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  1. Not AvailableExtended Reality (XR) learning environments generate rich behavioral data through embodied interaction—head movements, gaze patterns, and spatial navigation—that could enable passive assessment without interrupting the learning experience. We investigate spatial exploration behavior in ACHIEVE, an XR environment for neural network visualization learning. In a between-subjects study (N = 56), XR participants exhibited significantly different spatial behavior than desktop users: over 14 times greater pointer movement (M = 132.5 m vs. M = 9.5 m), extensive head rotation (M = 9,818◦ ), and M = 22.5 m of head translation during the learning session. We visualize individual exploration patterns through head and pointer trajectory traces, revealing substantial variation in how learners navigate the 3D content. These spatial metrics, automatically captured during learning, represent a promising avenue for passive assessment of embodied engagement—enabling educators to identify struggling learners, provide personalized feedback, and adapt content delivery without intrusive testing. Full learning outcomes and user experience metrics are reported in companion publications; here we focus on spatial behavior as a novel contribution toward spatialized learning analytics in education 
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  2. This study explores factors promoting and inhibiting advanced technology adoption in small- and medium-sized manufacturing firms (SMEs). With AI’s rapid advancement impacting productivity and efficiency across industries, understanding the challenges that SMEs face to remain competitive is crucial. Utilizing the Unified Theory of Acceptance and Use of Technology (UTAUT) model as a theoretical framework, we analyzed managers, engineers, and line workers’ observations on workforce challenges, training needs, and opportunities faced by SMEs to provide insights into their smart manufacturing deployment experiences. Our findings highlight social influence’s role in promoting technology adoption, emphasizing community, shared experiences, and collaborative networks. Conversely, effort expectancy emerged as the largest inhibitor, with concerns about the complexity, time, and resources required for implementation. Individuals were also influenced by factors of facilitating conditions (organizational buy-in, infrastructure, etc.) and performance expectancy on their propensity to adopt advanced technology. By fostering positive organizational environments and communities that share success stories and challenges, we suggest this can mitigate the perceived effort expected to implement new technology. In turn, SMEs can better leverage AI and other advanced technologies to maintain global competitiveness. The research contributes to understanding technology adoption dynamics in manufacturing, providing a foundation for future workforce development and policy initiatives. 
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  3. Transferring programming skills learned in the classroom to diverse real-world scenarios is both essential and challenging in computing education. This experience report describes an approach to facilitate learning transfer by fostering adaptive expertise. Students were engaged in co-creating contextualized worked-out examples, including step-by-step solutions. Through three homework assignments in a Spring 2023 database programming course, we observed substantial improvements, where students generated detailed and accurate solutions and enriched their problem-solving contexts from simple phrases to detailed stories, drawn from 17 real-life scenarios. Our results also suggest that the peer assessment process cultivated a supportive learning environment and fostered adaptive expertise. We discuss the lessons learned and draw pedagogical implications for integrating student-generated contextualized materials in other programming courses. 
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  4. Abstract BackgroundThis study posits that scaffolded team-based computational modeling and simulation projects can support model-based learning that can result in evidence of representational competence and regulatory skills. The study involved 116 students from a second-year thermodynamics undergraduate course organized into 24 teams, who worked on three two-week-long team-based computational modeling and simulation projects and reflected upon their experience. ResultsResults characterized different levels of engagement with computational model-based learning in the form of problem formulation and model planning, implementation and use of the computational model, evaluation, and interpretation of the outputs of the model, as well as reflection on the process. Results report on students’ levels of representational competence as related to the computational model, meaning-making of the underlying code of the computational model, graphical representations generated by the model, and explanations and interpretations of the output representations. Results also described regulatory skills as challenges and strategies related to programming skills, challenges and strategies related to meaning-making skills for understanding and connecting the science to the code and the results, and challenges and strategies related to process management mainly focused on project management skills. ConclusionCharacterizing dimensions of computational model-based reasoning provides insights that showcase students’ learning, benefits, and challenges when engaging in team-based computational modeling and simulation projects. This study also contributes to evidence-based scaffolding strategies that can support undergraduate students' engagement in the context of computational modeling and simulation. 
