Submitted:
02 April 2026
Posted:
02 April 2026
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Abstract
Keywords:
1. Introduction
Education and Sustainable Citizenship: From Culturalisation to Social Practice
2. Theoretical and Scientific Background
3. Materials and Methods
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- How can interaction design and visual communication support young children in understanding sustainability topics as ongoing and constrained processes within digital learning environments?
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- How can a learning model informed by constructivism and self-determination theory support children’s sense of agency and motivation while operating within systemic constraints?
3.1. The Design Protocol of Sustainability
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- to develop teaching materials tailored to the educational needs of primary school pupils, with particular attention to their psycho-cognitive characteristics, to strengthen teachers’ competences in digital literacy and digital education.
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- to design an online training pathway introducing primary school teachers to the use of coding for teaching topics related to environmental sustainability and social inclusion in an interactive and participatory manner.
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- to complement the bottom-up approach with a top-down scaling strategy aimed at mainstreaming the Edumat+ methodology and promoting transversal European-level guidelines emerging from the project’s methods, outputs and results.
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- designing, testing and implementing a collection of infographic-based digital education maps intended for primary school classes and focused on themes of environmental sustainability and social inclusion.
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- defining, developing and testing a teacher training course on the use of STEAM and coding for teaching humanities subjects in primary education.
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- creating a set of best practices and recommendations for school leaders and education policy-makers regarding the adoption of innovative teaching methodologies based on STEAM and coding for humanities education.
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- developing and implementing a valorisation and communication strategy aimed at disseminating project outputs and ensuring their long-term sustainability and transferability.
3.2. Main Results
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- address and master key concepts related to coding literacy.
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- introduce teaching methodologies for the effective classroom implementation of coding.
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- apply the potential of coding to explore topics related to environmental sustainability and social inclusion.
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- design exemplary learning pathways linked to selected topics of the UN 2030 Agenda, using storytelling integrated with coding activities.
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- systematising and integrating the use of STEAM and coding in primary school teaching, also from the perspective of European policy frameworks, while considering the training needs and professional conditions of teachers across the different countries involved in the project.
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- supporting the institutional recognition of innovative methodologies for teaching humanities subjects and proposing STEAM and coding as pedagogical approaches capable of enhancing disciplinary learning objectives for children.
4. Discussions
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- Data storytelling and data visualisation. These approaches make invisible sustainability processes visible through design choices such as colour, animation and real-time simulation. According to Engeness (2021, p. 104), an “operational scheme of thinking” should be embedded in digital design so that learners can visualise learning steps. The literature reviewed highlights both progress and persistent limitations in digital sustainability education. Research on digital pedagogy and motivation shows that meaningful learning depends not only on technological affordances but also on how teachers structure learning experiences and how learners perceive autonomy, competence and relatedness (Engeness, 2021; Gao, 2024). Studies on systems thinking demonstrate that climate concepts can be introduced through structured modelling and diagnostic approaches, while also revealing challenges in helping learners understand dynamic behaviour and long-term change (Zainil et al., 2023; Szozda et al., 2023).
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- Interactivity through robots and coding. These tools allow children to manipulate simple variables and observe visible system responses over time. Learners construct concepts progressively through action, feedback and reflection. From a constructivist perspective, as highlighted by Piaget and Vygotskji, children understand abstract ideas more effectively when they can manipulate objects, test variables and observe outcomes. Through robotics, learners move from physical action to deeper conceptual understanding. As Engeness (2021, p. 101) notes, this shift occurs through “materialized action – communicated thinking – dialogical thinking – acting mentally”.
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- Immediate feedback within coding activities. This feature enables the visualisation of delayed consequences of learners’ actions over time, supporting reflection on cumulative effects and system behaviour.
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- The STEAM approach as a methodological framework. Zainil et al. (2023, p. 32) report that students in STEAM-based digital classrooms developed stronger critical thinking, creativity and communication skills than peers in traditional settings. Digital STEAM tasks encourage students to “think critically and creatively, cooperate, respect one another and communicate the solution”. In methodological terms, STEAM provides an appropriate framework for making complex system behaviour accessible to children. For younger learners, STEAM offers multiple entry points to abstract concepts through visual, tactile and narrative learning modes (UNESCO, 2019, p. 10). Within this framework, the arts function not as aesthetic additions but as cognitive scaffolds that externalise abstract relationships and support discussion.
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- Emotional transformation through visual storytelling. Integrative visual narratives, combined with call-to-action activities and small achievable goals, help transform anxiety into constructive hope. According to Self-Determination Theory (SDT) (Deci & Ryan, 2017), intrinsic motivation is a stronger predictor of performance quality, whereas extrinsic incentives primarily predict performance quantity and are more effective for simple algorithmic tasks (pp. 16–17). Human motivation is shaped by the satisfaction of three basic psychological needs: autonomy, competence and relatedness. When these needs are supported, learners are more likely to internalise goals and engage in self-directed learning. Autonomy refers to experiencing actions as meaningful and self-endorsed; competence refers to feeling effective when facing challenges; relatedness refers to feeling connected and supported by others. SDT emphasises that these needs operate in an integrated manner rather than independently.
