=Paper=
{{Paper
|id=Vol-3076/paper15
|storemode=property
|title=Adopting creative pedagogy for STEAM education in technology enhanced environments
|pdfUrl=https://ceur-ws.org/Vol-3076/ECTEL2021_DC_paper15.pdf
|volume=Vol-3076
|authors=Yagmur Cisem Yilmaz
|dblpUrl=https://dblp.org/rec/conf/ectel/Yilmaz21
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==Adopting creative pedagogy for STEAM education in technology enhanced environments==
Adopting creative pedagogy for STEAM education in technology enhanced environments Yagmur Cisem Yilmaz Tallinn University, Narva Road 29, Tallinn, 10121, Estonia Abstract Employing an arts-integrated Science, Technology, Engineering, and Mathematics (STEAM) approach to education benefits the students by triggering creativity and innovative thinking. By teaching through STEAM, the teachers can better make connections between subjects and students understand the interconnectedness of those fields. Introducing creativity through the arts when teaching complex topics aids students in becoming creators of their knowledge, as they can explore ways to make connections between disciplines and obtain specific information by taking initiatives, individually or collaboratively. The idea of bringing together the creative approaches of learning, and taking ownership of the learning process initially requires a creative pedagogical approach. This approach of teaching to be creative is claimed to be one of the most successful ways of learning [1]. However, integrating creative pedagogy into technology became a necessity as technological advancements have been transforming the teaching and learning experiences. Intersecting the creative pedagogy (the arts in STEAM) and technology- enhanced learning establishes new outlets of interdisciplinary teaching and learning. The recent global COVID-19 pandemic has caused an abrupt transition to distance education that required the integration of technology and digital platforms into everyday teaching because teaching and learning have started to happen in online environments. Such transitions have inspired educators to notice that they could adopt digital interventions in their classrooms. This educational design research aims to further understand and develop a set of digital design principles that aims to bring together interdisciplinary topics of STEAM by utilizing arts. To illustrate and demonstrate different levels of uses of these design principles, a multi-layered digital structure will be built. The design process is planned to be co-created by high school teachers with the consideration of how we could help and support students with diverse backgrounds and interests, and teachers with different technical and artistic competencies. The expected result is theorization and the utilization of the design principles in integrating interdisciplinary subjects through arts. Keywords 1 Creative pedagogies, technology-enhanced learning, STEAM education, distance education, and interdisciplinary. 1. Introduction 2007 to incentivize students to obtain skills linked to STEM (Science, Technology, Engineering, and Mathematics) fields [2]. Arts STEAM (Science, Technology, guide a larger number of students into Engineering, Arts, and Mathematics) is an understanding interdisciplinary connections acceleratingly popular educational approach through abstract ideas, and use those concepts that had been first idealized in the Americans to solve real-life problems [3]. Including arts in for the Arts-National Policy Roundtable in Proceedings of the Doctoral Consortium of Sixteenth European Conference on Technology Enhanced Learning, September 20– 21, 2021, Bolzano, Italy (online). EMAIL: ycisem@tlu.ee ORCID: 0000-0001-8580-4881 © 2020 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). CEUR Wor Pr ks hop oceedi ngs ht I tp: // ceur - SSN1613- ws .or 0073 g CEUR Workshop Proceedings (CEUR-WS.org) the STEM curriculums help the students to while transforming the teaching material and build necessary skills for their careers in the the teaching approaches. To overcome these 21st century [4, 5]. As Colucci-Gray et al. [6] issues, school administrations and the teachers states: combining scientific practices with have tried multiple methods of online-friendly design, innovation, and artistic expressions is transformations that include digitizing the “integral to the process of thinking.” (p.2). Platz content (i.e. scanning worksheets, taking [7] stresses that student who practice In an arts- photos of the visual teaching materials, etc.), domain perform better in their STEM courses scheduling virtual classes on video because they feel interested and motivated teleconferencing software (to replace real- about the new information. However, literature classes, by utilizing Zoom, Google Meets, shows that STEAM practices vary vastly, with Skype, etc.) [11], and facilitation of quizzes no coherent description or methods to align through online platforms while asking the with the learning goals. In their extensive students to keep their camera on to ensure they literature review, Perignat and Katz- do not cheat. Although they seem to be feasible Buonincontro [2] have found that STEAM has solutions, none of them are considered efficient been employed as a “pedagogical tool” to in the long-term adaptation [10, 11]. Regardless integrate arts into STEM fields (p. 38). of their sufficiency, distance education is Learning through arts is stressed to be easing turning into a preferable method of instruction. the long-term retention for students [8] With the rise in the use of distance learning, motivating them to be creative and innovative, students experience motivational problems [12] and supporting their cognitive involvement by due to learning from a distance as it does not guiding them