Mapping Blended Learning Activities to Students’ Digital Competence in VET
Abstract
1. Introduction
1.1. Key Digital Competences Enhanced by Blended Learning
1.2. Prior Blended Learning Experience and Digital Competence Development
1.3. Linking Intrinsic Motivation to Digital Competence Growth
1.4. Research Focus and Objectives
- (1)
- How do specific blended learning activities correlate with the development of specific digital competences?
- (2)
- To what extent does self-reported digital competence development differ between students with and without prior blended learning experience?
- (3)
- Is there a positive association between students’ intrinsic motivation and their perceived development of digital competencies?
- (4)
- Can distinct student digital competence clusters be identified, and how do they associate with demographics and teaching approaches?
2. Materials and Methods
2.1. Participants
2.2. Measures
2.2.1. Teaching Approaches
2.2.2. Digital Competence Areas
2.2.3. Prior Blended-Learning Experience
2.2.4. Student Motivation
2.2.5. Instrument Validation
2.3. Data Analysis
3. Results
3.1. Correlations Between Blended Learning Activities and Digital Competence Development (RQ1)
3.2. Differences in Competence Development by Prior Blended Learning Experience (RQ2)
3.3. Relationship Between Intrinsic Motivation and Perceived Digital Competence Growth (RQ3)
3.4. Student Clusters Based on Digital Competence Profiles and Related Course Factors (RQ4)
4. Discussion
4.1. Participatory Activities and Competence Development
4.2. Associations Between Immersive Technology Use and Digital Competence
4.3. Effect of Prior Blended Learning Experience
4.4. Interdependence of Motivation and Competence
4.5. Competence Clusters and Interactive Teaching Approaches
5. Limitations
6. Future Research Perspectives
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Garrison, D.R.; Kanuka, H. Blended Learning: Uncovering Its Transformative Potential in Higher Education. Internet High. Educ. 2004, 7, 95–105. [Google Scholar] [CrossRef]
- Graham, C.R. Blended learning systems: Definition, current trends and future directions. In The Handbook of Blended Learning: Global Perspectives, Local Designs; Bonk, C.J., Graham, C.R., Eds.; Pfeiffer Publishing: San Francisco, CA, USA, 2006; pp. 3–21. [Google Scholar]
- Song, S.; Lai, Y.C. Blended learning in vocational education: Benefits, challenges, and student engagement. Cogent Educ. 2025, 12, 2548348. [Google Scholar] [CrossRef]
- Consoli, T.; Schmitz, M.-L.; Antonietti, C.; Gonon, P.; Cattaneo, A.; Petko, D. Quality of technology integration matters: Positive associations with students’ behavioral engagement and digital competencies for learning. Educ. Inf. Technol. 2025, 30, 7719–7752. [Google Scholar] [CrossRef]
- Szopiński, T. E-learning Acceptance Model in the Post-Pandemic World. J. Perspect. Econ. Polit. Soc. Integr. 2025, 30, 109–133. [Google Scholar] [CrossRef]
- Chaw, L.Y.; Tang, C.M. Exploring the relationship between digital competence proficiency and student learning performance. Eur. J. Educ. 2024, 59, e12593. [Google Scholar] [CrossRef]
- Vidal, I.M.G.; López, B.C.; Otero, L.C. Nuevas competencias digitales en estudiantes potenciadas con el uso de Realidad Aumentada. Estudio piloto. RIED-Rev. Iberoam. Educ. Distancia 2021, 24, 137–157. [Google Scholar] [CrossRef]
- Ng, D.T.K.; Leung, J.K.L.; Su, J.; Ng, R.C.W.; Chu, S.K.W. Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world. Educ. Technol. Res. Dev. 2023, 71, 137–161. [Google Scholar] [CrossRef]
- Cui, Y.; Li, M.; Luo, Y. Strategies for Conducting Blended Learning in VET: A Comparison of Award-Winning Courses and Daily Courses. Behav. Sci. 2025, 15, 787. [Google Scholar] [CrossRef]
- Hervás-Torres, M.; Bellido-González, M.; Soto-Solier, P.M. Digital competences of university students after face-to-face and remote teaching: Video-animations digital create content. Heliyon 2024, 10, e32589. [Google Scholar] [CrossRef]
