Zsolt Lavicza

Zsolt Lavicza
Johannes Kepler University Linz | JKU · Linz School of Education

PhD

About

338
Publications
123,876
Reads
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2,839
Citations
Additional affiliations
July 2017 - present
Johannes Kepler University Linz
Position
  • Professor
June 2016 - June 2016
Beijing Normal University
Position
  • Researcher
Description
  • Teaching Educational Research Methods for Graduate students and Postdocs
September 2014 - present
Johannes Kepler University Linz
Position
  • Scholar
Description
  • Teaching Educational Research methods and lead projects in STEAM education

Publications

Publications (338)
Article
Full-text available
This paper proposes a cross-cultural dynamic lesson plan (DLP) tool that could be adopted by teachers across different cultures to implement STEAM (Science, Technology, Engineering, Arts & Mathematics) education practices. An abundance of well-developed lesson plans is available to teachers on numerous Internet sites, but the cultural diversity of...
Conference Paper
The development of STEAM projects in the context of connections between mathematics and architecture can start from the analysis and modelling of objects. Students can be encouraged to identify objects within the art and architecture of the city or region in which they live, using them as a starting point to explore mathematical concepts with which...
Article
Full-text available
To further enhance the integration of Robotics in Early Childhood Education (RiECE), teacher training emerges as a vital initiative. Nevertheless, the impact of the training programs necessitates comprehensive evaluation. This case study examines a transdisciplinary STEAM teacher training course that was carried out at Tallinn University in Estonia...
Article
Full-text available
ChatGPT is a chatbot with potential educational benefits, particularly in enhancing computational thinking (CT) proficiencies such as programming, debugging, and algorithmic thinking for students. Despite its promise, there is limited research on how ChatGPT can specifically support the integration of CT into mathematics education using tools like...
Preprint
Full-text available
As math teachers, we are deeply concerned about students’ lacking motivation, specially for doing mathematical exercises and being active during lessons, because of the significant positive relationship between motivation and mathematics accomplishment (Lim and Champan, 2015). In addition, traditional assessment methods often lack transparency, lea...
Article
Full-text available
ChatGPT has become a significant topic of interest in the field of education, prompting of the potential applications of such technology. The utilization of ChatGPT may facilitate the fostering of 21st century skills, such as computational thinking (CT) and technology, which could subsequently provide a means of offering students personalized assis...
Preprint
Full-text available
The objective of this research is to demonstrate the effectiveness of a teaching Augmented Reality (AR) application, called GeoTry (Figure 1-2) dedicated to the cataloging and displaying of regular polyhedral in support of university-level education. The Game-Based Learning (GBL) approach applies to this context through a simple scoring and badge s...
Preprint
Full-text available
As math teachers, we are deeply concerned about students’ lacking motivation, specially for doing mathematical exercises and being active during lessons, because of the significant positive relationship between motivation and mathematics accomplishment (Lim and Champan, 2015). In addition, traditional assessment methods often lack transparency, lea...
Conference Paper
Full-text available
This paper outlines some innovative STEAM practices that aim to merge diverse fields of studies, drawing inspiration from the real-world such as architecture and fostering rich connections to cultural and historical contexts. The paper discusses the implementation of these STEAM practices in varied learning environments and using diverse digital an...
Article
Full-text available
This study presents some activities that integrate of computational thinking (CT) into mathematics lessons utilizing GeoGebra to promote constructionist learning. CT activities in Indonesian curriculum are dominated by worked examples with less plugged-mode activities that might hinder students from acquiring CT skills. Therefore, we developed mat...
Conference Paper
Full-text available
Literature and our experience provide evidence for the motivating effect of real-life STEAM projects. This study tries to unveil factors that may explain this effect. This study is based on a case study involving two lower secondary school classes engaged in a house modelling project including the stages: drawing the plans, modelling and 3D printin...
Conference Paper
Full-text available
This study explores the integration of mathematics and visual arts through "function art" within the STEAM education framework. Utilizing GeoGebra software, 335 students from Grades 8 to 12 in the Philippines participated in an online webinar, resulting in the creation of 235 function art pieces. The analysis identified quadratic, linear, and sine/...
Conference Paper
Full-text available
This study is part of a research project aiming to support teacher noticing of students' thinking in the context of slope through the use of silent video tasks (SVTs) in mathematics education. SVTs are short animations that utilise the dynamic nature of mathematics without the use of voice or letters. The focus of this paper is on the design of SVT...
Conference Paper
Full-text available
3D Modelling and Printing (3DMP) presents a novel approach to creating educational materials (Ng, 2017) and integrating them into pre-service mathematics teachers (PMTs) training. However, there is a need for research on how the integration of this technology affects the knowledge of PTMs (Ford & Minshall, 2019). As part of the initial training of...
