Towards Digital Transformation in Primary Science: Typology of
Blended Learning Models
Kārlis Greitāns
a
, Ģirts Burgmanis
b
and Dace Namsone
c
Faculty of Science and Technology (Interdisciplinary Center for Educational Innovation), University of Latvia,
O.Vācieša iela 4, Rīga, Latvija
Keywords: Blended Learning Models, Digital Transformation, STEM Literacy.
Abstract: This paper explores the necessity for an operational typology of blended learning models in science education,
emphasizing the significant role of the digital dimension in the traditional didactic triangle of learner, teacher,
and curriculum. We propose the Framework for Primary Science Curriculum in the Digital Age, which
considers existing student digital experiences in STEM and the necessities of the digital age. Further, we
approach the Framework for Primary Science Curriculum in the Digital Age from student and teacher
perspective, by illustrating aspects that become more important than others in student learning and also by an
operational typology of blended learning models which can assist teachers. Throughout the paper, we discuss
the potential influence of generative artificial intelligence solutions on digital transformation in education,
highlighting the need for further research in this area. Overall, this paper provides insights into the complex
process of digital transformation in education and offers key components for the advancement of science
teaching and learning in the digital age.
1 INTRODUCTION: DIGITAL
TRANSFORMATION IN
EDUCATION AND BLENDED
LEARNING
The students who attend school in the third decade of
the 21st century are often labelled as digital natives or
generation alpha they have adopted digital
technologies (DT) in their lives early, intuitively
navigate various devices and apps and mostly
communicate and solve their everyday problems
using DT and the internet. The experience, skills, and
needs that Generation Alpha students bring to school
are unique and cardinally differ from previous
generations of students (Rose & Thomas, 2024),
therefore students learning (in the context of the
present paper in the subject of primary science) starts
from new and novel starting points and is based on
different (compared to previous centuries)
experiences, therefore the previous teaching methods
and subject curriculums should be updated (Mukul &
Büyüközkan, 2023). The authors of the present article
a
https://orcid.org/0000-0001-6302-7305
b
https://orcid.org/0000-0001-5903-2283
c
https://orcid.org/0000-0002-1472-446X
also agree with the thesis, that education and
schooling should change as rapidly as ever before to
meet the current needs of students and society; in
other words the education system must undergo
digital transformation (Huang et al., 2024). Also, with
the introduction of advanced generative artificial
intelligence solutions (GenAI), DTs can perform
tasks that they have not been able to do before. In the
educational context - numerous instructional tools,
which previously have been exclusive for teachers
(e.g., dialogue with students, feedback) can now be
carried out in an acceptable quality by DTs (i.e.,
GenAI solutions; Giannakos et al., 2024).
From the authors' perspective, such a situation
significantly changes schooling and more particularly
teaching and learning of various school subjects. In
the present paper, we operationalise the “Theoretical
Framework for Digital Teaching and Learning
Transformation” we have proposed before (Figure 1,
(Burgmanis et al., 2024)), to create a typology of
concrete teaching and learning models that include
the digital dimension, further referred as blended
learning (BL) models. In short - in the present
846
Greit
¯
ans, K., Burgmanis, Ä
´
c. and Namsone, D.
Towards Digital Transformation in Primary Science: Typology of Blended Learning Models.
DOI: 10.5220/0013477200003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 2, pages 846-853
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
position paper we attempt to answer the following
research question: how to operationalise the digital
transformation of teaching and learning into concrete
models that can be used in primary science teachers’
professional practice?
Figure 1: Theoretical Framework for Digital Teaching and
Learning Transformation
2 CONCEPTUALIZATIONS OF
INTERACTIONS BETWEEN
TEACHER, STUDENT,
CURRICULUM AND DIGITAL
TECHNOLOGIES
One classical model for conceptualizing interactions
throughout the schooling process is the didactic (often
referred also as instructional) triangle. The basic
model consists of a triad: student, teacher, and
curriculum as vertices in a triangle; the mutual
interactions between them are represented as the sides
of a triangle. As the DTs emerge and the
transformation advances, multiple authors have
proposed to add a DT dimension to the instructional
triangle to transform the triangle into a triagonal
pyramid (Figure 2, (Dasari et al., 2023)).
