A Proposed TPACK Model of Teaching STEM with AI Components:
Evaluating a Teacher Development Course for Fostering Digital
Creativity
Siu-Cheung Kong
1,2 a
, Yin Yang
2b
and Wing Kei Yeung
1c
1
Artificial Intelligence and Digital Competency Education Centre, The Education University of Hong Kong, HKSAR, China
2
Department of Mathematics and Information Technology, The Education University of Hong Kong, HKSAR, China
Keywords: Artificial Intelligence, Digital Creativity, Internet of Things, Problem-Solving, STEM, TPACK.
Abstract: In this study, a novel design of STEM activities was proposed with a focus on concepts of Internet of Things
(IoT) and artificial intelligence (AI) components for developing the problem-solving abilities and digital
creativity of in-service primary teachers. This study evaluated the effectiveness of a 6-hour course for
developing primary school teachers’ competency in teaching AI-integrated STEM activities and developing
their digital creativity. One hundred and ninety-one teachers from 108 primary schools attended the
development course and completed survey and creativity evaluation. Teachers’ responses to surveys on the
TPACK model and digital creativity evaluation sheets were collected. The paired t-test results indicated
statistically significant improvement on all 17 TPACK items with a large effect size (Cohen’s d = 1.213). For
the digital creativity evaluation completed, 81.15% of the teachers demonstrated digital creativity and
expressed their ideas in designing IoT systems and many of the designs included AI components. The paper
concluded the implications of this study and future work were discussed.
1 INTRODUCTION
Artificial intelligence (AI) technology has become
more prevalent in daily life in the digital era (Kong et
al., 2021). To ensure that teaching and learning
content is meaningful and appropriate, we suggest
integrating the essential AI experiences, such as the
interaction with and training of AI models, into
STEM activities. Integrating AI models in STEM
systems makes them richer and more human-friendly
(Ouyang et al., 2023). Another objective of
promoting STEM education with AI components is to
strengthen students’ problem-solving abilities and
inspire their digital creativity. Incorporating AI
components in STEM activities provides
opportunities for students to cooperate with peers in
the problem-solving processes when designing
systems with appropriate AI algorithm and training
models (Lin et al., 2021). Furthermore, these
integrated activities provide opportunities for
a
https://orcid.org/0000-0002-8691-3016
b
https://orcid.org/0000-0002-9966-248X
c
https://orcid.org/0009-0009-3845-7448
students to be inspired with digital creativity because
they can transfer what they have learnt to new
scenarios.
We select the internet of things (IoT) as the source
of the key concepts in the design of our STEM
activities because IoT is assumed to be permeate
every part of daily life and become omnipresent in the
physical world in the digital era (Sedrati et al., 2022).
In this study, we try to develop teachers’
understanding of the latest development through
building physical artefacts using IoT and AI concepts
in STEM activities of our professional development
course, ultimately enabling them to promote AI and
STEM Education in their schools. Although there are
researchers working with the development of
students’ AI Literacy (Touretzky et al., 2019), there
is a lack of research on integrating AI and IoT
concepts with STEM activities. We propose a novel
approach to include AI and IoT concepts in STEM
activities of primary schools. However, as most of the
in-service teachers have limited STEM-related
Kong, S., Yang, Y. and Yeung, W.
A Proposed TPACK Model of Teaching STEM with AI Components: Evaluating a Teacher Development Course for Fostering Digital Creativity.
DOI: 10.5220/0012511900003693
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 16th International Conference on Computer Supported Education (CSEDU 2024) - Volume 2, pages 163-170
ISBN: 978-989-758-697-2; ISSN: 2184-5026
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
163
technological knowledge and lack confidence in
teaching STEM activities in this context, there is a
need for teacher development (Cavlazoglu & Stuessy,
2017; Schreiter et al., 2023). The specific research
questions addressed were as follows:
(1) What effects does the teacher development
course have on teachers’ competence in teaching
STEM with AI components?
(2) How do teachers who have participated in the
teacher development course developed their digital
creativity?
