early integration is essential to maximize these benefits. However, the potential double-edged effects of AI particularly the risk of AI dependency among preservice teachers warrant careful attention. To date, little research has explored the factors influencing AI dependency in this group, forming the basis of the present study. This study aims to investiga…

  • Examining Mathematics Teachers Noticing the Rationality

    Open Access•Selen Galiç, Selin Urhan et al.•ARTICLE•Science & Education•2025

    It is essential that students are encouraged to become rational thinkers for building thinking classrooms. Teachers must adopt rational questioning techniques to facilitate the development of rational behaviours in their students. However, the implementation of rational questioning requires the ability to respond to students based on their performance, thereby requiring teacher noticing in the context of rationality. In this study, we adopt teach…

  • STEAM-Integrated Interfaith Learning Through Maker Education

    Open Access•Rusmir Hosic, Fadhlan Muchlas Abrori et al.•ARTICLE•Religious Education•2025

    This article introduces a novel framework for primary-school interfaith learning, merging science, technology, engineering, arts, and mathematics (STEAM) and maker education. Our approach fosters dynamic classrooms, encouraging dialog, creativity, and collaboration among diverse religious backgrounds, emphasizing cross-cultural understanding and critical thinking. The framework unfolds in four stages: exploration, making activities, dialog, and r…

  • Didactic Situation-Based Model for Using Student Traditional Handcraft Artefacts to Enhance Meaningful STEAM Education in Tanzania

    Open Access•Musa Saimon, Thierry Dana-Picard et al.•ARTICLE•Journal of Education Culture and…•2025

    Aim. The aim of the study was to propose a theoretical model for using students' traditional handicraft artefacts to enhance meaningful STEAM learning in Tanzania. This study was motivated by lessons we learned in our previous project in which we explored the potential of handicraft artefacts from Tanzania in facilitating STEAM learning and realised the need for the model to support teachers in using these materials in the classroom. Methods. The…

  • Challenges and opportunities of training teachers to develop comics for teaching socio-scientific issues

    Fadhlan Muchlas Abrori, Musa Saimon et al.•ARTICLE•Media Practice and Education•2024

    In education, a crucial aspect of teaching lies in the teacher's ability to create suitable learning media. As society evolves, so does the need to align the content of classroom media with the emerging socio-scientific issues (SSI) garnering attention. Socio-scientific issues are social issues related to science. We initiated a specialized training program to develop comics with SSI content for elementary and junior high school teachers to addre…

  • Enhancing digital literacy in primary education through augmented reality

    Open Access•Natalie Nevrelova, Lilla Korenova et al.•ARTICLE•Frontiers in Education•2024

    Currently, there is a need to develop digital competencies already because they are included in the new curriculum. This article explores the field of augmented reality (AR) and its educational potential to bolster digital literacy in primary education. The core objective is to scrutinize the suitable use of AR-integrated mobile applications in primary schooling, spotlighting widely adopted apps and their practical applications. The article under…

  • Integrating mathematics and science to explain socioscientific issues in educational comics for elementary school students

    Open Access•Fadhlan Muchlas Abrori, Theodosia Prodromou et al.•ARTICLE•Journal of Graphic Novels & Comics•2024

    Integrating socioscientific issues (SSI) into education is gaining widespread adoption in classrooms due to its positive impact on student’s critical thinking, environmental awareness, holistic knowledge and/or the idea of combining science and mathematics. This paper explores the idea of using comics as appropriate media for elementary school students to engage with SSI content. Because of the difficulties in integrating SSI into classrooms, SSI…

  • Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform

    Open Access•Imam Fitri Rahmadi, Zsolt Lavicza et al.•ARTICLE•Educational Technology Research…•2024

    Although user-generated microgames, defined as very simple games made by non-professionals on open platforms, are popular and appear to have considerable advantages in facilitating learning, further exploration is needed to establish their potential in instructional practices. The present study investigates the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform. T…

Next
  • The role of teachers’ orientation to learning in professional development and change

    Open Access•V Darleen Opfer, David Pedder et al.•ARTICLE•Teaching and Teacher Education•2010•Cited by: 19•References: 7

  • The role of teachers’ orientation to learning in professional development and change

    Open Access•V Darleen Opfer, David Pedder et al.•ARTICLE•Teaching and Teacher Education•2010•Cited by: 19•References: 7