Figure 2: The didactic pyramid.
From our perspective, in the third decade of the
21
st
century, the digital technology dimension has
become equivalent to the triad of student, teacher and
curriculum. One example, which justifies this thesis
in a science subject context, is students’ digital
experience before the schooling process. For
example, nowadays students first experience digital
maps before paper maps digital maps with precise
persons’ locations are present in various vehicles,
smartphones etc, students design and test
constructions and buildings in Minecraft, not in real
environments.
In the context of the didactic triangle (or now
pyramid) such students’ experience importantly
changes both the curriculum (new ideas and skills
should be added) and also the ways the teacher
presents, and the student accesses the curriculum.
Also, the present example of digital maps justifies the
presence of the DT dimension in the didactic pyramid
without the DT dimension, neither the curriculum is
accessible to the student, nor the teacher can present
it to the student.
While digital maps are just one example, the
GenAI solutions also massively change the teaching
and learning of science subjects as instructional tools,
previously exclusive to teachers (i.e., analogies,
everyday examples) can be employed by GenAI
solutions. This means that students can access
GenAI-led instruction and generate curriculum
anywhere and anytime based on students’
preferences; the importance of the teacher as a
translator and preparator of the curriculum for the
student decreases (Cukurova, 2024). As the example
of digital maps illustrates, the primary science
curriculum should change in the digital age. The
following paragraph illustrates our perspective on
what aspects of the primary science curriculum in the
digital age should include.
3 A FRAMEWORK FOR
PRIMARY SCIENCE
CURRICULUM IN THE
DIGITAL AGE
As the complexity of society’s demands from science
(including primary science) education increases, also
the complexity of various science curriculum
frameworks increases (Turner et al., 2023). As
mentioned before, we see the novel students’
experience in the digital world as a key element which
influences the primary science curriculum. Besides
that, we state the premise, that the curriculum should
state goals for the student who has broad experience
in the digital world; who daily accesses information,
communicates and learns via DT.
Towards Digital Transformation in Primary Science: Typology of Blended Learning Models
847
Our view on the primary science curriculum in the
digital age can be compared with a shamrock (figure
3). The shamrock emerges from the ground – private,
national or global contexts, from which students
obtain information (learn) by using his or her digital
literacy, which consists of digital competence and the
ability to learn via DT (Holincheck et al., 2022).
As currently tremendous amounts of information
are available to the student, a filter, which
distinguishes high-quality information from other
information is needed; we see the students’ scientific
identity as such filter (Vincent-Ruz & Schunn, 2018).
At the same time, students’ scientific identity is
developed by recognition and as students nowadays
communicate and recognize each other via DT, we
see digital aspects of students’ scientific identity also
as one of the keys to the primary science curriculum.
The three green leaves of the shamrock (which are
based on digital literacy, scientific identity and its
digital aspects - the trunk of the shamrock) can be
compared with key competence areas that primary
science education should foster. Such an approach
corresponds with the approach of the PISA 2025
science framework (OECD, n.d.) (natural science and
environmental science competencies), still, we
propose to add the technological and engineering
competencies as vital for the digital age (also other
countries (Banks, 2024) curriculum include
technology aspects). The three competence areas
(including 9 concrete competencies in total, please
see the green circles in Figure 3) can’t be achieved
without solid foundations the three leaves of the
shamrock are held by three branches representing
natural science, environmental science and
technological and engineering knowledge. Besides
knowledge, we propose the ability of reasoning
(scientific, socio-scientific and engineering) as
another key aspect of the primary science curriculum,
as for students, GenAI solutions offer answers to
various questions instantly and can lead to student
learning anywhere and anytime. Still, the solutions do
not always produce reliable information. To judge,
whether the information is reliable, students should
be equipped with core scientific knowledge and core
scientific reasoning skills, which the student can use
to evaluate the information provided by GenAI
(Khalid et al., 2024).