- Myyry, L.; Kallunki, V.; Katajavuori, N.; Repo, S.; Tuononen, T.; Anttila, H.; Kinnunen, P.; Haarala-Muhonen, A.; Pyörälä, E. COVID-19 Accelerating Academic Teachers’ Digital Competence in Distance Teaching. Front. Educ. 2022, 7, 770094. [Google Scholar] [CrossRef]
- Gaddis, M.L. Faculty and Student Technology Use to Enhance Student Learning. Int. Rev. Res. Open Distrib. Learn. 2020, 21, 39–60. [Google Scholar] [CrossRef]
- Tzafilkou, K.; Perifanou, M.; Economides, A.A. Development and validation of students’ digital competence scale (SDiCoS). Int. J. Educ. Technol. High. Educ. 2022, 19, 30. [Google Scholar] [CrossRef] [PubMed]
- Simonova, I.; Faltynkova, L.; Kostolanyova, K. New Blended Learning Enriched after the COVID-19 Experience? Students’ Opinions. Sustainability 2023, 15, 5093. [Google Scholar] [CrossRef]
- Boie, M.A.K.; Dalsgaard, C.; Caviglia, F. Digital instinct—A keyword for making sense of students’ digital practice and digital literacy. Br. J. Educ. Technol. 2024, 55, 668–686. [Google Scholar] [CrossRef]
- Li, W.; Xue, Z.; Li, J.; Wang, H. The interior environment design for entrepreneurship education under the virtual reality and artificial intelligence-based learning environment. Front. Psychol. 2022, 13, 944060. [Google Scholar] [CrossRef] [PubMed]
- Tan, X.; Lin, X.; Zhuang, R. Development and validation of a secondary vocational school students’ digital learning competence scale. Smart Learn. Environ. 2024, 11, 37. [Google Scholar] [CrossRef]
- Li, J.; Zhang, J.; Chai, C.S.; Lee, V.W.; Zhai, X.; Wang, X.; King, R.B. Analyzing the network structure of students’ motivation to learn AI: A self-determination theory perspective. Npj Sci. Learn. 2025, 10, 48. [Google Scholar] [CrossRef] [PubMed]
- Cotter, L.M.; Shah, D.; Brown, K.; Mares, M.-L.; Landucci, G.; Saunders, S.; Johnston, D.C.; Pe-Romashko, K.; Gustafson, D.; Maus, A.; et al. Decoding the Influence of eHealth on Autonomy, Competence, and Relatedness in Older Adults: Qualitative Analysis of Self-Determination Through the Motivational Technology Model. JMIR Aging 2024, 7, e56923. [Google Scholar] [CrossRef]
- An, F.; Xi, L.; Yu, J. The relationship between technology acceptance and self-regulated learning: The mediation roles of intrinsic motivation and learning engagement. Educ. Inf. Technol. 2024, 29, 2605–2623. [Google Scholar] [CrossRef] [PubMed]
- Schmidt-Hertha, B.; Bernhardt, M. Pedagogical Relationships in Digitised Adult Education. Stud. Adult Educ. Learn. 2022, 28, 11–24. [Google Scholar] [CrossRef]
- Goropečnik, L.; Kropivšek, J.; Kristl, N.; Radovan, D.M. The effect of students’ academic motivation on their self-perceived digital and sustainability competencies in wood science and technology education. BioResources 2025, 21, 267–287. [Google Scholar] [CrossRef]
- Zhang, L.; Han, Y.; Zhou, J.-L.; Liu, Y.-S.; Wu, Y. Influence of intrinsic motivations on the continuity of scientific knowledge contribution to online knowledge-sharing platforms. Public Underst. Sci. 2021, 30, 369–383. [Google Scholar] [CrossRef]
- Huang, J.; Zhou, L. Gamification, intrinsic motivation and work engagement in app-work: Moderating effects of algorithmic control. Internet Res. 2025. [Google Scholar] [CrossRef]
- Swiatczak, M.D. Towards a neo-configurational theory of intrinsic motivation. Motiv. Emot. 2021, 45, 769–789. [Google Scholar] [CrossRef]
- Alonso, R.K.; Vélez, A.; Martínez-Monteagudo, M.C. Interventions for the Development of Intrinsic Motivation in University Online Education: Systematic Review—Enhancing the 4th Sustainable Development Goal. Sustainability 2023, 15, 9862. [Google Scholar] [CrossRef]
- Vuorikari, R.; Kluzer, S.; Punie, Y. DigComp, The Digital Competence Framework for Citizens: With New Examples of Knowledge, Skills and Attitudes; Publications Office of the European Union: Luxembourg, 2022; Available online: https://data.europa.eu/doi/10.2760/115376 (accessed on 7 December 2025).