  • On the Integration of Computer Algebra Systems (CAS) by Canadian Mathematicians

    Chantal Buteau, Daniel H Jarvis et al.•ARTICLE•Canadian Journal of Science…•2014

  • STEAM projects with Kiks format for developing key competences

    Open Access•José Manuel Diego-Mantecón, Teresa F Blanco et al.•ARTICLE•Comunicar•2020•References: 3

    Secondary education curricula highlight competence-based learning; however, meaningful school-intervention habits have not yet been observed. The initiatives implemented have focused primarily on promoting the combined development of no more than three key competences. This article presents an international study, under the Erasmus+ and H2020 programmes, for analysing the impact of the STEAM project-based learning approach with KIKS format (Kids …

  • Providing online STEM workshops in times of isolation

    Open Access•Robert Weinhandl, Susanne Thrainer et al.•ARTICLE•SN Social Sciences•2021

    The global spread of COVID-19 has resulted in learning and teaching being confronted with immense challenges and changes since spring 2020. Measures to contain the COVID-19 pandemic had and continue to have a particularly strong impact on non-formal and informal learning, which are important features of out-of-class on-line STEM workshops combining science, technology, engineering and mathematics. We developed and carried out online STEM workshop…

  • A STEAM Practice Approach to Integrate Architecture, Culture and History to Facilitate Mathematical Problem-Solving

    Open Access•Shereen El Bedewy, Zsolt Lavicza et al.•ARTICLE•Education Sciences•2021

    In this paper we propose STEAM practices that would foster mathematics learning through modelling architecture while connecting to culture and history. The architectural modelling process is applied by the teachers as participants of these practices from different countries allowing a broad cultural and historical connection to mathematics education. The modelling is implemented in GeoGebra platform as it is an open-source platform to allow teach…

  • The Effect of Robotics-Based Storytelling Activities on Primary School Students’ Computational Thinking

    Open Access•Karin Tengler, Oliver Kastner-Hauler et al.•ARTICLE•Education Sciences•2021

    Robotics is needed as education keeps up with challenges students are facing in a technological environment. A long-term research project focuses on developing a feasible robotics-based learning environment that enables primary school teachers to introduce computer science education. This paper shows educational robotics combining storytelling to promote computational thinking through the method of Tell, Draw, and Code. The study was conducted vi…

  • Enhancing Digital Skills of Early Childhood Teachers Through Online Science, Technology, Engineering, Art, Math Training Programs in Estonia

    Open Access•Janika Leoste, Zsolt Lavicza et al.•ARTICLE•Frontiers in Education•2022

    Teacher professional development programs, including mid- and long-term Science, Technology, Engineering, Art, Math (STEAM) courses, have recently moved from in person learning at university premises to an online environment. Whether it is a temporary change in learning methods caused by the COVID-19 restrictions or whether it will become a new normal is currently under discussion in many teacher training institutions around the world. The aim of…

  • Evaluating Technology-Enhanced, STEAM-Based Remote Teaching With Parental Support in Luxembourgish Early Childhood Education

    Open Access•Ben Haas, Zsolt Lavicza et al.•ARTICLE•Frontiers in Education•2022

    During COVID-19 confinement, we observed numerous challenges in using educational technology in early childhood Science–Technology–Engineering–Arts–Mathematics (STEAM) education in Luxembourg. Thus, we designed a conceptual framework on parent-assisted remote teaching with active uses of educational technology supported by cycles of design-based research. After a previous study utilizing computer-aided design (CAD) software and three-dimensional …

  • Personas Characterising Secondary School Mathematics Students

    Open Access•Robert Weinhandl, Martin Mayerhofer et al.•ARTICLE•Education Sciences•2022

    Information technology plays an increasingly prominent role in our personal and professional lives. It also plays an important role in schools, and especially in mathematics education. To realise their full potential in education, technologies should be designed in a way that addresses the characteristics of the target students. In the context of learning mathematics, students often experience anxiety with regard to the content that needs to be l…

  • User-generated microgames for facilitating learning in various scenarios

    Imam Fitri Rahmadi, Zsolt Lavicza et al.•ARTICLE•Interactive Learning Environments•2023

