Exploring Learner-Action Timing in a Generative AI Supported EFL Ideathon: A KPT Study in Japan

As generative AI (GenAI) becomes ubiquitous in education, clarifying how learners and educators perceive, and co-design technology is a pressing challenge. This study involved a one-day participatory ideathon in Japan, with nine pre-service English teachers and six high school students co-creating English lesson ideas that integrate GenAI and textbook-based instruction. Using the Keep-Problem-Try framework, participants submitted one hundred sixty-one reflective sticky notes and fifty-five unique lesson proposals. Qualitative analysis was conducted using open and axial coding to identify thematic categories, while the quantitative analysis applied a rubric-based evaluation by GPT-4o across three dimensions: innovativeness, feasibility, and pedagogical alignment, followed by Mann-Whitney U tests for group comparison. The results showed a strong tendency toward experimental approaches, as indicated by the predominance of “Try” entries and a consistent emphasis on UI/UX usability across all categories. These patterns emphasize the foundational role of interface design and highlight the need to control for design-bias when conducting knowledge-based engineering (KBE)-oriented experiments. No statistically significant differences were found between finalist and non-finalist lesson ideas, indicating a convergence in participants’ design perspectives regardless of finalist status. Additionally, pre- and post-workshop surveys analyzed via Wilcoxon signed-rank tests revealed a significant increase in participants’ expectations for GenAI in education (p <.05), confirming the ideathon’s effectiveness in transforming perceptions. These findings offer design guidelines for future KBE experiments with GenAI, particularly regarding baseline conditions and interface specifications.

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Publication Details

Journal
Procedia Computer Science
Published
2025-01-01
DOI
https://doi.org/10.1016/j.procs.2025.09.640
Primary Topic
AI in Service Interactions
Type
article
Field-Weighted Citation Impact
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article

Exploring Learner-Action Timing in a Generative AI Supported EFL Ideathon: A KPT Study in Japan

Yoshio Yamauchi, Toshihiko Ueda, Junya Ueda, Tsukasa Yamanaka et al.
Procedia Computer Science
AI in Service Interactions
article

Exploring Learner-Action Timing in a Generative AI Supported EFL Ideathon: A KPT Study in Japan

Yoshio Yamauchi, Toshihiko Ueda, Junya Ueda, Tsukasa Yamanaka, Hayato Tomisu
article en

Abstract

As generative AI (GenAI) becomes ubiquitous in education, clarifying how learners and educators perceive, and co-design technology is a pressing challenge. This study involved a one-day participatory ideathon in Japan, with nine pre-service English teachers and six high school students co-creating English lesson ideas that integrate GenAI and textbook-based instruction. Using the Keep-Problem-Try framework, participants submitted one hundred sixty-one reflective sticky notes and fifty-five unique lesson proposals. Qualitative analysis was conducted using open and axial coding to identify thematic categories, while the quantitative analysis applied a rubric-based evaluation by GPT-4o across three dimensions: innovativeness, feasibility, and pedagogical alignment, followed by Mann-Whitney U tests for group comparison. The results showed a strong tendency toward experimental approaches, as indicated by the predominance of “Try” entries and a consistent emphasis on UI/UX usability across all categories. These patterns emphasize the foundational role of interface design and highlight the need to control for design-bias when conducting knowledge-based engineering (KBE)-oriented experiments. No statistically significant differences were found between finalist and non-finalist lesson ideas, indicating a convergence in participants’ design perspectives regardless of finalist status. Additionally, pre- and post-workshop surveys analyzed via Wilcoxon signed-rank tests revealed a significant increase in participants’ expectations for GenAI in education (p <.05), confirming the ideathon’s effectiveness in transforming perceptions. These findings offer design guidelines for future KBE experiments with GenAI, particularly regarding baseline conditions and interface specifications.

Procedia Computer ScienceVol. 270
Kyushu University (JP), Ritsumeikan University (JP), Shiga University (JP), Shiga Medical Center (JP), Impact (CA)
Openalex Percentile: Top 83%
AI in Service Interactions
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