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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>July</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Innovative Pedagogy Framework for Learning Personalisation of Learning Experience Design with AI tools</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>FMI, Sofia University</institution>
          ,
          <addr-line>James Baucher blvd 6, 1463 Sofia</addr-line>
          ,
          <country country="BG">Bulgaria</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>22</volume>
      <issue>2025</issue>
      <fpage>80</fpage>
      <lpage>87</lpage>
      <abstract>
        <p>The application of AI and generative AI technologies (GenAI) tools in the educational sector has a substantial impact on well-established teaching practices. Teachers and lecturers continuously explore how to implement suitable pedagogy frameworks for using AI to improve learning personalisation, high-order thinking skills and learning experience design. Many educational institutions focus mainly on the academic integrity and ethical aspects of AI in the classroom. However, the use of AI to improve teaching and to ensure long-term consequences on learning, knowledge building and skills development is often underrated. The present research aims to propose and discuss a model of a pedagogy framework for using AI tools to improve learning experience design, adapting it to the learners' interests and needs. While learning personalisation can cover multiple characteristics, following this framework, teachers can better recognize and address unique students' situations without using personal data. They can then select relevant active learning approaches, invent or adapt innovative learning scenarios, add engaging and gamification elements and design hand-out materials. The proposed pedagogy framework is tested by a group of students enrolled in a pre-service teacher training program and their outcomes are discussed and evaluated.</p>
      </abstract>
      <kwd-group>
        <kwd>pedagogy framework</kwd>
        <kwd>learning personalization</kwd>
        <kwd>learning experience design</kwd>
        <kwd>AI tools</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        During the last few years, generative AI technologies (GenAI) are rapidly transforming the educational
landscape. Both institutions and teachers are investigating the best way to implement GenAI tools
to prepare skillful and knowledgeable professionals ready for future demands. Students worldwide
are among the most active GenAI users, as identified in a recent GenAI company report [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], using AI
primarily for critical cognitive tasks, responsible for the formation of high-order thinking skills from
the taxonomy of Bloom [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Another research sums up that all of the students’ strategies to use AI
have pedagogical risks, the most important of which is “to outsource thinking” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The traditional role
of teachers is changing, challenged by broader processes of school digitalization [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. More strikingly,
a private school in the US is experimenting with setting up the overall educational process without
teachers [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], replacing qualified teachers with personalized AI tutors for every student. Even eficient and
efective for grades and tests, this school challenges how AI is afecting students’ long-term knowledge
formation, high-order thinking skills and relevant consequences on learning.
      </p>
      <p>To respond to these challenges, the present research identifies a model of a pedagogy framework
for applying AI tools in learning personalisation and learning experience design. Covering five main
stages, the suggested framework outlines how AI can support the main elements of the learning
experience design to create lasting and meaningful active learning scenarios. The paper begins with a
background section, covering the main aspects of the pedagogical framework, explaining the diference
between learning experience design and instructional design, and analysing the elements of learning
personalisation. Then, the proposed pedagogical framework for learning experience design is described,</p>
      <p>CEUR
Workshop
Proceedings</p>
      <p>ceur-ws.org
ISSN1613-0073
presenting the settings of validation and the results from the testing round with students from a
pre-service teacher training program. The discussion part evaluates the lessons learned and conclusions,
proposing recommendations for implementing the pedagogy framework in real educational situations.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>
        A pedagogical framework represents a structured model or a systematic approach that provides
principles, methods, and strategies for teaching and learning. A well-designed pedagogical approach
focuses on students’ engagement, critical thinking, problem-solving skills, and creativity. Pedagogical
frameworks provide practical guidelines on how to apply theoretical principles in real classroom
settings, including specific techniques, tools, and strategies. Many authors conclude that the evolution
of pedagogical frameworks aligns with the increasing complexity of the learning environments and the
potential of new technological tools [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Thus, they can serve as a blueprint that helps educators choose
curriculum design, instructional methods, assessment strategies, and learning environments. Efective
pedagogical frameworks can adapt to learners’ characteristics, subject matter, learning environment,
available resources, and cultural factors that influence the educational process [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Among the most
commonly used pedagogical frameworks: (1) Bloom’s Taxonomy [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], ranging learning objectives
through cognitive tasks from low-order to high-order thinking skills; (2) the TPACK (Technology,
Pedagogy, and Content Knowledge) framework [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] addressing how teachers can efectively integrate
technology into their teaching by balancing technological knowledge with pedagogical and content
expertise; (3) the UDL (Universal Design for Learning) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], ofering a general framework for creating
inclusive educational experiences diverse learning needs and preferences; and (4) the GAIDE (Generative
AI for Instructional Development and Education) [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] emerged recently, as a pedagogical framework
facilitating teachers to create diverse, engaging, and academically sound materials, integrating GenAI
into curriculum design processes.