2 LITERATURE REVIEW
2.1 Internet of Things Concepts,
Problem-Solving Abilities, and
Digital Creativity
The major focus of our STEM activities is to promote
IoT concepts, problem-solving abilities, and digital
creativity. Students are guided to create IoT systems
using microprocessor and block-based programming
on AI-enabled platforms connected with the
microprocessor. Playing with and building a
functional system is helpful for students to understand
how an IoT system works. When Ashton (2009) first
introduced IoT, he proposed that computers can
observe and understand the world using sensor
technology without any help from humans. The
functionality of IoT is delivered by six elements:
object identification, sensing, communication,
computation, services, and semantics (Al-Fuqaha et
al., 2015). Object identification and semantics are
important elements of IoT. It would be too
complicated for primary students if we include all six
elements. We adopt a simplified IoT concepts of
sensing, reasoning, and reacting, which are the
essential elements of automation systems, for
designing our STEM activities in the primary school
context. Sensing refers to the use of sensors or a
microprocessor with sensors to detect and transfer
data. Reasoning refers to the use of a microprocessor
and programming codes that process the data with
computation and determine the reactions of a system.
Reacting refers to the final reaction of a system to
provide services after communication among the
devices involved. The implementation of sensing,
reasoning, and reacting in IoT systems can support
automation and interaction with humans based on
programming codes and communication between
devices.
STEM education aims to develop students’
problem-solving abilities. Sullivan and Heffernan
(2016) proposed that STEM activities work to
develop four aspects of problem-solving abilities:
casual reasoning, sequencing, conditional reasoning,
and engineering systems thinking. Kong (2023)
proposed a pedagogical design which focuses on
developing students’ problem-solving skills in four
aspects within cross-disciplinary STEM activities.
Causal reasoning refers to the identification of
casualty, which is the relationship between the causes
and effects of an incident (Van Vo & Csapó, 2023).
Students can exercise this skill by investigating the
cause of system failure and fixing bugs. Sequencing
is defined as “the ability to put items in a specific
order” (Sullivan & Heffernan, 2016, p. 8). As
students learn basic programming knowledge during
the activities, they develop sequencing skills by
arranging the programming blocks into a specific
order with the aim of automating the system.
Conditional reasoning is the process involved with
statements of the form “if A then B,” in which A is
the antecedent and B is the consequent (Nickerson,
2015). Conditional reasoning also refers to logical
reasoning, which is important in the process of
building an automated system (Sullivan & Heffernan,
2016). Engineering systems thinking is “the ability to
understand the whole system or perceive how the
components (i.e., person, part) function as part of a
system” (Frank, 2002, p. 1351). In STEM activities,
it is crucial for students to understand the function of
each component and how they interact in the whole
system.
Despite the fact that recent studies have
highlighted the significance of digital creativity and
the necessity for students to evolve from mere
consumers to innovative problem-solvers in the
digital age (Kong & Lai, 2021), there is a noticeable
gap in understanding the extent to which students are
able to transfer the skills and knowledge acquired
from STEM-based educational activities to practical,
real-world scenarios. This research would provide
valuable insights into educational strategies that can
better prepare students to contribute innovatively and
adaptively to the rapidly evolving society.
2.2 Integrating STEM with AI
Components
As technology advances rapidly, new concepts can be
added to STEM activities to motivate students in
learning actively. Promoting AI literacy is one of the
new learning objectives of our proposed STEM
activities. AI literacy can be defined as the
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“understanding of AI concepts and competencies in
using AI concepts for evaluation and using AI
concepts for understanding the real world” (Kong &
Zhang, 2021, p. 12). To help students to develop AI
literacy, we introduce the five big ideas in AI:
perception, representation and reasoning, learning,
natural interaction, and societal impact (Touretzky et
al., 2019). These five big ideas are used to develop
students’ basic understanding of AI. Among the five
big ideas, we emphasise giving primary students
experience in interacting with AI and, through hands-
on activities, develop the concept of how machines
“learn”, which is a key concept of AI at present.
Students are guided to figure out how computers learn
from data as they take part in the data training
process. We also inspire primary students to apply
what they have learnt from the AI examples by
figuring out potential uses in real-life situations. This
can help to develop their digital creativity and give
them a better understanding of the societal impact of
AI.
AI can help promote IoT concepts and provide
flexibility in building STEM systems. One of the
learning objectives of our proposed STEM activities
is to promote IoT concepts. Students usually use
sensors, microprocessors, and actuators to automate
systems in STEM activities. AI can help to promote
IoT concepts and facilitate more interactions between
humans and the system (Ghosh et al., 2018). AI and
IoT can be integrated to develop intelligent
applications that can benefit users (Katare et al.,
2018). Such an integration of AI and IoT is known as
the artificial intelligence of things (AIoT), which
makes applications “smarter” by giving them the
ability to collect and process data (Qiu et al., 2023).