Conference Paper
Full-text available
According to Wing (2006), computational thinking (CT) is an essential skill that everyone should possess, just like reading, writing, and arithmetic. Additionally, there have been efforts to operationalize CT in order to make it more accessible in the classrooms (Bocconi et al., 2016). Furthermore, Bocconi et al. (2016) found that CT was taught in...
Article
In the 11 th −grade Vietnamese Mathematics Curriculum, students learn about parallel relations between planes in space. This is cognitively challenging for many students. Studies have shown difficulties relating to limited spatial imagination and drawing representations. The teacher’s approach also causes difficulties for some students; for example...
Article
PowerPoint is a learning aid, developed for presentations. PowerPoint has “dynamic” features for creating presentations with dynamic actions. The knowledge of the infinite backward multiplier is difficult to understand. One of the difficulties in understanding this knowledge is infinity, “dynamic”. In this study, we use the dynamic features of Powe...
Article
This study explores the role of comics in constructing socio-scientific literacy among elementary school students. Through content analysis of conversations between teachers and students, we examined the sources of information in comics, including text, images, multimodal interaction and implicit meaning. Our findings revealed that students rely on...
Article
Full-text available
Biologists use mathematical models as part of their research regularly. However, in schools, biology lessons rarely use mathematics, even if using it benefits understanding the biological content. Aiming for this integration, we designed an interdisciplinary educational comic with biological and mathematical content, where the chosen theme from bio...
Article
Full-text available
The purpose of this research was to identify synergies in affective, meta and collaborative STEAM learning, and the level of professional development structure and collaborative support needed for teachers to achieve these. Three project case studies (KIKS, STEAMTEACH and STEAMCONNECT) are examined to do this. In the KIKS (Kids Inspiring Kids in ST...
Article
Full-text available
creativity and problem-solving are 21st-century skills that we need to develop in our students. Research on computational thinking (ct) integration in school subjects and steaM activities has shown a positive effect on students' problem-solving skills and creativity. Our study extends our previous work from the integration of ct in a mathematics le...
Chapter
Telepresence robots (TPRs) have a transformative potential in education, bringing about the fusion of human and non-human elements in education. Three case studies delve into TPR implications. The first retelling examines communication dynamics and gender-based variations. The second focuses on TPRs’ role in hybrid learning during COVID-19, address...
Article
Full-text available
The aim of this study is to explore the application of augmented reality technology in mathematics education. To accomplish this, papers related to Augmented Reality (AR) and mathematics, indexed in the Web of Science, ERIC, and SCOPUS databases from January 2010 to June 2024, were analysed. The review process identified a total of 645 items: 415 f...
Article
Full-text available
Take some secondary school students, leave the classroom, movearound, add challenging tasks, let it ‘cook’, check consistency, andadd hints if needed. Invite guests to taste what you ‘cooked’. Thisrecipe serves two Grade 7 classes, four teachers, and forty-some rela-tives. This study is about a school project engaging students for twomonths in STEA...
Article
Full-text available
Visualization is an important tool for teaching abstract subjects such as mathematics and for processing and expressing thoughts, also in art. Blind individuals cannot obtain information from two-dimensional visualizations, but they can touch structured surfaces with their fingers. To aid visually impaired students in creating and reading tangible,...
Article
Full-text available
Implementing STEAM education in classrooms can be enhanced by incorporating other methods to bring students flexibility during learning, such as the engineering design process (EDP) and hybrid learning. We developed design heuristics to support teachers in enhancing the quality of STEAM lessons, emphasizing EDP within hybrid learning to assist teac...
Conference Paper
Full-text available
This paper explores "function art" as a teaching tool in STEAM education, integrating technology, mathematical function graphs, and artistic expression. Our study seeks to find ?) how function art enhances mathematical understanding, B) the strategies employed by students in creating their artwork, D) suitable assessment methods, and E) the potenti...
Article
In this work, we aim to understand how automatic feedback tasks created in GeoGebra contributed to learning how to tell time on analog clocks. Therefore, several tasks were implemented in a fourth-grade class that already had knowledge of analog clocks and hours. These tasks aimed to revise the topic, supporting students with automatic feedback app...
Presentation
Full-text available
We started from a question about string art asked by a teacher. This yielded work on envelopes of parametric families of plane curves and to a transition from2D to 3D. Finally, with 3D printing, we create a new register of representation for mathematical objects.
Conference Paper
Full-text available
Computational thinking (CT) is a fundamental skill for everyone that is relevant to 21st-century skills. Initiatives have been carried out to enhance CT outside of computer science (CS) courses. In this study, we integrated CT into mathematics lessons utilizing GeoGebra. Our lessons' development was guided by the educational design research approac...