    The practice of microgame-based learning is relatively new and appears to have the potential to facilitate knowledge and skills acquisition in various educational settings. Questions have been raised recently about possible scenarios in which to use microgames for supporting learning and instruction processes. The present study investigates teachers’ perspectives and preferences for using user-generated microgames for facilitating learning in a v…

  • Challenges and opportunities of training teachers to develop comics for teaching socio-scientific issues

    Fadhlan Muchlas Abrori, Musa Saimon et al.•ARTICLE•Media Practice and Education•2024

    In education, a crucial aspect of teaching lies in the teacher's ability to create suitable learning media. As society evolves, so does the need to align the content of classroom media with the emerging socio-scientific issues (SSI) garnering attention. Socio-scientific issues are social issues related to science. We initiated a specialized training program to develop comics with SSI content for elementary and junior high school teachers to addre…

  • Enhancing digital literacy in primary education through augmented reality

    Open Access•Natalie Nevrelova, Lilla Korenova et al.•ARTICLE•Frontiers in Education•2024

    Currently, there is a need to develop digital competencies already because they are included in the new curriculum. This article explores the field of augmented reality (AR) and its educational potential to bolster digital literacy in primary education. The core objective is to scrutinize the suitable use of AR-integrated mobile applications in primary schooling, spotlighting widely adopted apps and their practical applications. The article under…

  • Integrating mathematics and science to explain socioscientific issues in educational comics for elementary school students

    Open Access•Fadhlan Muchlas Abrori, Theodosia Prodromou et al.•ARTICLE•Journal of Graphic Novels & Comics•2024

    Integrating socioscientific issues (SSI) into education is gaining widespread adoption in classrooms due to its positive impact on student’s critical thinking, environmental awareness, holistic knowledge and/or the idea of combining science and mathematics. This paper explores the idea of using comics as appropriate media for elementary school students to engage with SSI content. Because of the difficulties in integrating SSI into classrooms, SSI…

  • Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform

    Open Access•Imam Fitri Rahmadi, Zsolt Lavicza et al.•ARTICLE•Educational Technology Research…•2024

    Although user-generated microgames, defined as very simple games made by non-professionals on open platforms, are popular and appear to have considerable advantages in facilitating learning, further exploration is needed to establish their potential in instructional practices. The present study investigates the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform. T…

  • Unveiling Hype Cycle Patterns

    Open Access•Branko Anđić, Andrej Šorgo et al.•ARTICLE•TechTrends•2024•References: 5

    Despite numerous studies indicating the positive contribution of 3D modeling and printing (3DMP) in learning settings, its current educational use is still rather limited. For the adoption of 3DMP in classrooms, it is critical to understand the views and perceptions of teachers on such new technology. To better understand how teachers perceive 3DMP, a longitudinal study was conducted with 73 Montenegrin secondary school teachers. The study used t…

  • Relations between teachers’ technology integration within Icap modes with moderation effects

    Open Access•Branko Anđić, Mirjana Maričić et al.•ARTICLE•Humanities and Social Sciences…•2025

    This international study used the Interactive-Constructive-Active-Passive (ICAP) framework to examine the relations between teachers’ integration of technology (TI) within different forms of learning/engaging modes. This study also explores how teacher age, experience, gender, and social background relate to these ICAP modes. Data were collected from 2978 teachers from seven European countries and analysed through Covariance-Based Structural Equa…

  • Assessing quality and biases in ethnomathematics-based numeracy worksheets

    Open Access•Rahmi Ramadhani, Soeharto Soeharto et al.•ARTICLE•Social Sciences & Humanities Open•2025

    Numeracy is a vital 21st-century skill, enabling students to solve problems relevant to socio-cultural contexts, a significance emphasized by international assessments such as PISA. Teachers can improve students' numeracy abilities by creating teaching materials that incorporate diverse activities to address daily problems through cultural lens (ethnomathematics) within a sociocultural framework. Students’ worksheets are considered effective tool…

  • Fostering the Four C’s

    Open Access•Eva Ulbrich, Mathias Tejera et al.•ARTICLE•Education Sciences•2025

    The integration of 3D modeling and printing (3DMP) into STEAM education has the potential to foster 21st-century skills, including creativity, critical thinking, collaboration, and communication (the four C’s). This study investigates whether gender influences the use of 3DMP among pre-service mathematics teachers and how this technology supports the creation of meaningful STEAM learning experiences. Over 100 project documentations from Austrian …