      </p>
      <p>
        The Learning Experience Design (LxD) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] emerged as an integrative approach to active learning,
which is often opposed to Instructional Design (ID). While Instructional design defines learning paths
that are appropriate for the selected subject matter, it considers that instructional methodology, learners,
and the learning context are all parts of one instructional system. On the opposite, the LxD recognizes
that multiple and equally efective learning experiences can support the various needs of the learners
and the learning context. Focusing on the quality of the learning experience, LxD considers teachers as
designers of learning activities that align with students’ personal motivations, goals, and values and
guide them to construct meaningful understanding [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The LxD considers the learner as an active
participant with his own needs, contexts, and preferences. To achieve a meaningful, engaging, and
satisfying experience, teachers can find or create engaging learning scenarios, arrange various learning
activities, and select suitable learning materials, games and digital technologies [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. This makes LxD a
holistic, learner-oriented approach that integrates pedagogy, psychology, and user experience to manage
engaging learning journeys. Experiential learning emphasizes hands-on experiences, social interaction
and knowledge construction through technology. LxD employs methodologies such as Design Thinking,
Agile, UX Design Frameworks, Personas, Journey Mapping, Empathy mapping, storytelling, prototyping,
interaction design, and UX research. The evaluation methods count on qualitative measures such as
learner satisfaction, level of engagement, and models of usability.
      </p>
      <p>
        Personalized learning [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] (PL) aims to achieve this goal by tailoring instruction, pace, methods, and
content to the interests, needs, and goals of individual learners. Learners individual profiles can combine
multiple characteristics and elements [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Breakthroughs in technology and artificial intelligence
(AI) have led to a rapid increase in the applications of PL as AI-driven adaptive learning systems
provide learners with individualized lesson sequences, content recommendations, tasks, and automated
assessments [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. A prevailing view in the application of AI to Education (AIEd) literature is that
personalized adaptive learning systems increase access to high-quality education and are contrasted
with a “traditional,” one-size-fits-all approach [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
3. Pedagogical Framework for Learning Experience Design
The pedagogical framework for LxD (fig 1) defines the main stages of an efective learning process,
focusing on practical directions and advice for teachers on how to design fulfilling educational
experiences. This framework shifts the focus from “education as an output” to “education as a process”.
The LxD pedagogical framework covers five main phases, including knowledge acquisition, social
interactions, and digital technologies within an emotionally enriching educational experience. GenAI
technologies can facilitate teachers on each of these five stages, providing strategies for learning
personalization and adaptation.
3.1. Learner: the educational process from the learner’ perspective
The LxD pedagogical framework begins with the learner perspective. To design more eficient and
engaging educational experiences, teachers should better understand and observe the real needs,
struggles and interests of the learners [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. While respecting all privacy regulations, teachers can still
use GenAI tools to estimate individual and group profile characteristics and to generate typical profiles,
such as ”persona”, ”value proposition canvas”, user point-of-view statements, make fictional interviews
and others. GenAI tools can provide teachers with reflections and insights into students’ behaviour,
comments or actions, proposing strategies for learners with special educational needs (SEN), improving
learning adaptation and personalization.
3.2. Experience: Select the most appropriate learning approach
The next phase covers planning of the learning experiences. At this experience design stage, teachers
have to define the general concepts of the specific learning experience, taking into consideration (1) the
problem or topic complexity (structured/unstructured/complex problem), (2) the time for preparation
and implementation (hours /weeks/ months); (3) the expected outcomes of the experience (open-ended
or expected in advance). Experiential learning is part of the active learning methods [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], and is
based on the constructivist theories of learning and “learning-by-doing” approaches. GenAI tools can
support teachers to select or combine diferent approaches of the active learning methods such as
inquiry-based learning (IBL), problem-based learning (PBL), project-based learning, case-based learning,
and discovery [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], considering students preferences, contextual situation and others.
Learning materials Video, Story-telling, media Hand-out, To-Do lists Hand-out, Self-assessment
(Example) post (article) form
Digital tools Video, media site, search Digital planners, digital Metering device, data Digital editors: presentation,
(Example) engine maps, search engines analysis tools video, comics, etc. social media
Student’ feelings Level of engagement, Level Level of understanding Feeling of belonging, Satisfaction, Achievement,
(Example) of interest, Motivation in and engagement with the contribution to the process, Meaningful outcome
the topic process achievement
Challenges of the Missing the importance, Lack of patience - Students not involved in the Lack of understanding the “big
phase (Example) not interested in the understanding the “big process, Lack of materials, picture”
problem, lack of confidence picture” time, tools...