In the further paragraphs, we outline how such a
curriculum should be accessed from students’
perspective.
4 WHAT ASPECTS BECOME
MORE IMPORTANT THAN
OTHERS IN PRIMARY
SCIENCE LEARNING FROM
STUDENTS’ PERSPECTIVE?
Both scholars agree and students expect that primary
science is learned largely through hands-on and
Figure 3: Framework for Primary Science Curriculum in the Digital Age.
CSEDU 2025 - 17th International Conference on Computer Supported Education
848
minds-on activities in authentic environments
(Fitzgerald & Smith, 2016), still the advances of DT
have changed the situation. In the last decades, DT
has offered possibilities that complement primary
science learning and even enable students to achieve
more. Digital maps and Minecraft for Education can
be once again mentioned as two clear examples.
From students’ perspective the use of DT can be
viewed twofold (Rezat & Geiger, 2024): 1) the DT
make primary science more interesting; 2) my
(student) previous experience in remote learning
during COVID-19 has been hard and I do not see DT
in learning as effective.
In both cases, it is important, that the student
learns how to learn with DT, not remain as a passive
user of DT either for entertainment or with low
cognitive engagement. We propose the idea, that the
ability to intentionally use certain benefits of the DT
to achieve certain learning outcomes is a key to
students’ success in the digital age (also in the subject
of primary science). We see such skills as AI
prompting, and the use of virtual tutors (i.e.,
Duolingo) as characteristic examples, of where the
school should teach certain skills, otherwise
inequalities between students may grow.
Recent comparative studies indicate that the
duration of students’ use of DT is related to their
performance in learning in digital environments,
therefore, the ways how students can use DT for
learning should also be extensively learned in face-
to-face settings (OECD, 2024). In face-to-face
settings teachers can model the use of DT for
learning; students can share mutual experiences, and
initial troubleshooting can happen with more ease
(Khalid et al., 2024).
In the digital age, students will inevitably spend
more and more of their learning time in digital
environments, still not only ability to learn via DT
influence the outcome of such learning, but also
students’ self-regulated learning skills and motivation
have a noticeable impact (Olokunde, 2023). As
students more and more can control the time, pace,
and place of their learning, there is also a clear need
to support students’ readiness for self-regulated
learning experiences (Voskamp et al., 2022). In other
words – the benefits that digital learning technologies
bring can’t be accessed if the student doesn’t have an
intention to use the technology.
The development of self-regulated learning skills
requires certain settings – such as where the learning
process is goal-oriented, the student has an active role
in his learning and has the need to regulate his
behaviour and motivation, reflect on his learning and
be aware of his thinking processes. As in the case of
learning with DT, and also in the case of self-
regulated learning, concrete skills are efficiently
learned first in face-to-face settings (Kistner et al.,
2010).
To summarize - from a learner perspective the
benefits of digital transformation in primary science
are clear - more choice and voice are given to the
student. Skills to learn with DT, self-regulated
learning skills and motivation are the key aspects
which ensure successful students’ science learning in
the digital age, teachers should support students with
the mentioned aspects and ensure relevant learning
experiences. Still, several questions (from teachers’
perspective) remain: What are the optimal
combinations between face-to-face learning and
learning in the digital environment? What, why and
how should happen in face-to-face learning (Lyu et
al., 2024)?
5 TYPOLOGY OF BLENDED
LEARNING MODELS FROM
TEACHERS’ PERSPECTIVE
Despite the progress of DT, the hands-on and minds-
on activities in authentic environments remain the
core of primary science teaching, still, as mentioned
before, DT are beneficial to primary science teaching;
the science teacher does not disappear from the
instructional pyramid (Merikko & Kivimäki, 2022).