The machine learning process allows the system to
learn complicated human behaviours and react
accordingly.
2.3 Pedagogy of “to Play, to Inquire, to
Assemble, to Code, to Reflect, to
Create”
Based on Kong and Lai’s (2021) pedagogy of “to
play, to think, to code, to reflect” for teaching
computational thinking through programming to
enable students understand how the programs work,
plan before coding, learn problem-solving skills in
the coding process and finally students are guided to
reflect on what they have learnt and think about the
possible use of what they have learnt in other
occasions. This pedagogy aims at developing
problem-solving skills and digital creativity of
students.
In this study, we proposed a pedagogy of “to
play,” “to inquire,” “to assemble,” “to code,” “to
reflect,” and “to create”. This pedagogy provides
students with an introduction to playing around with
a STEM system. The objective of the playing
activities is to arouse their interest in STEM, which is
important in the primary school context. This can
trigger students’ interest in inquiring how the STEM
system works. Students will then disassemble the
STEM system and understand how each
component—digital and non-digital—works and then
reassemble the components into a working system,
following some coding and data training activities if
AI models are involved. Students will be asked to
reflect on what they have learnt in building the STEM
system and to propose and discuss other possible
STEM systems using similar technologies to those in
the example system. Pedagogy of “to play” and “to
inquire” at the beginning of each STEM activity lays
a good foundation for students to proceed with the
STEM activities of “to assemble,” and “to code
which involve building STEM artefacts, thus helping
students to develop their problem-solving abilities.
2.4 TPACK Framework in Guiding
and Evaluating Teacher
Development
The Hong Kong Education Bureau (2015) has
highlighted the importance of providing teacher
development in promoting STEM education. Indeed,
there is a genuine need for teacher development
courses to support teachers to teach STEM to develop
students’ problem-solving abilities and digital
creativity. In this study, we use the TPACK
framework to guide the design of a teacher
development course in teaching STEM activities with
AI components (Mishra & Koehler, 2006). TPACK
framework includes seven components, including
three major domains of content knowledge (CK),
pedagogical knowledge (PK) and technological
knowledge (TK), and their interactions which forms
technological content knowledge (TCK),
technological pedagogical knowledge (TPK),
pedagogical content knowledge (PCK) and
technological pedagogical content knowledge
(TPACK).
In our context, CK refers to the IoT and AI
concepts involved in STEM activities and the
problem-solving skills involved in building the
STEM system; TK refers to the general knowledge in
using technology including computer, coding
platforms, microprocessors and different electronic
components; PK refers to the general pedagogical
A Proposed TPACK Model of Teaching STEM with AI Components: Evaluating a Teacher Development Course for Fostering Digital
Creativity
165
knowledge in teaching STEM activities, such as to
guide students to use discussion and/or group
activities to accomplish the problem-solving process
and to generate ideas for digital creativity. More
importantly, teachers need to guide students to learn
from “to play” and “to inquire” so that students know
why and how to complete the “to assemble” and “to
code” process and finally learn from reflection on
problem-solving and become more creative. TCK
refers to the understanding of the technological
functions of each digital and non-digital component
used for building the STEM system; TPK refers to the
use of technology and pedagogy in general for
teaching outside our scope of STEM; PCK involves
the pedagogical design for achieving the learning
objectives of our STEM activities; TPACK refers to
the synthetisation of knowledge in our learning
context of teaching STEM with AI components.
3 METHODOLOGY
3.1 Participants and Procedure
Two hundred and one teachers from 108 primary
schools attended the 6-hour teacher development
course. The course introduces our method of teaching
STEM with AI components in primary schools. Data
included pre- and post-surveys on TPACK and digital
creativity designs. A total of 192 responses were
collected from pre- and post-surveys. A total of 191
teachers expressed their digital creativity ideas in
writing and sketches after the course.
3.2 Instruments
Surveys on TPACK: The instrument consists of 17
items. A 5-point Likert scale from 1 (strongly
disagree) to 5 (strongly agree) was used to score each
item. Cronbach’s alpha for the pre- and post-course
survey was above 0.85. Sample items are as shown
below: TCK—I understand the functions that sensor,
microprocessor and actuator perform in the IoT
systems; TPACK—I can teach STEM lessons that
appropriately combine the content of STEM,
technological innovation, and proper teaching
approaches.
