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AI and Q Methodology in the Context of Using Online Escape Games in Chemistry Classes

Bibliographic Data

ID22043932
AuthorsMarkéta 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)
Year2025
Volume15
Issue8
Pages962
Publication date2025-07-25
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci15080962
OpenAlexW4413095415
LanguageEN
References cited30

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

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