to construct their knowledge. involve as much interaction and requires much What Kahu [9] identified to be major agents of self-regulation and independence. Motivational student engagement are also linked to some correction is considered to be easier in expected outcomes of learning through arts: classroom settings as the teachers have the behavior, cognitive, affection. Behavior is opportunity to observe and intervene with the about positivity towards the subject and students directly [12], but the integrity of initiation of learning such as researching, student motivation and engagement becomes a asking questions during lessons, etc. The challenge in partially digital and innovative cognitive aspect is about self-regulation where teaching content. By this, the partially digital students plan and execute their long-term teaching contents address the digitized versions learning goals. The affection aspect is about of blueprint teaching materials and classroom students’ emotions and interest in the task. This approaches. In the pre-COVID-19 world, research follows a similar approach towards education technologies were developing student engagement, however, it differentiates swiftly, and much research had been by including a fourth agent about the instruction undertaken about implementing technological and the environment, that corresponds to solutions into educational problems such as Fredricks et al. 's [10] conceptualization. aiding student engagement, measuring and Although we can use these elements to identify tracking student participation, and student engagement and use this awareness to personalizing the learning outcomes. improve and shape the intervention Technology-enhanced environments and accordingly, it will remain to be a construct that learning strategies have supported and made only aims to regulate learning in a way to room for such innovation to happen, but lacked engage students. practicality [13] due to limited dissemination. Engaging students does not necessarily Technology-enhanced environments allow require the learning to occur, letting aside teachers and students to integrate the course achieving successful learning. However, when format fully into online distance learning or in- an immediate change is due, like in the COVID- classroom according to their needs, and by 19 pandemic outbreak, retaining student doing so, achieving an immersive learning involvement and engagement to promote experience that promotes engagement and learning becomes a challenge. Once schools all motivation in students. Technology-enhanced around the globe have transformed to distance environments are settings that are used by the education where all the teaching activities take instructors, facilitators, teachers, and learners place online and where every participant joins for helping students to obtain knowledge and from another location, disputes have arisen skills through the means of technological resources, and tools [13, 14]. The term attributes seems feasible with a creative technology-enhanced environments is used to pedagogical direction. Although STEAM address both online distance learning platforms suggests interdisciplinary learning, it seems and the actual classrooms that are equipped that arts are always used as a method to teach with technology. STEM subjects and not as the target subject to The COVID-19-caused rapid transition to be taught, making it hard to place the arts online distance learning has illustrated where among the others as an equal field [18]. and how technology-enhanced learning was Moreover, the diverse and clashing practices of needed and could be adopted. However, such STEAM can hinder inclusion of creativity, awareness does not tell much about the however, the lack of research in the approaches students’ side of the learning experience, that is, of creative pedagogies can be a challenging step the student's motivation, engagement, curiosity, in determining the benefit of teaching creativity and learning. As it has been stated, students [2, 19]. To overcome this challenge and address struggle in remaining motivated during distance the “A” in STEAM education, this research will learning [15] which can potentially influence refer to creative pedagogy. The term refers to a their engagement and learning. However, sum of teaching through artistic methods in this introducing an arts-related activity in lesson research. Lin [20] addresses creative pedagogy plans can help improve students’ motivation as an intersection of teaching for creativity, and engagement. Especially considering the learning creatively, and teaching creatively difficulty in keeping the students' focus and which also integrates both the teachers’ and the engagement in STEM classes, it becomes vital students’ role of learning creatively. Although to integrate an artistic mediatory in the teaching having the role of learner can initiate an approach because artistic expressions can exhaustive philosophical discussion on learning support students in becoming interested in the to learn and the role of the teacher and the knowledge they acquire [7, 8]. Dewey [16] has student in the classroom, Aleinikov [1] suggested that arts education is one of the core describes creative pedagogy in a more practical parts of the curriculum because arts help sense; as a way to initiate life success by “develop creativity, self-expression, and an introducing the learners to create their appreciation of the expression of others.” [17, knowledge, to think out-of-the-box (creativity p.136]. Therefore, it is necessary to apply skills), and to be innovative. STEAM approaches with an artistic focus on Creative pedagogies are an inherent technology-enhanced environments. However, approach to teaching creatively to guide such applications do not function