Article
Full-text available
The 6E Learning by Design (LbD) model can enhance student teachers’ development of competence for integrating technologies in the classrooms including Artificial Intelligence (AI). However, teacher educators rarely use the 6E LbD model in supporting and encouraging student teachers to integrate AI applications in their classrooms effectively. To at...
Article
Full-text available
Emerging technologies can potentially transform education through student engagement. The aim of our study is threefold. Firstly, we aspired to examine the validity and reliability of Reeve and Tsengs’ 4-construct (emotional, behavioral, cognitive, and agentic) engagement scale (EBCA scale). Secondly, we aimed to examine whether and to what extent...
Conference Paper
Disponível em: https://hdl.handle.net/10316/115228 . Neste trabalho apresentamos a estratégia utilizada para ultrapassar a dificuldade colocada pelo absentismo (devidamente justificado) dos estudantes numa unidade curricular de didática especifica da Matemática. Em face da dificuldade em monitorar as situações didáticas e adidáticas necessárias ao...
Article
Full-text available
RESUMEN La Primera Conferencia Latinoamericana y Escuela de Verano sobre Investigación en Edu-cación STEAM se llevó a cabo en la Univer-sidad Tecnológica Nacional, Facultad Regional Avellaneda, en Argentina. El evento tuvo como objetivo la investigación en educación STEAM y la creación de una comunidad en torno al tema. Los participantes vivieron l...
Article
Full-text available
One of the essential tasks of teaching STEAM subjects (Science, Technology, Engineering, Arts, Mathematics) is to motivate and engage students. This can be achieved through new interactive, experiential teaching methods, such as game-based learning. Minecraft is a multiplatform video game already popular among students and can be successfully used...
Article
Full-text available
STEAM education has been increasingly adopted by teachers globally in educational settings spanning from elementary school to high school level. However, the challenge is in ensuring that STEAM education adaptation remains relevant to students. In this study, we examined Indonesian teacher experts’ points of view on the pedagogical guidelines for a...
Presentation
Full-text available
Slideshow presentation of the conference paper. Slides published at repository: https://pub.ph-noe.ac.at/id/eprint/24/
Article
Full-text available
The development of learning media research evolves rapidly in design-based research (DBR). However, most of the research in this area concentrated on media implementation and media format. In this paper, we explain one side rarely discussed: the process of designing media pre-implementation. This research uses the designer’s log as core data that n...
Article
Full-text available
Integrating 3D modelling and printing in STEAM education presents opportunities and challenges for teachers, particularly those in some European countries where its adoption in schools still needs to be improved. This article presents findings from a cross-cultural examination of 3D modelling and printing in STEAM education, showing results from te...
Conference Paper
Genius Square is a strategy game, composed of a board in the shape of a square, 9 pieces (like TETRIS pieces) in different colors, and 7 black cylinders, which are used to block some spots defined by coordinates (A1 to F6). In this work, we will present some possibilities to explore the use of the game either by modeling purposes or to develop comp...
Conference Paper
Duval emphasizes that using at least two representation registers and performing a transformation within and/or between registers in geometry tasks is required to reach the aim. The performance to transform one representation register into another is a crucial threshold for learning geometrical concepts. In math classes, students should be given le...
Conference Paper
To further enhance the integration of Robotics in Early Childhood Education (RiECE), teacher training emerges as a vital initiative. Nevertheless, the impact of the training programs necessitates comprehensive evaluation. This case study examines a transdisciplinary STEAM teacher training course that was carried out at Tallinn University in Estonia...
Article
Full-text available
In this paper, we propose novel transdisciplinary STEAM practices to enable students and teachers to model architecture using technology. Architectural modelling can foster students’ mathematical knowledge and computational thinking while connecting them to other disciplines such as culture and history. Our study focuses on enabling architectural,...
Article
Full-text available
Educational Robotics (ER) has emerged as one of the tools to improve STEM learning in primary education if students are properly instructed. However, there is a lack of studies that guide teachers on which type of instruction should be used for ER in STEM between direct (DI) and indirect instruction (II). As a result, the present study aims to comp...
Article
Full-text available
This article offers insights into a national-scale project aimed at developing and disseminating digital learning materials for mathematics education in Austrian lower secondary schools. The design-phase and context of the project outline the noteworthy aspect of this project, namely the close collaboration of a diverse group of experts, including...
Article
Full-text available
Although user-generated microgames, defined as very simple games made by non-professionals on open platforms, are popular and appear to have considerable advantages in facilitating learning, further exploration is needed to establish their potential in instructional practices. The present study investigates the design, participation and experience...
Article
This article presents design-based research to explore the potential of integrating STEAM education and the Sustainable Development Goals into a project-based learning experience to address the lack of access to water in Argentine Patagonia. The study, which was conducted at a rural school in the region of Patagonia, with 13-year-old students, focu...
