Evaluating teacher AI competence levels and building effective, safe, and healthy learning environment are crucial steps in transitioning to AI-based education. Current established digital competence frameworks may indirectly address AI competence but often overlook the impact of AI on society, ethics, and assessment. Research on teacher AI competence is at its first stage, primarily focusing on theoretical and professional discussions, along with qualitative investigations. This study aims to propose and confirm the reliability and validity of a scale measuring teacher AI competence self-efficacy (TAICS) in K-12 education. The scale was developed using a Delphi method, and includes six dimensions: AI knowledge, AI pedagogy, AI assessments, AI ethics, human-centered education, and professional engagement. Each dimension contains four items. The scale was evaluated on a sample of 434 K-12 teachers through confirmatory factor analysis and model comparisons. The analyses showed that the scale is consistent across male and female teachers, as well as scientific and non-science teachers. The completed TAICS scale consists of 24 items and encompasses six dimensions of AI competence. It can be used to examine interventions and correlational research, as well as to inform the creation of new strategies and policies for AI in relation to teacher AI competence development.
Interest in virtual reality technologies has increased significantly in recent years, and an effort is being made to integrate it into educational environments. This study aims to investigate the impact of synchronous distance courses in the Virtual Reality (VR) learning environment (via vAcademia) and Web-based (via Adobe Connect) learning environment on undergraduate students' learning motivation and levels of perceived sociability. The sample of the study was conducted with experimental (VR) and control group (Web-based) quasi-experimental design consists of 41 undergraduate students (experimental: 21, control: 20). As a result of the t-test and two-way ANOVA analysis, there was a significant difference between the groups in favor of the VR group regarding motivation and perceived sociability. The motivation and perceived sociability in the 3D VR environment of the students in distance learning were significantly higher than in the web-based environment. It was also found out that students' motivation and perceived sociability levels did not vary depending on gender or on the technological device (smartphone or computer) that students use when connecting to online classes. The research results indicated that the VR learning environment effectively ensured students' motivation and sociability in the distance learning process. In this context, institutions should be aware of the importance of VR technologies and plan to teach accordingly which may make the process more efficient.
One of the most important reasons for deaths and injuries caused by earthquakes is that society does not have sufficient knowledge of appropriate protective behaviors during an earthquake. The purpose of this study is to evaluate the effectiveness of different educational practices in providing primary school students with the knowledge of earthquake preparedness and protection from potential hazards of an earthquake. Considering the quasi-experimental research, the pretest–posttest control/comparison group design was used, and a total of 401 students from the fourth grade in four different schools constituted the sampling of the study. Within the study, three types of educational activities were applied: digital games evaluating smart learning environments, earthquake drills, and traditional education. Findings show that the most effective way to teach students what to do during an earthquake is the earthquake drill. This study also indicates that the design elements in the three-dimensional earthquake game developed in the scope of the research played an effective role in earthquake education. This study is of importance as it provides significant results on how to determine the most appropriate educational method for primary school students and how digital games can be used more effectively in the learning process.
27 May 2025 in Educational Technology Research and Development
Nurturing student artificial intelligence (AI) competency is crucial in the future of K-12 education. Students with strong AI competency should be able to ethically, safely, healthily, and productively integrate AI into their learning. Research on student AI competency is still in its infancy, primarily focusing on theoretical and professional discussions, along with qualitative investigations. This two-stage study aims to propose an AI competency framework for students and confirm the reliability and validity of its scale—student AI competency self-efficacy (SAICS)—in K-12 education. In stage 1, we used a three-round Delphi study to propose the framework and its scale. The framework has eight dimensions: interdisciplinary learning with AI, assessment with AI, decision-making with AI, data, ethics and AI, designing AI, multimedia creation with AI, human-centric learning, and confidence with AI. Each dimension contains four items. In stage 2, we involved 448 students to validate the scale using confirmatory factor analysis and model comparisons. The analyses showed that the scale is consistent across male and female students. The SAICS scale comprises 32 items and addresses eight dimensions of AI competency. Researchers can use the framework and SAICS to design their interventions and correlational research associated with student AI competency. Teachers can use them to develop learning outcomes for AI-based learning activities, and policymakers can use them to establish national AI standards.
This research aims to investigate the impact of three different training methods (digital game, drill, and traditional education) on the motivation of the students to teach earthquake preparedness and earthquake prevention knowledge to primary school students. The explanatory design from the mixed-methods research was used in the study. The sample of the study consists of 294 students at the fourth-grade level in three different elementary schools in one of Turkey’s easternmost provinces. At the end of different educational methods, the motivation scale about the course was used to determine the motivations of the students. Focus group interviews were conducted with students randomly selected from each study group to examine in depth the reasons for the differentiation of motivation levels of the students. The findings showed that students who participated in the traditional education method were more motivated than the other methods of teaching. Besides, students who study with the digital game were found to be less motivated. In this study, the limitations and advantages of educational methods in terms of motivation were examined in-depth, and the reasons affecting motivation were discussed. The results can provide important insights to educators, educational game designers, and educational politicians.