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  5. Primary barriers to the adoption of team-based learning in higher education pertain to classroom management difficulties regarding the large class size, no access to physical infrastructure, and the lack of implementation of student-centered pedagogical approaches. To overcome these challenges, this study proposes the use of collaborative technological environments in conjunction with teamwork pedagogy. The study investigates this approach by comparing two implementations of a large-size undergraduate course: (a) thein-personmode when an active learning classroom was assigned to the course, and (b) theblendedmode when a portion of traditional face-to-face instruction was replaced with web-based online learning to facilitate teamwork interactions. The study used the Team Learning Model to characterize students’ beliefs about their collaborative and social processes as they worked in teams as part of a semester-long project. The results indicated that students exhibited positive attitudes toward teamwork regardless of the delivery mode, with only affective connectedness showing significant differences between the two semesters for the initial survey rounds. However, this difference was no longer present in the later survey rounds, suggesting that the blended learning environment was successful in addressing social interaction and had a similar effect on students’ team-based learning when teaching in-person. Implications relate to the demonstration of the design of a collaborative technological learning environment and the integration of team-based pedagogies to facilitate socialization processes in large class size settings. 
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  6. This study implements a conflict management training approach guided by principles of transformative learning and conflict management practice simulated via an LLM. Transformative learning is more effective when learners are engaged mentally and behaviorally in learning experiences. Correspondingly, the conflict management training approach involved a three-step procedure consisting of a learning phase, a practice phase enabled by an LLM, and a reflection phase. Fifty-six students enrolled in a systems development course were exposed to the transformative learning approach to conflict management so they would be better prepared to address any potential conflicts within their teams as they approached a semester-long software development project. The study investigated the following: (1) How did the training and practice affect students’ level of confidence in addressing conflict? (2) Which conflict management styles did students use in the simulated practice? (3) Which strategies did students employ when engaging with the simulated conflict? The findings indicate that: (1) 65% of the students significantly increased in confidence in managing conflict by demonstrating collaborative, compromising, and accommodative approaches; (2) 26% of the students slightly increased in confidence by implementing collaborative and accommodative approaches; and (3) 9% of the students did not increase in confidence, as they were already confident in applying collaborative approaches. The three most frequently used strategies for managing conflict were identifying the root cause of the problem, actively listening, and being specific and objective in explaining their concerns. 
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  7. Leung, Carson (Ed.)
    Examining the effectiveness of machine learning techniques in analyzing engineering students’ decision-making processes through topic modeling during simulation-based design tasks is crucial for advancing educational methods and tools. Thus, this study presents a comparative analysis of different supervised and unsupervised machine learning techniques for topic modeling, along with human validation. Hence, this manuscript contributes by evaluating the effectiveness of these techniques in identifying nuanced topics within the argumentation framework and improving computational methods for assessing students’ abilities and performance levels based on their informed decisions. This study examined the decision-making processes of engineering students as they participated in a simulation-based design challenge. During this task, students were prompted to use an argumentation framework to articulate their claims, evidence, and reasoning, by recording their informed design decisions in a design journal. This study combined qualitative and computational methods to analyze the students’ design journals and ensured the accuracy of the findings through the researchers’ review and interpretations of the results. Different machine learning models, including random forest, SVM, and K-nearest neighbors (KNNs), were tested for multilabel regression, using preprocessing techniques such as TF-IDF, GloVe, and BERT embeddings. Additionally, hyperparameter optimization and model interpretability were explored, along with models like RNNs with LSTM, XGBoost, and LightGBM. The results demonstrate that both supervised and unsupervised machine learning models effectively identified nuanced topics within the argumentation framework used during the design challenge of designing a zero-energy home for a Midwestern city using a CAD/CAE simulation platform. Notably, XGBoost exhibited superior predictive accuracy in estimating topic proportions, highlighting its potential for broader application in engineering education. 
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  8. The application of extended reality (XR) technology in education has been growing for the last two decades. XR offers immersive and interactive visualization experiences that can enhance learning by making it engaging. Recent technological advances have led to the availability of high-quality and affordable XR headsets. These advancements have spurred a wave of research focused on designing, implementing, and validating XR educational interventions. Limited literature focuses on the recent trends of XR within science, technology, engineering, and mathematics (STEM) education. Thus, this paper presents an umbrella review that explores the exploding field of XR and its transformative potential in STEM education. Using six online databases, the review zoomed in on 17 out of 1972 papers on XR for STEM education, published between 2020 and 2023, following the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines. The results highlighted the types of XR technology applied (i.e., virtual reality and augmented reality), the specific STEM disciplines involved, the focus of each study reviewed, and the major findings from recent reviews. Overall, the educational benefits of using XR technology in STEM education are apparent: XR boosts student motivation, facilitates learning engagement, and improves skills, for example. However, using XR in education still has challenges that must be addressed, such as the physical discomfort of the learner wearing the XR headset and technical glitches. Besides revealing trends of using XR in STEM education, this umbrella review encourages reflection on current practices and suggests ways to apply XR to STEM education effectively. 
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