- Ryan, R.M.; Deci, E.L. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 2000, 55, 68–78. [Google Scholar] [CrossRef] [PubMed]
- Enders, C.K. Applied Missing Data Analysis, 2nd ed.; in Methodology in the social sciences; The Guilford Press: New York, NY, USA; London, UK, 2022. [Google Scholar]
- Norman, G. Likert scales, levels of measurement and the ‘laws’ of statistics. Adv. Health Sci. Educ. 2010, 15, 625–632. [Google Scholar] [CrossRef]
- Freeman, S.; Eddy, S.L.; McDonough, M.; Smith, M.K.; Okoroafor, N.; Jordt, H.; Wenderoth, M.P. Active learning increases student performance in science, engineering, and mathematics. Proc. Natl. Acad. Sci. USA 2014, 111, 8410–8415. [Google Scholar] [CrossRef] [PubMed]
- Springer, L.; Stanne, M.E.; Donovan, S.S. Effects of small-group learning on undergraduates in science, mathematics, engineering, and technology: A meta-analysis. Rev. Educ. Res. 1999, 69, 21–51. [Google Scholar] [CrossRef]
- Roediger, H.L.; Karpicke, J.D. Test-Enhanced Learning: Taking Memory Tests Improves Long-Term Retention. Psychol. Sci. 2006, 17, 249–255. [Google Scholar] [CrossRef]
- Makransky, G.; Lilleholt, L. A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Educ. Technol. Res. Dev. 2018, 66, 1141–1164. [Google Scholar] [CrossRef]
- Radianti, J.; Majchrzak, T.A.; Fromm, J.; Wohlgenannt, I. A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Comput. Educ. 2020, 147, 103778. [Google Scholar] [CrossRef]
- Iqbal, M.Z.; Mangina, E.; Campbell, A.G. Current Challenges and Future Research Directions in Augmented Reality for Education. Multimodal Technol. Interact. 2022, 6, 75. [Google Scholar] [CrossRef]
- Mahmood, K. Do People Overestimate Their Information Literacy Skills? A Systematic Review of Empirical Evidence on the Dunning-Kruger Effect. Commun. Inf. Lit. 2016, 10, 3. [Google Scholar] [CrossRef]
- Jonassen, D.H. Computers as Mindtools for Schools: Engaging Critical Thinking; Prentice Hall: Upper Saddle River, NJ, USA, 2000. [Google Scholar]
- Zheng, B.; Warschauer, M.; Lin, C.-H.; Chang, C. Learning in One-to-One Laptop Environments. A Meta-Analysis and Research Synthesis. Rev. Educ. Res. 2016, 86, 1052–1084. [Google Scholar] [CrossRef]
- UNESCO. UNESCO ICT Competency Framework for Teachers: Version 3; UNESCO: Paris, France, 2018; Available online: https://unesdoc.unesco.org/ark:/48223/pf0000265721 (accessed on 15 October 2025).
- Martin, A.; Grudziecki, J. DigEuLit: Concepts and Tools for Digital Literacy Development. Innov. Teach. Learn. Inf. Comput. Sci. 2006, 5, 249–267. [Google Scholar] [CrossRef]
- Cerasoli, C.P.; Nicklin, J.M.; Ford, M.T. Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis. Psychol. Bull. 2014, 140, 980–1008. [Google Scholar] [CrossRef] [PubMed]
- Broadbent, J.; Poon, W.L. Self-regulated learning strategies & academic achievement in online higher education learning environments: A systematic review. Internet High. Educ. 2015, 27, 1–13. [Google Scholar] [CrossRef]
- Podsakoff, P.M.; MacKenzie, S.B.; Lee, J.-Y.; Podsakoff, N.P. Common method biases in behavioral research: A critical review of the literature and recommended remedies. J. Appl. Psychol. 2003, 88, 879–903. [Google Scholar] [CrossRef] [PubMed]
- Kruger, J.; Dunning, D. Unskilled and unaware of it: How difficulties in recognizing one’s own incompetence lead to inflated self-assessments. J. Pers. Soc. Psychol. 1999, 77, 1121–1134. [Google Scholar] [CrossRef]