Conference Paper
Full-text available
In this study, we introduce a sequence of dynamic algebra tasks from a design-based study in lower secondary schools to build thinking mathematics classrooms within rational questioning. We designed several rational questioning-based dynamic tasks at a high-quality level in a GeoGebra Book considering the algebra standards. These tasks were prepare...
Article
As computational thinking (CT) is new to teachers, they need support on how CT integration will work. This study examines the use of a hypothetical learning trajectory (HLT) to support teachers in integrating computational thinking into mathematics lessons utilizing GeoGebra. By employing the educational design research (EDR) methodology, the resea...
Poster
Full-text available
Our proposal presents two types of modelling that emerged from our systematic work on real-life projects with university students in rural Patagonia. Mathematical modelling (MM) allows students to make rational decisions while designing solutions in a complex reality (Cordero et al., 2022). Therefore, we needed to analyse the modelling process to i...
Article
Integrating scientific disciplines through a transdisciplinary approach is a pivotal component of contemporary learning paradigms, fostering educational experiences that transcend monodisciplinary boundaries and embrace the integration of diverse fields. Addressing this imperative, we collaborated with educators in Indonesia to devise a learning fr...
Preprint
Full-text available
Persona development techniques are a well-established method to create relatable descriptions of representatives of target users of digital systems. In the field of education, research on learner characteristics has yielded comprehensive results that can help advance educational approaches. Nonetheless, these results often remain abstract and dista...
Article
Full-text available
Research into teachers’ concepts and changes over time in digital technologies is crucial for gaining insights into the factors that shape teachers’ concepts of technologies and influence their use in the classroom. Numerous studies have indicated that the use of 3D modelling and printing (3DMP) contributes to the modernization of teaching and the...
Article
In industry, an expectation shock occurs when a customer has a post-experience perception that greatly exceeds their prior expectations. In our study, the customers are students and teachers. An expectation shock might occur when, for example, a student 'just did not expect to find STEAM so interesting'. The objective of this research was to determ...
Article
Full-text available
The purposes of this study were (1) to develop student mathematics analytical thinking skills, targeting a benchmark of 70 percent in scores, and (2) to enhance students' mathematics achievement through the 5 E's instructional model and dynamic mathematics software, with the goal of surpassing 70 percent in both scores and classroom performance. A...
Article
This paper explores the use of comics as an integrated tool for introducing socioscientific issues (SSI) in elementary school classrooms. To illustrate this, we provide implementation examples from two teachers who facilitated introducing SSI to students using comics. These case studies depict how teachers integrated comics into their classroom set...
Chapter
Full-text available
The aim of this research was to examine common characteristics and differences in the development of learning and innovation skills necessary for 21st-century elementary school students, through participation in STEAM activities considering the different variations of the integration of science, art, and technology. A multiple case study was carrie...
Chapter
Full-text available
Computer science education is optional as a part of school education. It is mainly integrated with other topics with an interdisciplinary approach. STEM education provides a natural context for this integration. Discussing the position of computer science education in STEM education will bring essential advantages to both STEM education and compute...
Article
Full-text available
In this study, we discuss how the use of student personas can support pre-service teachers developing digital mathematics learning resources and improve mathematics teacher training programs. The use of modern technologies in schools requires that pre-service teachers prepare for new challenges , including the development of digital learning resour...
Conference Paper
Full-text available
Computational thinking (CT) has become a buzzword recently and gained more attention from countries and researchers. Researchers realize the importance of CT and integrate it into school subjects such as mathematics, science, language, and others. Our research tries to contribute to the plugged CT activities under mathematics subjects. Collaboratin...
Article
This study examines STEAM learning outside the classroom: necessary preparations, how students cope with ‘mobile learning’, and how motivation changes while working on problem-based STEAM tasks. Further, the authors provide examples of tasks without and with technology support, and compare two mobile applications, Actionbound and MathCityMap, suppo...
Article
During the last years, the arrival of new technologies facilitated STEAM integration in real-world learning situations, e.g., GPS -based software and mixed realities allow us to combine the virtual and real world to increase our understanding of complex knowledge. Based on these technologies, the authors designed several teaching practices by creat...
Article
Full-text available
The curricular unit Calculus I – Extraordinary Semester (UCCISE) – was explicitly created to respond to students’ difficulties in the curriculum unit Calculus I (UCCI). Only students who fail the UCCI are allowed to attend UCCISE. Considering the enrolled students’ familiarity with mathematical software, the potential of group work to stimulate col...
Article
The aim of this study was to explore how landmark-based STEAM projects can be created to run cross-country math trails utilizing augmented reality and 3D printing technologies. A study was conducted involving 42 prospective teachers at a teacher education institution. We organized a series of lectures in a spatial geometry course and explored prosp...