Digital creativity evaluation sheets: After the
course, we also asked the primary school teachers to
suggest new STEM applications other than those they
had learnt in the course. These design suggestions
were used to have a brief understanding on the digital
creativity development of these teachers. Criteria of
the creative ideas are listed in Table 1.
Table 1: Marking criteria of creative ideas.
Criteria Mark
Ideas that were identical to the applications
discussed in the course
0
Description of the application could be clearer 1
New application designs that used the IoT
concepts of sensing-reasoning-reacting
2
3.3 The Teacher Development Course
The course was made up of three teaching units. The
first unit was about the design of a maze game, in
which a character on a monitor is controlled by a
hand-made physical joystick connected to an internal
microprocessor. In playing with the system, the
teachers gain an initial understanding of the core IoT
concepts of sensing-reasoning-reacting. The second
unit is a table tennis game that includes IoT concepts
and AI concepts. To complete the system, teachers
are required to train AI models with machine learning
by striking different poses in front of webcams.
Trained AI models are then extracted and installed in
the game system, which reacts to poses and motion
sensed by an accelerometer in the hand-made
physical racket. The third unit is a Chinese face-
changing performance game, which again involves
IoT concepts and AI concepts. Teachers can perform
a face-changing show using the system. Teachers are
required to train AI models for recognising facial
expressions. The models are then extracted for use in
the performance game application. By developing
these AI models and engaging in further discussion,
teachers develop basic AI concepts and learn how to
use them in building STEM systems with AI
components.
In the introduction to each unit in the development
course, the teachers were briefed on the technologies
involved in the unit and the content knowledge to be
involved (TK, CK, TCK). They were then
encouraged to go through the teaching process of “to
play” “to inquire,” “to assemble,” “to code,” “to
reflect,” and “to create” in each teaching unit to give
them experience of the teaching process and the
methods for developing problem-solving skills and
inducing digital creativity (PK, PCK, TPK and
TPACK).
Taking Teaching the Smart Ping Pong Course
Unit as an example, the teachers were briefly
introduced to the technology components involved
with the application before they began to play with it.
They then experienced the pedagogical processes
with the STEM systems, from “to play” through to “to
create”. Towards the end of this teaching session, the
teachers were guided to reflect on the IoT and AI
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concepts they had learnt and the pedagogical
practices for teaching the unit. The teachers were
finally asked to share ideas with their learning peers
for making new systems by applying what they had
learnt in the teaching unit, including the technology
components and the experience of training and using
AI models in the STEM system. This was an
important session to develop digital creativity in the
teacher participants and to give them knowledge on
how to inspire digital creativity in their students when
they return to their school to teach. Smart Ping Pong,
a table tennis gaming system, is used here to illustrate
the pedagogy. An AI model is trained, extracted, and
stored in the Smart Ping Pong application. Webcams
connected to the computer continuously capture
images of players and send them to the computers.
The computers use the trained AI models to reason
and categorise these images into “left” and “right”
strokes in the table tennis game and then react to the
strokes of the players in the computer monitor. Figure
1 shows an illustration of delivering the IoT concepts
of sensing-reasoning-reacting with AI components in
the Smart Ping Pong system.
Figure 1: The IoT concepts of sensing-reasoning-reacting
with AI components in the Smart Ping Pong system.
The built-in accelerometer of the microprocessor
installed in the physical racket held by the player
continuously senses the acceleration status and
transmits the status data to the computer using
Bluetooth. To interact with the system, teachers held
the physical rackets and performed “left” and “right”
strokes in front of the webcams, in reacting to the
strokes of the virtual players on computer monitors.
Teacher participants learnt about the AI concept of
confidence level, and understand that decisions made
were not always accurate.
After playing with the system, the teacher
participants were asked to move on to the “to inquire”
process. The teachers were asked to consider how the
system in Figure 2 works as a whole by sensing,
reasoning, and reacting with parts. The parts include
the physical racket containing a microprocessor with
accelerometer, battery box for the microprocessor,
webcam, computer, and computer monitor. The
teachers developed engineering systems thinking in
putting all these parts together to work as a system.
Before moving on to the “to assemble” and “to code”
elements, the teachers were introduced to the process
of teaching the machine to learn to categorise the
strokes in the table tennis game as left and right
strokes. The AI model was therefore trained to learn
the left and right strokes by collecting these images
and assigning them labels of “left” and “right”. In the
process of training these AI models, teachers learnt
about the five big ideas of AI. After exporting the
model to the Smart Ping Pong application, the
teachers coded for the responses to the two conditions
after the AI model recognises the poses of the players.