- van Deursen, A.J.; van Dijk, J.A. The first-level digital divide shifts from inequalities in physical access to inequalities in material access. New Media Soc. 2019, 21, 354–375. [Google Scholar] [CrossRef] [PubMed]
| Teaching Approaches | N | M | SD |
|---|---|---|---|
| Live online sessions (e.g., Zoom, Teams) | 101 | 2.50 | 1.18 |
| Pre-recorded teacher presentations or videos | 100 | 2.17 | 1.21 |
| Expert presentations (live or recorded) | 102 | 2.08 | 1.21 |
| Online group projects or presentations | 101 | 2.05 | 1.13 |
| Small group interactions or breakout rooms | 100 | 2.03 | 1.23 |
| Frequent quizzes or short assignments | 100 | 1.98 | 1.23 |
| VR or AR technology activities | 100 | 1.83 | 1.22 |
| Interactive video activities | 102 | 1.62 | 1.24 |
| Online vocational skill-building coursework | 100 | 1.44 | 1.25 |
| Online instructor feedback and guidance | 100 | 1.21 | 1.31 |
| Digital Competence Area | Yes | No | N |
|---|---|---|---|
| Using digital tools and software (e.g., Google Docs) | 62 (71.3%) | 25 (28.7%) | 87 |
| Understanding online safety and privacy | 39 (44.8%) | 48 (55.2%) | 87 |
| Managing digital files and folders | 55 (63.2%) | 32(30.2%) | 87 |
| Using online collaboration tools (e.g., Google Drive) | 57 (65.5%) | 30 (34.5%) | 87 |
| Communicating effectively online (e.g., email, chat) | 59 (67.8%) | 28 (32.2%) | 87 |
| Creating and publishing digital content (e.g., blogging) | 36 (41.4%) | 51 (58.6%9 | 87 |
| Using technology for learning and research | 50 (55.6%) | 40 (44.4%) | 87 |
| Understanding digital citizenship and ethics | 35 (40.2%) | 52 (59.8%) | 90 |
| Troubleshooting common computer problems | 51 (58.6%) | 36 (41.4%) | 87 |
| Prior Experience with Blended Learning | % | N |
|---|---|---|
| Yes | 45.3 | 48 |
| No | 54.7 | 58 |
| Total | 100.0 | 106 |
| Perceived Motivation (Scales) | Nitems | M | SD | α |
|---|---|---|---|---|
| Interest/Enjoyment | 4 | 3.66 | 0.85 | 0.87 |
| Effort/Importance | 4 | 3.44 | 0.81 | 0.80 |
| Perceived Competence | 4 | 3.66 | 0.82 | 0.81 |
| Value/Usefulness | 4 | 3.59 | 0.88 | 0.88 |
| Online Learning Activity | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| Live sessions | 0.14 | 0.00 | 0.11 | 0.18 * | 0.02 | 0.02 | −0.04 | 0.15 | 0.00 |
| Pre-recorded videos | 0.00 | 0.01 | 0.01 | −0.07 | −0.05 | 0.06 | −0.08 | −0.04 | −0.12 |
| Expert talks | 0.02 | 0.15 | −0.07 | 0.00 | −0.12 | 0.09 | −0.01 | 0.16 | 0.12 |
| Group projects | 0.31 *** | 0.15 | 0.02 | 0.59 *** | 0.61 *** | 0.08 | 0.09 | 0.20 * | 0.06 |
| Small-group interaction | 0.06 | −0.16 | −0.03 | 0.11 | −0.08 | −0.16 | 0.03 | 0.00 | 0.00 |
| Frequent quizzes | 0.36 *** | −0.05 | 0.20 * | 0.28 ** | 0.10 | 0.12 | 0.25 ** | 0.18 | 0.02 |
| VR/AR activities | 0.31 *** | −0.18 * | −0.08 | 0.10 | −0.04 | −0.07 | −0.20 * | 0.17 | 0.02 |
| Interactive video | 0.28 ** | −0.12 | −0.10 | 0.02 | 0.01 | −0.21 ** | −0.20 * | 0.15 | 0.11 |
| Challenging coursework | −0.10 | −0.02 | 0.08 | −0.10 | −0.05 | 0.30 ** | 0.13 | 0.12 | −0.08 |
| Instructor feedback | −0.02 | −0.23 ** | 0.07 | −0.05 | 0.01 | 0.05 | 0.06 | −0.04 | −0.12 |
| Digital Competence Indicator | Yes (n = 35) | No (n = 52) | χ2 |
|---|---|---|---|
| Using digital tools and software | 54.3% | 82.7% | 6.91 ** |
| Understanding online safety and privacy | 31.4% | 53.8% | 3.39 * |
