Blog article Education

Participation is not the same as learning

Points, activity and correct answers are different indicators. Designing an educational experience requires deciding what learning we seek.

Loose pieces become a bridge: from activity to understanding.

Choosing what to observe

A platform can record more visits, more completed exercises or more time spent. These are useful signals, but each answers a different question. If the objective is understanding a concept, we need to observe how it is explained, applied to a new case and misunderstood. Visible activity helps describe an experience; it does not replace assessment of learning.

From gamification to AI

The linked gamification review examines user experiences and perspectives on motivation and engagement. The same conceptual care is useful when introducing AI in the classroom: producing text faster does not demonstrate better understanding. An activity can ask students to compare a generated answer with a source, identify a limitation and justify a correction.

Designing with visible evidence

Before choosing a tool, define the desired outcome and the criterion for recognizing it. Keep an initial answer, a revision and a brief explanation of what changed. This sequence supports discussion of decisions and difficulties. The teaching resource on this site proposes a work log for that purpose: supporting reflection and discussion without presenting a template as an intervention with established efficacy.

Communication researcher and professor. I study how humans and machines build meaning and relationships.

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