Note: When clicking on a Digital Object Identifier (DOI) number, you will be taken to an external site maintained by the publisher.
                                            Some full text articles may not yet be available without a charge during the embargo (administrative interval).
                                        
                                        
                                        
                                            
                                                
                                             What is a DOI Number?
                                        
                                    
                                
Some links on this page may take you to non-federal websites. Their policies may differ from this site.
- 
            In an age where artificial intelligence (AI) plays an increasingly pivotal role in daily life, it is essential to equip our youngest learners with foundational knowledge of AI. The AI by 8 project aims to empower kindergarten through second grade teachers in rural North Carolina by introducing AI concepts through engaging, unplugged activities integrated into English Language Arts (ELA) instruction. This initiative seeks to address the gap in AI education expertise among early childhood educators and seeks to foster a generation of students who are well-prepared to navigate a technology-driven future. We present in this poster the guiding theoretical framework for our work, outlining the objectives of the research-practice partnership, and our initial efforts at recruiting rural K-2 teachers.more » « lessFree, publicly-accessible full text available February 18, 2026
- 
            Free, publicly-accessible full text available February 18, 2026
- 
            Free, publicly-accessible full text available February 18, 2026
- 
            Free, publicly-accessible full text available March 3, 2026
- 
            Free, publicly-accessible full text available February 18, 2026
- 
            Mills, Caitlin; Alexandron, Giora; Taibi, Davide; Lo_Bosco, Giosuè; Paquette, Luc (Ed.)Research on epistemic emotions has often focused on how students transition between affective states (e.g., affect dynamics). More recently, studies have examined the properties of cases where a student remains in the same affective state over time, finding that the duration of a student's affective state is important for multiple learning outcomes. However, the likelihood of remaining in a given affective state has not been widely studied across different methods or systems. Additionally, the role of motivational factors in the persistence or decay of affective states remains underexplored. This study builds on two prior investigations into the exponential decay of epistemic emotions, expanding the analysis of affective chronometry by incorporating two detection methods based on student self-reports and trained observer labels in a game-based learning environment. We also examine the relationship between motivational measures and affective decay. Our findings indicate that boredom exhibits the slowest decay across both detection methods, while confusion is the least persistent. Furthermore, we found that higher situational interest and self-efficacy are associated with greater persistence in engaged concentration, as identified by both detection methods. This work provides novel insights into how motivational factors shape affective chronometry, contributing to a deeper understanding of the temporal dynamics of epistemic emotions.more » « lessFree, publicly-accessible full text available January 1, 2026
- 
            Free, publicly-accessible full text available December 5, 2025
- 
            Free, publicly-accessible full text available December 5, 2025
- 
            Abstract This study investigates student learning and interest within the context of a single-player, open-world game designed for microbiology inquiry. The game immerses players in the role of investigative scientists tasked with diagnosing a mysterious illness on a remote island. Ordered Network Analysis (ONA) was combined with clustering techniques to analyze in-game actions (i.e., interactions with non-playable characters, exploration, and utilization of in-game educational tools) allowing us to construct student archetypes based on the behavioral patterns of 122 middle schoolers. The analysis identified four distinct clusters of students with varying engagement patterns—two showing apparent patterns of engagement and two showing apparent patterns of disengagement. The study contributes insights into tailoring educational game designs to address disengaged or ineffective behaviors, enhancing the efficacy of game-based learning experiences.more » « less
- 
            Free, publicly-accessible full text available December 5, 2025
 An official website of the United States government
An official website of the United States government 
				
			 
					 
					