      </p>
      <p>Gamification &amp; Role-play, Treasury hunt Simulation, Exploration Collaboration, team-work Competitions, Public
engagement (find all relevant issues), of real-world tools and games, time management exposition of the results,
elements (Example) Escape room methods strategies feedback from stakeholders
Phase 3: Implementation Phase 4: Presentation</p>
      <p>
        80–87
Reflection,
Debriefing,
3.3. Scenario: Design or select scenario for appropriate learning experience
The scenario approach provides a general framework for LxD, describing the main activities, resources,
questions, tools, and reflections (table 1). Inquiry-based learning (IBL) is one of the most popular active
learning approaches, aiming to apply the scientific method of hypothesis testing, experimentation,
results analysis and evaluation [
        <xref ref-type="bibr" rid="ref17 ref19">17, 19</xref>
        ]. IBL is a learner-oriented approach, based on a structured
or semi-structured scenario. Starting with engaging discussion, the IBL incites students to make
suggestions, explore evidence, evaluate criteria, formulate explanations from available evidence,
connect explanations to scientific knowledge and theories and finally communicate and explain their
ifndings [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. The IBL approach can be applied both for STEM subjects and social sciences [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
According to educational research, there are four primary types of inquiry, based on the degree of
students’ autonomy [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]: (1) Structured inquiry, where the teacher introduces the problem, guides
students and provides resources and feedback. (2) Controlled inquiry, where the teacher provides a
set of questions and resources that students can choose from. (3) Directed inquiry, where the teacher
introduces a broad topic and poses guiding questions, but students develop their research questions
and projects, choosing resources. (4) Open inquiry, where students explore their questions, select
resources, and decide how to present their findings with the teacher’s support. Teachers can use
GenAI tools to recommend appropriate IBL scenarios ensuring that the research topics can engage
students in the Inquiry process. GenAI tools can estimate and personalize the topics of research to be
both motivating and interesting for students and to be presented in an appealing way. GenAI tools
can facilitate reflection sessions after each IBL phase, supporting teachers to prepare engaging and
thought-provoking discussions.
      </p>
      <sec id="sec-2-1">
        <title>3.4. Engagement and Motivation</title>
        <p>
          Gamification techniques can increase engagement and motivation, making the learning process more
social, meaningful and relaxed. Gamification can be applied in diferent disciplines at all educational
levels [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. There are two main pedagogical components: mechanical elements (rapid feedback, badges
and goals, participation, and progressive challenge) and emotional elements (narratives and identities,
collaboration and competition). GenAI tools can propose engaging and motivating gamification elements
in every phase of the scenario design.
Combine math with design: ChatGPT suggested gamified tasks ChatGPT provided
colorful symmetry - geometry and mini-games: find symmetry; a worksheet for
in the nature; describe axial and paint a mirror reflection; describe working in class with
central symmetry in flowers, symmetry in diferent objects; half-colored templates
snowflakes, autumn leaves and organize an exhibition of the final so that students
others; Scenario can adapt for paintings, puzzles and others can symmetrically
students with SEN complete it
Design an IBL scenario combining
Physics, Mathematics and German,
using debriefing of a football
team or F1 performance: calculate
angles, speed, techniques
Design a 3 weeks challenge for
Spanish football: learn vocabulary,
geography, sport, history linked to
football in Spain
“Understand me to hear me”: how
to use AI to improve emotional
intelligence and to manage
conflicts
        </p>
        <p>The class is divided on teams, each
working on debriefing a video for DE
football team/ DE F1 drivers; Several
activities are organized in a group
competition; Each group presents
their findings and strategies for
improvement
Read Spanish newspapers/ Discuss
sport TV Shows/ Football videos;
Bonus: organize a real trip of the
class to Madrid and visit a real
football match
Individual and team activities in
class, discussions and videos for
human emotions, AI interview for
managing conflicts, how to make
emotional map; reflection
PBL for 4 weeks: Programming an Team work; Planning and debriefing
Arduino robot for demonstrating each week; Demo sessions;
the main principles in mechanics Retrospective meetings; Final
– 1st and 2nd Newton laws; demonstration
inertia, acceleration, centripetal
force, friction
Design tasks for
students with SEN
– to design branded
materials and to make
posters of the teams
Print-outs and
glossary for terms
and football words;
Posters for Spanish
football teams
Print-outs for
activities, emotional
map, individual survey
Preparation of
Hardware and
software components;
guidelines for
students’ teams
Reflection list;
Step-by-step approach
A class of students in
8th grade - without
personalization
“Teach your AI friend”: Students
have to design a friend and to
“teach” him a specific issue</p>
        <p>Students chat with a GenAI tool and
explain a specific issue, related to
their hobbies/interests; Then, they
make a presentation, explaining
their experience
A class of students in
10th Grade - without
personalization</p>
        <p>Critical thinking and fake news; AI Detective Game; Team work and
Discover and explain; challenges for identification of real
and fake news; Explore deep fake;</p>
        <p>Prepare templates;
news/ real and deep
fake; Reflection list</p>
      </sec>
      <sec id="sec-2-2">
        <title>3.5. Sensory design</title>
        <p>Sensory design involves the preparation of physical and digital learning materials and tools, supporting
scenario implementation. The sensory design aims to stimulate learners’ imagination, creativity and
immersion and to provoke new metaphors and experiments. For example, classroom arrangements
can facilitate debates, role-playing, and individual and group activities or modelling materials such
as pasta, natural materials, ofice stationary tools, learning robots and others can assist the active
learning process. Teachers can use GenAI tools such as Canva, ChatGPT, and SORA to design print-outs,
presentations, videos and posters, both generating multimodal learning materials or giving ideas for
engaging print-outs, digital tools and resources.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Testing and validation</title>
      <p>To test and validate the pedagogical framework, an experiment is made with 7 BSc students from the
pre-service teacher training program at the Faculty of Mathematics and Informatics at Sofia University.