| Managing digital files and folders | 54.3% | 69.2% | 1.42 |
| Using online collaboration tools | 51.4% | 75.0% | 4.15 * |
| Communicating effectively online | 77.1% | 61.5% | 1.67 |
| Creating and publishing digital content | 57.1% | 30.8% | 4.96 * |
| Using technology for learning and research | 70.3% | 45.3% | 4.54 * |
| Understanding digital citizenship and ethics | 22.9% | 51.9% | 6.19 ** |
| Troubleshooting common computer problems | 40.0% | 71.2% | 7.14 ** |
| Variables | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| 1. Index of Competences | 1 | |||
| 2. Interest/Enjoyment | 0.30 *** | 1 | ||
| 3. Effort/Importance | 0.44 *** | 0.53 *** | 1 | |
| 4. Perceived Competence | 0.27 ** | 0.70 *** | 0.59 *** | 1 |
| 5. Value/Usefulness | 0.23 ** | 0.78 *** | 0.47 *** | 0.76 *** |
| Student Characteristics | Cluster 1: Advancing Practitioners | Cluster 2: Emerging Practitioners | Cluster 3: Experienced Practitioners |
|---|---|---|---|
| Gender | |||
| Male | 21 (91.3%) | 50 (92.6%) | 9 (90.0%) |
| Female | 2 (8.7%) | 4 (7.4%) | 1 (10.0%) |
| Technical Field | |||
| Mechanical & Mechatronic | 4 (17.4%) | 14 (25.9%) | 9 (90.0%) |
| Electrical & Computing | 17 (73.9%) | 34 (63.0%) | 1 (10.0%) |
| Creative & Communication Tech. | 2 (8.7%) | 6 (11.1%) | 0 (0.0%) |
| Study Year | |||
| 1–2 years | 8 (34.8%) | 24 (44.4%) | 3 (30.0%) |
| 3–4 years | 15 (65.2%) | 30 (55.6%) | 7 (70.0%) |
| Prior Experience | |||
| Yes | 8 (34.8%) | 18 (33.3%) | 9 (90.0%) |
| No | 15 (65.2%) | 36 (66.7%) | 1 (10.0%) |
| Teaching Approach | Cluster 1 Advancing Practitioners M (SD) | Cluster 2 Emerging Practitioners M (SD) | Cluster 3 Experienced Practitioners M (SD) | F(2, 84) |
|---|---|---|---|---|
| Live sessions (Zoom, Teams) | 1.65 (1.23) | 1.81 (1.21) | 1.60 (1.58) | 0.21 |
| Teacher video lectures | 2.22 (1.24) | 2.15 (1.12) | 2.40 (1.27) | 0.20 |
| Expert talks | 1.61 (1.16) | 1.43 (1.20) | 1.40 (1.58) | 0.18 |
| Group or online projects | 2.00 (1.09) | 2.43 (0.94) | 1.80 (0.92) | 2.67 |
| Breakout room interaction | 2.17 (1.19) | 2.13 (1.12) | 1.60 (1.58) | 0.93 |
| Live sessions (Zoom, Teams) | 2.36 (1.29) | 2.98 (0.92) | 3.00 (1.05) | 2.91 * |
| Teacher video lectures | 1.74 (1.42) | 2.04 (1.49) | 1.00 (1.33) | 2.21 |
| Expert talks | 2.43 (1.34) | 2.30 (1.09) | 1.40 (0.84) | 3.15 * |
| Group or online projects | 1.78 (1.31) | 2.19 (1.08) | 3.00 (0.82) | 4.13 ** |
| Breakout room interaction | 2.57 (1.08) | 2.63 (1.03) | 3.00 (1.33) | 0.60 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Radovan, M.; Makovec Radovan, D. Mapping Blended Learning Activities to Students’ Digital Competence in VET. Multimodal Technol. Interact. 2025, 9, 118. https://doi.org/10.3390/mti9120118
Radovan M, Makovec Radovan D. Mapping Blended Learning Activities to Students’ Digital Competence in VET. Multimodal Technologies and Interaction. 2025; 9(12):118. https://doi.org/10.3390/mti9120118
Chicago/Turabian StyleRadovan, Marko, and Danijela Makovec Radovan. 2025. "Mapping Blended Learning Activities to Students’ Digital Competence in VET" Multimodal Technologies and Interaction 9, no. 12: 118. https://doi.org/10.3390/mti9120118
APA StyleRadovan, M., & Makovec Radovan, D. (2025). Mapping Blended Learning Activities to Students’ Digital Competence in VET. Multimodal Technologies and Interaction, 9(12), 118. https://doi.org/10.3390/mti9120118