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- Teacher usability. Structured lesson guides and prompts for emotional dialogue were designed to support teachers in their mediation role within classroom interaction.
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- Teacher–student relationships. From a constructivist perspective, learning is inherently social. Hmelo-Silver and Azevedo (2006) argue that “discovery alone is not sufficient” for learning in complex domains and that learners require structured support to interpret observations (p. 55). Without scaffolding, students may engage in activity without developing explanatory understanding, focusing on surface-level manipulation rather than system behaviour over time. This issue is particularly relevant in complex systems learning, where causal relations are non-linear, delayed and often counterintuitive.
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- Immediate teacher feedback. Ongoing pedagogical mediation supports interpretation of results and promotes reflective understanding of learning activities.
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- Practical experience through manipulation of objects. Hands-on interaction reduces cognitive overload and supports engagement. Cognitive overload may lead to frustration or disengagement, while unmanaged anxiety can undermine motivation. Conversely, experiences of understanding and agency can support emotional regulation and sustained engagement. Despite this interdependence, few studies propose learning models that explicitly connect thinking, feeling and acting within a developmentally appropriate framework.
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- Cooperative learning in small groups. Collaborative activities promote shared problem solving and collective knowledge construction. In groups, students share hypotheses and negotiate solutions during learning tasks, fostering reflective reasoning improving collaboration and dialogue.
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- Group brainstorming and shared decision-making. These activities allow students to share emotions, opinions and interpretations. According to Engeness (2021, p. 104), learners initially test ideas individually and then compare outcomes. The transition from “communicated thinking” to “dialogical thinking” helps them clarify and refine their ideas, while shared discussion encourages questioning of assumptions and consideration of multiple perspectives.
5. Conclusions
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- Drawing on the ISOTYPE approach developed by Neurath (1936), the adoption of a visual language through visual storytelling, aimed at “explaining through images”, highlighted the democratising power of visual design, namely the possibility of transferring knowledge clearly to a wide range of learners with different competences and levels of learning. Visual (infographic) language is easily recognisable and interpretable even by those who do not possess adequate linguistic codes (for example, immigrant students), by learners with specific learning difficulties (dyslexia, dyscalculia, etc.), and by students who display different learning and expressive rhythms shaped by diverse sociocultural family contexts. The narrative strategy itself also supports the memorisation and recall of complex disciplinary concepts.
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The adoption of multiple representational languages, including the tactile and sensory affordances of the robot, enabled students to learn in a multisensory way. The multimedia dimension of digital environments, together with their multisensory engagement, fosters diversification of learning processes and accommodates children’s different learning paces. According to Munari (1981), however, all sensory and multimedia materials designed for educational purposes must satisfy and respect several shared principles to be effective for learning:
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- they should allow children free choice and self-correction.
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- they should respect individual learning times.
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- they should enable spontaneous repetition.
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- they should facilitate sensory exploration and the use of hands.
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- they should make the abstract concrete and support concentration.
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- they should create tasks with a precise objective and a clear endpoint.
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- they should not be aimed at the direct acquisition of technical skills.
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- they should be aesthetically appealing and engaging for the child.
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- Learning by doing, or experiential learning through manipulation and the use of robots, also represents a valid and central principle in this digital education project. Tactile experience and active engagement, together with processes of behavioural imitation, form the basis of children’s learning processes, as also argued by Jean Piaget. In this sense, the use of technologies that involve interaction with digital objects and the manipulation of physical artefacts (e.g. in robotics or coding activities) fully embodies this Montessori-inspired principle. In this way, students “learn how to learn” within a rich environment and consequently how to solve related problems in real-world contexts (Dunleavy & Dede, 2014).
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- Attention in the project was devoted to fostering children’s autonomy, understood as supporting their sense of freedom to act and learn independently. This involves several aspects, including:
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- teaching children to make choices and solve problems independently (Montessori, 2017).
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- Respecting rules for sharing a physical, social and digital space.
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- Maintaining order: all objects used by children during educational play should be returned to their original place.
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- Ensuring social relationships during the implementation of the project was also essential. Such relationships contribute to children’s social and emotional well-being during the learning process and should be caring, calm, stimulating and at the same time minimally noisy. Especially within a Digital Education perspective, it is important to preserve dialogue, exchange and collaboration during device use. Relationships should be non-competitive and inclusive, encouraging children to take care of the environment and interact with others in a respectful and collaborative way.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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