The virtual racket on the monitor moves to the right
on the monitor when the “left” pose is recognised and
to the left when the “right” pose is recognised (see
Figure 2).
Figure 2: Teachers practise conditional reasoning with
coding for movement of the virtual racket in the opposite
direction indicated by the AI recognition results.
In the “to assemble” and “to code” elements, the
teachers were asked to build the system by
assembling the physical part and coding on block-
based programming environment in driving the
system to work together. In the process of building
the system, the teachers exercised four aspects of
problem-solving skills. Figure 3 shows one of the
STEM activities in constructing the physical racket
step-by-step with a cardboard tube, battery box,
microprocessor, cardboard base and cover.
Figure 3: Teachers practise sequencing by constructing the
physical racket step-by-step with a cardboard tube, battery
box, microprocessor, cardboard base, and cardboard cover.
After a whole system is assembled with parts, it might
not function as expected. In the “to assemble”
A Proposed TPACK Model of Teaching STEM with AI Components: Evaluating a Teacher Development Course for Fostering Digital
Creativity
167
activity, the teachers exercise causal reasoning to find
out the source of errors and rectify them. Figure 4
shows some possible sources of malfunction. For
example, a malfunction could be caused by the
electricity supply failure of the microprocessor
(Figure 4a), low-quality photos causing AI pose-
recognition failure in deploying the AI model (Figure
4b), and/or losing the Bluetooth connection between
the computer and microprocessor (Figure 4c).
Figure 4: Teachers practise causal reasoning while
assembling the Smart Ping Pong system.
In the “to create” activity, the teachers were given
time to discuss and develop new ideas for solving
real-world problems by introducing other AI models
using sensors and actuators that might interest them
and putting them together with the microprocessor
and computer that they had just experienced. The
brainstorming process already helped them to apply
what they had learnt in these lessons.
In the “to reflect” session at the end of each lesson,
the teachers were asked to reflect on what they had
learnt and how to improve the pedagogy of teaching
the unit, with an emphasis on the development of
problem-solving abilities and inspiring digital
creativity. The teachers were also guided to reflect on
their experiences in building the system and to
understand that dealing with failures in the process of
building these systems is part of the learning process
in STEM activities.
4 RESULTS AND DISCUSSIONS
4.1 Teachers’ TPACK Development
A paired t-test was carried out to calculate the
significance of changes in teachers’ TPACK after
completing the teacher development course. The
results show significant improvement on all items
with a medium to large effect size. A significant
improvement was found in overall result [t(190)
=16.770, p < .001]. For Cohen’s d, a value of 0.2
indicates a small effect, 0.5 a medium effect, and 0.8
a large effect. The overall result indicated a
significant improvement with a large effect (Cohen’s
d = 1.213). A significant improvement was found in
all TPACK items, with a large effect size on CK
[t(190) = 18.539, p < .001] (Cohen’s d = 1.341), PK
[t(190) = 11.616, p < .001] (Cohen’s d = 0.841), TCK
[t(190) = 15.346, p < .001] (Cohen’s d = 1.110), TPK
[t(190) = 14.299, p < .001] (Cohen’s d = 1.035) and
TPACK [t(190) = 13.604, p < .001] (Cohen’s d =
0.984), and a medium effect size on TK [t(190) =
9.967, p < .001] (Cohen’s d = 0.721) and PCK [t(190)
= 10.398, p < .001] (Cohen’s d = 0.752). Descriptive
data is shown in Table 1. The paired t-test result
suggested that the teacher development course greatly
improved the teachers’ confidence in teaching IoT
concepts and problem-solving abilities and inspiring
digital creativity (CK) with the use of proper
technology tools (TCK). The paired t-test result also
suggested that the teacher development course has
greatly improved the teachers’ confidence in the use
of general pedagogical knowledge (PK), such as
collaborative learning in teaching STEM activities,
technological pedagogical knowledge (TPK), which
is the use of proper pedagogy in delivering
technological knowledge to students, and
technological pedagogical content knowledge
(TPACK), which is the teaching of STEM activities
in the specific context of STEM lessons. The result
also suggested that there is improvement on teacher’s
confidence in general technological knowledge (TK)
and the use of content knowledge in handling the
learning difficulties of students (PCK) after attending
the course.
