AI and Q Methodology in the Context of Using Online Escape Games in Chemistry Classes
Bibliographic Data
| ID | 22043932 |
|---|---|
| Authors | Markéta Dobečková (0009-0008-0021-7230, University of Ostrava, corresponding author), Ladislav Simon (0009-0003-3867-3016, Constantine the Philosopher University in Nitra), Lucia Boldišová (Constantine the Philosopher University in Nitra), Zita Jenisová (0000-0001-8720-4337, Constantine the Philosopher University in Nitra, corresponding author) |
| Year | 2025 |
| Volume | 15 |
| Issue | 8 |
| Pages | 962 |
| Publication date | 2025-07-25 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci15080962 |
| OpenAlex | W4413095415 |
| Language | EN |
| References cited | 30 |
The contemporary digital era has fundamentally reshaped pupil education. It has transformed learning into a dynamic environment with enhanced access to information. The focus shifts to the educator, who must employ teaching strategies, practices, and methods to engage and motivate the pupils. New possibilities are emerging for adopting active pedagogical approaches. One example is the use of educational online escape games. In the theoretical part of this paper, we present online escape games as a tool that broadens pedagogical opportunities for schools in primary school chemistry education. These activities are known to foster pupils’ transversal or soft skills. We investigate the practical dimension of implementing escape games in education. This pilot study aims to analyse primary school teachers’ perceptions of online escape games. We collected data using Q methodology and conducted the Q-sort through digital technology. Data analysis utilised both the PQMethod programme and ChatGPT 4-o, with a subsequent comparison of their respective outputs. Although some numerical differences appeared between the ChatGPT and PQMethod analyses, both methods yielded the same factor saturation and overall results
Mathematics education · Multimedia · Online learning · Pedagogy · Perception · AI in Service Interactions · Computer Science · Educational Games and Gamification · Mathematics · Psychology · Technology-Enhanced Education Studies
Q Methodology
Consumer Resistance to Innovations
User acceptance of information technology
Methodological choices in applications of Q methodology
Fostering digital transformation in education
Beyond the Early Adopters
Online Teaching in Covid-19 Pandemic
Let’s Escape! The Impact of a Digital-Physical Combined Escape Room on Students’ Creative Thinking, Learning Motivation, and Science Academic Achievement
Gamification Tools in Higher Education
The Impact of a Digital Escape Room Focused On HTML and Computer Networks on Vocational High School Students
Ensuring Educational Escape-Room Success
Escape the Generational Gap
Need Support and Need Thwarting
Educators’ perceptions and learning needs regarding the implementation of escape rooms in health professions education
Integrated Data Collection in Q Methodology
The myths of the digital native and the multitasker
Exploring teachers’ perspectives on career development
Reconsidering research on teachers’ professional identity
| Highly cited | No |
|---|