well in a students in taking ownership and responsibility short-term intervention [15] as it causes a of their learning in all study fields. The teacher disrupted cognitive fulfillment for not allowing fosters the role of the tutor who structures the enough time to build creativity and solution- courses and supports students to build self- orientation. Instead, the students will focus on efficacy to overcome real-life problems, and logic-based explanations that explicitly aim to scientific inquiries [8]. By instrumentalizing describe the current state of a problem or arts to teach STEM creatively, the teachers can phenomena [8]. Such an approach does not help their students to understand how diverse- support trial-error during learning which looking disciplines interconnect. The creativity negatively impacts the self-efficacy of students. aspect has been influenced by the introduction Therefore, the teachers need to be equipped of educational technologies into everyday with tools and competencies that will enable learning. The combination of both has them to design and integrate artistic activities accelerated the process of involving on technology-enhanced environments. technologies in learning to keep the students The challenge resides in transforming the engaged and make their learning success. With pedagogical approach, as solely shifting the the current global pandemic, in-classroom teaching materials is not sufficient and education has been transitioned to distance sustainable action towards improving student education all around the world. This shift engagement. Therefore, we aim to adopt a caused many teachers to struggle with the new pedagogical approach that can stimulate student structure of teaching and the needed interaction, creativity, willingness, and technological competencies, students faced engagement altogether to provide successful hardship on maintaining interest and remaining learning. Bringing together all these desirable engaged with course material. Therefore, we need to instrumentalize more of the digital tools constitute to stimulate students’ or approaches that are inclusive of distance interest and engagement on a complex education. To fulfill such potential, and interdisciplinary STEM topic? establish new aspects to the current pedagogical approaches, it becomes a necessity to challenge To accommodate the layered structure of the the traditional sense of creativity and education research questions, and to generate key by rethinking and redesigning STEAM characteristics of interdisciplinary design education scenarios that could be applied to principles of STEAM, this research will adopt distance or contact education. In the a mixed-method design-based approach. There intersection of creative pedagogies and TEL, are four major phases of the design research to incentives, and interventions relating to compose the final outcome of this project, technological creative teaching approaches namely: (1) analysis, (2) development, (3) stand. However, the current tools and evaluation and revision, and (4) dissemination. interventions need some development to bring Each phase constitutes iterative processes to these aspects together. enable rebuilding, and amending the prototype This research accepts the constructivist and the included design principles. The approach and integrates pragmatic reasoning to research design is an altered combination of it to develop a set of design principles to be McKenney and Reeves’ [21], and Plomp’s [22] employed for teaching interdisciplinary educational design research models. The concepts through arts digitally, and to design an interaction between phases and the cyclical intervention that demonstrates methods to research model of this research is illustrated in utilize those design principles. Figure 1. 2. Methodology The aim of this research is to propose a framework of design principles to integrate arts Figure 1: The design-based research model and one or multiple STEM subjects by adapted for this research demonstrating a set of digital activities on a to- be-designed digital construct. This aim is The preliminary analysis phase portrayed by the initial question of this consists of (1) a detailed literature review to research: what attributes are effective and identify the current digital practices of STEAM sustainable in a digital design that aims to education, and those activities’ advantages and educate upper secondary school students on drawbacks, (2) an analysis of the current STEM subjects through arts? To address that awareness, practice, competence, and approach big question and to achieve the research of upper secondary school teachers (of STEAM purpose, the following overarching questions fields) towards teaching STEM subjects will be investigated: through arts (creative pedagogy) and on digital platforms. Only one data collection is intended 1. How do teachers and students combine for this stage to gather information on the 2nd information that originates in different factor of this phase. The data will be collected knowledge domains of STEAM? by the means of survey questionnaires with 2. What are the current awareness, close-ended questions, and semi-structured practices, and challenges of teaching interviews with teachers. The teachers will be interdisciplinary STEAM subjects acknowledged about the further proceedings of digitally in upper secondary schools in this research and asked to join for the other Estonia? phases. This direct invitation would be one of 3. What are the characteristics of a well- the methods to employ participants. After functioning and engaging digital obtaining descriptive results from the first artistic intervention for the purpose of phase, the development stage will commence in integrating multidisciplinary learning