Table 2: Paired t-test results of the TPACK Survey.
Pre Post
t-value
Mean SD Mean SD
CK 3.02 0.91 4.05 0.60 18.539***
TK 3.47 0.84 3.99 0.69 9.967***
PK 3.34 0.70 3.89 0.67 11.616***
PCK 3.35 0.78 3.91 0.72 10.398***
TCK 3.11 0.89 3.98 0.66 15.346***
TPK 3.07 0.91 3.94 0.71 14.299***
TPACK 3.16 0.83 3.91 0.69 13.604***
Overall 3.21 0.74 3.96 0.62 16.770***
4.2 Evaluation of the Digital Creativity
Development of the Teacher
Participants
Two members of the research team were assigned to
mark the teachers’ designs independently. The inter-
rater reliability was ICC = 0.844 (p < .001) with 95%
confidence intervals ranging from 0.797 to 0.880,
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indicating substantial agreement between the two
raters. Among the 191 teachers who completed the
surveys, 60 (31.41%) were given 2 marks, 95
(49.74%) were given 1 mark, 26 (13.61%) were given
a 0 mark for their answers, and 10 (5.24%) did not
respond to the question. To summarise, 155 (81.15%)
of the teachers showed their digital creativity in
designing IoT or AIoT systems after attending the
development course. Figure 5 shows one such design
by a teacher participant, which is for a system to help
students to learn action verbs. The teacher participant
proposed the use of a video camera to sense students’
postures. The application would pick an action verb
from its vocabulary at random and show it on the
computer monitor. The students would be required to
act out their understanding of the action verb, and a
trained pose-recognition AI model would judge
whether the action was correct. For example, if the
computer screen displayed “jump” on the monitor,
and a jumping posture was captured by the video
camera and recognised by the pose-recognition AI
model, “correct” would be shown on the computer
monitor.
Figure 5: Teacher’s design for a system on learning English
action verb vocabulary.
Overall, the design examples demonstrate that
teachers were able to design IoT systems and were
very often able to enrich their designs by integrating
AI perception models for recognising images, poses,
hands, bodies, faces, facial expressions, and sound.
5 CONCLUSION AND FUTURE
WORK
The results of this study suggest that the teacher
development course is helpful in developing teachers’
competency in teaching AI-integrated STEM
activities and developing their digital creativity. With
the result of the paired t-test analysis of the pre-course
and post-course of TPACK survey completed by 191
participants, the course was found to be significantly
helpful in improving teachers’ confidence in all
TPACK dimensions, including TK, PK, CK, TCK,
TPK, PCK, TPACK. The results of the survey and the
teacher participants’ design artefacts show the growth
of CK and TCK among the teachers, including IoT
concepts, AI concepts, and problem-solving skills.
This growth is helpful for teachers in teaching and
supporting STEM activities with AI components in
their schools, and in developing the related concepts
and problem-solving abilities in their students in this
context. The teachers were also inspired by the
pedagogy of “to play,” “to inquire,” “to assemble,”
“to code,” “to reflect,” and “to create” to deliver
STEM activities for teaching IoT and AI concepts and
were exposed to ways to develop problem-solving
abilities and foster digital creativity in learners.
Two limitations of this study are identified. First,
without data from primary students whose teachers
participated in the development courses, it remains
unclear if the observed improvements in teachers'
competency in teaching STEM activities with AI
components effectively enhance students'
understanding of related concepts, problem-solving
skills, and digital creativity. Second, the confidence
and capabilities of teachers in teaching STEM with
AI components may fluctuate after they apply this
teaching in real-world classrooms. In this respect, this
study suggests two directions for future
investigations. First, there is a need to analyse
primary students’ progression in IoT and AI concepts
and their views of their problem-solving abilities and
digital creativity development after participating in
STEM activities in their schools. A multi-level
analysis can then be conducted on the effect of the
development course on teachers and whether this
effect cascades to the achievement of students taught
by these teachers. Second, it would be interesting to
further investigate the teachers’ views of their
teaching competency after they teach their students in
STEM classrooms, and especially to compare their
responses with those collected from the post-course
survey.
ACKNOWLEDGEMENTS
The authors would like to acknowledge the funding
support of this Coolthink@JC project from the Hong
Kong Jockey Club Charities Trust (Project No.
EdUHK C1136).
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