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Education Sciences

Education Sciences is an international, peer-reviewed, open access journal on education, published monthly online by MDPI.
The European Network of Sport Education (ENSE) is affiliated with Education Sciences and its members receive discounts on the article processing charges.
Quartile Ranking JCR - Q1 (Education and Educational Research)

All Articles (7,287)

How to Engage Active Pedagogy with Physics Faculty: Watch Out for Powerlessness

  • Andria C. Schwortz,
  • Michael Frey and
  • Andrea C. Burrows Borowczak

Despite the large body of research showing that students in STEM classes at all levels learn better via active learning than they do via lecture, post-secondary physics and astronomy (P&A) faculty members continue to primarily use teacher-focused, lecture pedagogy in their classes. Methods include answers from eight faculty members, and interviews with five faculty members who self-identified as primarily using lecture were conducted to determine their perceptions of why they use lecture. During analysis coding, results show that an unanticipated theme not sufficiently represented in the pre-existing literature rose to the forefront: that many of these faculty members feel the decision of pedagogy is out of their control. In conclusion, a grounded theory was developed and is proposed herein that these faculty feel a sense of powerlessness. Reasons offered include administrators often make decisions based on the financial needs of the school, which then force the faculty into using lecture as their primary pedagogy. Implications include that providing professional development in active pedagogies may not be sufficient to help faculty members change pedagogy, as they may need to be convinced that they have the power to make change and use student-centered, active learning pedagogies within their own individual constraints and settings. Understanding that some instructors may feel powerless in choosing how to teach is an important step for professional development providers toward ensuring that faculty have a voice and can choose the best teaching methods for their classrooms.

20 December 2025

The proposed theory of why faculty feel they are forced to use lecture as their pedagogy: the need for money drives administrators to assign large classes, and lecture is the only option; therefore, faculty members use lecture. Purple rounded rectangles indicate where people are able to make choices in this process (administrators and students); blue rectangles indicate where external forces or consequences without direct human involvement; green oval indicates where people deal with the consequences of others’ decisions.

From Diagnostics to Implementation: Lectobot for Personalized Reading Comprehension Support in University Students

  • L. G. López-Rodríguez,
  • L. C. Ríos-Rodríguez and
  • Jorge De la Torre
  • + 3 authors

Artificial Intelligence in Education is expanding rapidly, yet the adaptation of chatbots to specific reading-comprehension levels remains underexplored. This mixed-methods study presents Lectobot, a conversational agent designed to provide personalized scaffolding across three levels of reading comprehension (literal, inferential, and critical). First, we conducted a diagnostic assessment with first-year undergraduates (N = 58) using validated instruments: COMPLECsec (reading comprehension), EMA (Academic Motivation Scale), and MARSI (Metacognitive Strategies). Non-parametric analyses (Kolmogorov–Smirnov; Mann–Whitney U with Benjamini–Hochberg adjustment) indicated wide heterogeneity in comprehension (median global accuracy ≈ 55%) and a predominance of extrinsic motivation, with selective use of problem-solving strategies. These findings informed design rules for Lectobot (text selection, adaptive task difficulty, and strategy prompts). In a five-week implementation with a focus group (n = 8), semi-structured interviews were transcribed and coded in MAXQDA, guided by the Technology Acceptance Model (perceived usefulness and ease of use). Students perceived Lectobot as useful for text understanding and synthesis and moderately easy to use; reported difficulties were mainly technical (access and session continuity), leading to actionable design improvements. We discuss ethical and practical implications for personalized scaffolding in higher education and outline avenues for larger-scale evaluations and broader grade levels.

21 December 2025

Game-Based Learning Enhances Engagement and Comprehension in Undergraduate Architecture and Biology Education

  • Somaye Seddighi-Khavidak,
  • Barbara N. Sanchez and
  • Sunny S. K. Chan
  • + 1 author

Background: Game-based learning (GBL) grounded in constructivist and experiential learning theories has emerged as a promising strategy to improve engagement, motivation, and knowledge retention in higher education, particularly within STEM disciplines. Methods: This mixed-methods study evaluated the impact of GBL on student engagement, self-efficacy, and knowledge retention in undergraduate biology and architecture courses—two fields where GBL remains underexplored. Results: Thirty-three students (age 19.6 ± 1.6 years) participated, with near-equal representation from biology (51.4%) and architecture (48.6%) majors. Following GBL implementation, students reported significantly higher levels of engagement, participation, and perceived retention (p < 0.0001; effect size V ≥ 0.43). Biology students demonstrated greater gains in engagement and retention, while architecture students showed stronger improvements in participation and self-confidence. Qualitative feedback highlighted GBL’s interactivity and enjoyability, though some students noted distractions and accountability as challenges. Conclusions: Despite limitations such as small sample size and reliance on self-reported outcomes, the findings suggest that GBL is an effective, student-centered instructional tool with distinct benefits across disciplines. Broader, longitudinal studies using objective assessments are recommended to further validate its impact and inform scalable applications in STEM education.

21 December 2025

This study aimed to explore the interplay of technological pedagogical content knowledge of games (TPACK-G) and digital game acceptance among pre-service teachers. The relationships between the components of technological pedagogical content knowledge of games and game acceptance factors were explored. The effect of game acceptance levels on technological pedagogical content knowledge of games was also examined. The sample of this study was pre-service teachers enrolled in undergraduate courses from a university in the northeast United States. The data were collected using an online survey. Quantitative methods were used to analyze the data. Results indicated that there were significant positive correlations between TPACK-G and game acceptance components. Pre-service teachers’ TPACK-G, including game knowledge (GK), game content knowledge (GCK), game pedagogical knowledge (GPK), and game pedagogical content knowledge (GPCK), significantly differed in terms of game acceptance levels. The results contribute to the literature of game-based learning. Discussions and suggestions are provided following major findings.

20 December 2025

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Educ. Sci. - ISSN 2227-7102