  • Challenges in Science, Technology, Engineering, Arts, and Mathematics Education in Cape Verde

    Open Access•José Manuel Dos Santos Dos Santos, Astrigilda Pires Rocha Silveira et al.•ARTICLE•Education Sciences•2025

    This study investigates strategies to empower Cape Verdean mathematics teachers in adopting Science, Technology, Engineering, Arts, and Mathematics (STEAM) methodologies, focusing on mathematics education. Using an interactive, reflective continuous professional development (CPD) model—including teaching simulations, classroom practice, and structured reflection—qualitative research was conducted via thematic analysis of published data over two p…

  • Understanding AI dependency among pre-service teachers

    Mingyu Su, Tommy Tanu Wijaya et al.•ARTICLE•Interactive Learning Environments•2025

    AI technologies offer immense opportunities and positive impacts for education, and their early integration is essential to maximize these benefits. However, the potential double-edged effects of AI particularly the risk of AI dependency among preservice teachers warrant careful attention. To date, little research has explored the factors influencing AI dependency in this group, forming the basis of the present study. This study aims to investiga…

  • Examining Mathematics Teachers Noticing the Rationality

    Open Access•Selen Galiç, Selin Urhan et al.•ARTICLE•Science & Education•2025

    It is essential that students are encouraged to become rational thinkers for building thinking classrooms. Teachers must adopt rational questioning techniques to facilitate the development of rational behaviours in their students. However, the implementation of rational questioning requires the ability to respond to students based on their performance, thereby requiring teacher noticing in the context of rationality. In this study, we adopt teach…

  • STEAM-Integrated Interfaith Learning Through Maker Education

    Open Access•Rusmir Hosic, Fadhlan Muchlas Abrori et al.•ARTICLE•Religious Education•2025

    This article introduces a novel framework for primary-school interfaith learning, merging science, technology, engineering, arts, and mathematics (STEAM) and maker education. Our approach fosters dynamic classrooms, encouraging dialog, creativity, and collaboration among diverse religious backgrounds, emphasizing cross-cultural understanding and critical thinking. The framework unfolds in four stages: exploration, making activities, dialog, and r…

  • Didactic Situation-Based Model for Using Student Traditional Handcraft Artefacts to Enhance Meaningful STEAM Education in Tanzania

    Open Access•Musa Saimon, Thierry Dana-Picard et al.•ARTICLE•Journal of Education Culture and…•2025

    Aim. The aim of the study was to propose a theoretical model for using students' traditional handicraft artefacts to enhance meaningful STEAM learning in Tanzania. This study was motivated by lessons we learned in our previous project in which we explored the potential of handicraft artefacts from Tanzania in facilitating STEAM learning and realised the need for the model to support teachers in using these materials in the classroom. Methods. The…

  • Assessing climate change skepticism among Indonesian preservice science teachers using Rasch analysis

    Open Access•Hartono Hartono, Soeharto Soeharto et al.•ARTICLE•Discover Education•2026

    Limited evidence on climate change skepticism among pre-service science teachers may constrain efforts to design targeted teacher education programs for climate change education. To address this gap, this study aimed to assess the psychometric properties of the adapted Indonesian version of the Climate Change Skepticism Questionnaire (CCS-Q) and to evaluate climate change skepticism among pre-service science teachers in Indonesia. A simple random…

  • Deep learning trajectories for statistical graphs in mathematics learning

    Open Access•Rahmi Ramadhani, Soeharto Soeharto et al.•ARTICLE•Discover Education•2026

    This study develops and validates of a Learning Trajectory (LT) for statistical graph instruction by integrating a Deep Learning (DL) approach with the Structure of the Observed Learning Outcome (SOLO) taxonomy, ethnomathematics, and technology. Using an Educational Design Research (EDR) methodology, the study was conducted through pilot teaching, design experimentation, and retrospective analysis. A total of 190 final-year junior high school stu…

Mathematics education (22 works) · Psychology (21 works) · Computer Science (17 works) · Pedagogy (14 works) · Teaching and Learning Programming (10 works) · Sociology (9 works) · Digital literacy in education (7 works) · Mathematics Education and Teaching Techniques (6 works) · Artificial Intelligence (5 works) · Educational Games and Gamification (5 works)

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