accordance with the findings. strategies? The development and the evaluation 4. What types of characteristics do the phases are strongly interconnected and are digital artistic interventions should planned to have at least three cycles to mature the intervention and to achieve the intended way that the teachers will determine their needs outcomes. The teachers will be employed and request a ignite to pursue that idea. The through the network of other PhD candidates second layer will suggest the teachers and colleagues working on technology- incorporate some additional tasks onto their enhanced learning and educational selection, and by doing so obtain extra learning technologies at Tallinn University. The objectives as a result. These two layers will be teachers will be partners in this research as they co-developed by the researcher and the will be responsible for participating in co- teachers. These two layers will list down certain creation workshops to brainstorm and develop materials that are accessible through a the intervention idea. Upon developing a hyperlink. This way, the teachers could assign prototype, the teachers will try it in their students with certain tasks, and send them the classroom, observe their students for link to access the materials without needing to engagement and behavioral changes. They will hand in task maps, materials, etc. include their feedback and in-class activity The third layer will introduce arts (fine arts, assessments to identify whether the tool had music, plastic arts, literary arts) as parts of the been used with intended purposes and whether integration. For instance, students are given it helped to teach interconnected STEAM Leonardo da Vinci’s drawings and paintings in subjects. According to the evaluation reports a class that aims to teach certain mathematical from the teachers, and data analysis, the phenomenon. The last layer builds upon the intervention will be revised accordingly. third one by allowing users to download During this process, it becomes vital to activities, and upload their newly created understand the students’ perspective of artistic expression projects that aim to teach interacting with a digital tool aiming to teach STEM subjects. New creations are an updated STEM subjects with the help of the arts. To gain version of the activities on the third level or insight, the students will be asked to fill in a transformed versions of those tasks. Such a pre-questionnaire about their expectations, and complex construct will predicate on the same their awareness of integrating arts with other design principles which will demonstrate the STEAM subjects. Then, they will be asked to convenience of adopting creative pedagogy on keep a record of their experience in an activity digital tools. As the base principles remain the log; so it will enable the teachers and the same for each layer of the intervention, it is researcher to classify whether there were any intended to welcome and encourage teachers of unintended uses. The data obtained from the different competence levels. teachers and the students will be analyzed Although the ambitious goal is to integrate collectively for identifying mismatches all disciplines of STEAM (in different between the observation of the teacher and the combinations or altogether) in the digital self-reports of the students. structure, such a plan becomes unrealistic and By utilizing the intervention and unapproachable due to time and budget gathering insightful data from both the teachers constraints. Therefore, this project will and the students, this research can become determine one of the non-arts STEAM fields aware of what design principles are commonly and focus on that field during this research. used to integrate interdisciplinary subjects. However, that selection will be made upon Such design principles are necessary to meeting with teachers and gathering more determine a framework for creating a digital insight through data. The intervention will aim intervention for teaching STEAM to: interdisciplinary by purposefully utilizing the • Demonstrate the design principles of arts. how to bring together different The intended intervention is a digital STEAM disciplines by purposefully structure that resembles a bookcase that has utilizing arts. developmental archival storage. The main • Showcase how the design principles objective is to combine the same set of design could be successfully implemented in principles in each level to illustrate the uses different levels of digital structures among simplistic to complex interdisciplinary and designs. design ideas. The first level will consist of ideas • Support student engagement and where the teachers could select certain expected interest with creative interdisciplinary outcomes or topics to integrate, it functions in a tasks on the developed digital together to share their experience with the structure. researcher. We will ask students to provide us • Overcome the technology-competence with individual and group feedback to share barrier of the teachers, and encourage their opinion of the intervention, and if they them to take ownership and be creative think this new tool works for them with the in their profession. reasoning behind them. Then, we will ask • Help the teachers to explore ways for students to tell us how we could improve this guiding their students through intervention that they would prefer using it. complex interdisciplinary The researcher is responsible for (1) relationships. categorizing and analyzing all data including the student feedback, (2) co-creating the intervention with the teacher, (3) noticing the patterns in the design that may be challenging, 2.1. Ethical consideration, and (4) identifying design principles in the limitations, and expected process