They applied the provided LxD framework, assisted by diferent GenAI tools – ChatGPT, Microsoft
Co-Pilot, CanvaAI and others. Students were allowed to choose their own prompts, to design learning
experience for individual or group learning scenarios. Based on the GenAI responses, students prepared
ifnal reports, reflecting on their experience with the learning experience design and opportunities for
learning personalization (table 2).</p>
    </sec>
    <sec id="sec-4">
      <title>5. Discussion</title>
      <p>The validation round proved that the proposed pedagogical framework can support teachers to
incorporate GenAI tools such as ChatGPT, Copilot and Gemini to design meaningful and engaging
learning experiences. More importantly, this pedagogical framework focuses not on the final scenario,
but on the process of designing complex and personalized learning activities. Even without providing
any personal data, this framework can support teachers to use GenAI tools to improve understanding
of their students and to increase learning personalization by making simulated personas and playing
with possible scenarios, built on interests, problems and preferences.</p>
      <p>• Focus on the learner: GenAI tools supported participants to create some very detailed persona
profiles and value proposition canvas, getting specific aspects and interests.
• Experience design: GenAI tools suggested diverse active learning experiences for the selected
personas/classes. All projects combined multiple active learning approaches such as IBL,
PBL/Problem-based learning, STEAM, Game-based learning and others. GenAI proposed diferent
points of personalization of tasks (combining mathematics and art, football and cars, football and
Spanish, emotional and communication skills, chatbot/ robot programming).
• Learning scenario: GenAI proposed diferent learning scenarios for every project, ranging
from one-hour in-class activity to several weeks or semester-long project. All scenarios provided
detailed lesson plans with group activities and individual tasks, gamification and personalization
elements.
• Gamification elements: GenAI suggested diferent gamification elements such as badges,
leaderboards, group competitions, teamwork, rewards and feedback sessions and video games
for facilitating the learning process. GenAI proposed possible scenario modifications, adding
activities for students with Special educational needs (SEN).
• Sensory design: GenAI succeeded to enrich all LxD scenarios by generating specific print-outs,
memory games, hand-outs, emotional maps, and digital materials, assessment rubrics, interactive
presentations and others. It can be expected that multimodal GenAI will increasingly improve
the quality of the learning materials, disposable in class.</p>
      <p>At the end, one unexpected outcome in some of the projects was due to the fact, that some of the
scenarios were too boy-oriented, risking to lose the attention of some of the students. Therefore, it will
be a good reminder for teachers to pay attention that projects are equally interested for all students.</p>
    </sec>
    <sec id="sec-5">
      <title>6. Conclusion and future work</title>
      <p>The pedagogical framework for Learning experience design (LxD) can efectively integrate GenAI tools
into classroom practice to support engaging and personalized learning strategies. By supporting teachers
through five distinct stages, the framework helps to bridge the gap between innovative technologies
and meaningful educational experiences. One of the most compelling insights from the study was
that GenAI allow teachers to personalize learning by embedding students interests or struggles into
classroom projects. This not only can increase engagement but also can facilitate inclusive learning
experiences, reflecting the diverse motivations of learners. The ability of the teachers to tailor topics
like science or history to students’ shared interests – such as football or automotive technology – shows
the potential of GenAI to foster creativity, relevance, and connection.</p>
      <p>Moreover, the framework encourages a shift in the role of educators from content deliverers to
designers of personalized and adaptive learning environments. The proposed pedagogical framework
also reflects a pedagogical shift – from traditional instruction to design of learning experiences, from
teaching to facilitating and mentoring, emotionally engaging and boosting the motivation of the learners,
embracing diversity and making classes more inclusive for learners with SEN.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>The authors gratefully acknowledge the support provided by the project UNITe BG16RFPR002-1.014-0004
funded by PRIDST.</p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>The author(s) have not employed any Generative AI tools.</p>
    </sec>
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