of development. The teachers will be responsibility distribution responsible for (1) co-creating the design, (2) working as action researchers who are willing to improve their professional skills, (3) Language barrier resides to be the collecting data from the students, and (4) taking primary limitation of this research. I do not observation notes and writing feedback during speak Estonian and need to work with students their classes. who can communicate in English, or ask the teachers to translate the conversations/data. Alternatively, working with a MA Educational Sciences student during data collection can help 2.2. Expected outcome and me overcome this challenge. significance As I am a new-starter of coding, it may be challenging to produce the intervention by This research starts with a goal to myself or with the sole support of the teachers, identify the characteristics of the effective and I may need to work side by side with a implementation of arts subjects into STEM programmer. However, as the intervention is subjects on digital environments and platforms not going to be a mobile application that by producing a curated medium through requires more complexity, this limitation will analyzing the existing approaches and practices be overcome by using online platforms to alongside this research. It is expected to generate content that is to be utilized as a establish a set of digital design principles for demonstrative and functioning design. integrating arts into teaching, and a reliable tool Teachers will be in direct contact with that helps teachers to teach STEM subjects the students, and as some students might feel through arts while creating a basis to encourage obliged to comply with the teacher’s requests or further research adopting the design principles. instructions, this may arise power-related The intervention can be employed by problems. Another power issue could reside in higher education institutions in the future, the relationship between the teacher and the especially for teaching engineering students to researcher. We can overcome the latter by foster creativity, innovative thinking, and assigning the teachers to be action researchers communication in their professional life. The alongside being co-creators. The teachers will intermediary digital structure is planned to be a be responsible for tracking their students’ demonstration of how such design principles progress, interest, and success. Alongside the could be utilized and employed. By doing so, I interventions’ influence on the students, the aim to provide an explanatory and prescriptive teachers will be responsible to note any positive theory that can guide other research in a similar (the intervention works in favor of students’ field, especially investigating the learning, and teachers’ ability to use it), and interconnections of STEAM subjects, and the negative (misuse of the intervention- if methods of teaching and learning these subjects possible, lacking function and purpose) in alignment with their interconnectivity. The influence of the intervention. The teachers will tool and the design principles behind it will be be asked to gather these observations, and notes used to elaborate and clarify some of the fuzziness in the practice and theory about TEL- Estonian upper secondary schools (excluding empowered STEAM education. vocational schools), and the exploration of the The arts in STEAM are used solely for common attributes of digital tools of an the purpose to be a way to teaching STEM effective and sustainable integration of arts into subjects, making the arts-related studies STEAM education. The second and third years considered insignificant for both the learner and will focus on development cycles that involve the teacher. However, it has been evident that designing an intervention based on the design art studies alongside or through STEM subjects principles, testing it with teachers and students, provide ground for growth by integrating 21st- and revising the design according to the century skills and inclusivity. Therefore, this feedback received from the users and the research will focus on developing a framework evaluation of whether the intervention enables of design principles for TEL-empowered other interdisciplinary work. STEAM subjects, minding the value the arts acquire in the teaching and learning practices. Each phase of this research will contribute to the development of these design principles. First, the analysis stage will help to elaborate on what digital practices of STEAM Figure 2: The brief timeline of this research have functioned effectively, and in what ways those aspects can be integrated into a design together. Then, the key principles of multidisciplinary integrations are understood 3. Acknowledgements better and are merged in the initial development. Although certain practices and First and foremost, I’d like to take this activities might have worked in the future, it opportunity to thank my supervisors Dr. Terje does not ensure a functioning design when they Väljataga and Prof. Dr. Tobias Ley for helping are put together. The development and me in finding my way around towards tangible prototyping phase will help explore which directions. Additionally, I appreciate all my combinations of design principles work well colleagues at Tallinn University for their together, in the sense of engaging students by support and discussions that help me elevate integrating two or more disciplines. The this research. practical aspect of this research will demonstrate the methods of incorporating and 4. References utilizing the core design principles for multidisciplinary education in classrooms and distance education. [1] Aleinikov, A. G.: Creative Pedagogy. 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