Science teachers should be supported in this
complicated situation where he or she should
orchestrate face-to-face instruction, digital tools, an
everchanging science curriculum, and students self-
regulated learning and motivation. We see that a
typology of various cases (further referred to as
models) illustrating different interactions between
teacher, student, curriculum and DT as a potential
starting for such support. If a clear typology is stated,
the teacher according to students’ needs and the
actual part of the curriculum can choose one or
another model and adapt it to concrete lesson
scenarios.
We use the term “blended learning models” in the
title of the typology as interactions between the
elements of the instructional pyramid can occur both
in F2F and digital environments.
Previously published proposals for blended
learning models view BL from an organisational
perspective (Staker & Horn, 2012). The 7 blended
learning models (e.g. flex model, self-blended model
and others), proposed by Staker & Horn outline the
possible
combinations of F2F and online learning.
Towards Digital Transformation in Primary Science: Typology of Blended Learning Models
849
Figure 4. Typology of Blended Learning Models (bold black lines represent strong interactions between elements; dotted
lines – weak interactions).
Still, the models, proposed by Staker & Horn don’t
outline the interactions between students, teachers
and DT tools which lead to the desired learning
outcomes. In other words, from our perspective, the 7
blended learning models, can’t be meaningfully used
to operationalise teaching and learning, as the models
focus only on organisational perspective, without
such conceptualizations as, for example,
opportunities which students should face in online or
F2F learning to achieve the desired learning goals.
Such an approach can be explained by previous
limitations of DT in education, which made the
teacher role integral in BL.
From our perspective, various models of BL can
be distinguished by the availability of instructional
tools that can transform, translate and teach the
curriculum to students in various learning
environments (Figure 4 and Table 1). There are
several variations in how instructional tools can be
applied with or without the use of DT and F2F
interactions between the student and teacher. The
instructional tools can be employed either as in
“business as usual” - by a teacher who teaches
students F2F, or as in the present situation, where
generative artificial intelligence solutions “bloom” -
via DT.
In the following paragraphs, we outline the
benefits of the BL models and their possible impact
on the elements of the primary science curriculum
framework in the digital age.
To draw the line, where blended learning starts
and ends, we start by outlining our perspective on two
extremes - F2F learning and independent online
learning - and their benefits for primary science.
In primary science F2F learning is essential for
providing students with experiences which build on
their interest in science and stimulate their curiosity
about nature digital technologies can only hinder
the authentic experiences which students encounter in
various natural ecosystems (van Eijck et al., 2024).
Also, digitalisation and urbanisation hinder students’
experiences in nature, which in such a situation the
school should compensate, to promote a
comprehensive students’ view of nature and science
(Deehan et al., 2024). In terms of the primary science
curriculum framework, F2F learning could benefit
students’ scientific identity (positive emotions about
science) and also engineering competencies (which
stem from real-life experiences).
Independent learning in the adaptive online
environment is the extreme opposite of F2F
learning. At first glance the model may seem like a
utopia – students learn primary science, a subject
which should bring joy about natural sciences, only
through technology. Nevertheless, the emerging
GenAI and virtual and artificial reality solutions can
bring this model to reality also in primary science.
The first example of how virtual reality in tandem
with dialogue with GenAI can be used in medical
education to explore the human body, its inner organs
CSEDU 2025 - 17th International Conference on Computer Supported Education
850
Table 1: Description of the F2F, Blended and Online Learning Models.
F2F/Blended/online
learning
Model
The student's
learning
environment
Use of DT Instruction Curriculum
F2F Learning A
Learning in a real
environment
N
o DT use in the
classroom, or DT used
only by the teacher
Teacher-led, designed and
controlled learning process
Student observes how the
teacher represents the
curriculum
Blended learning
B1
Technology-
enriched learning
Students use DT in the
classroom or other
settings
Teacher-led learning, with
elements of independent
student learning
DT are used for curriculum
representation, and assessment
in a real environment; there are
elements of students’ learning
in the digital environmen
t
B2
Flipped
Classroom
Student learning in a
digital learning
environment dominates,
with the help of digital
technologies and face-to-
face interactions
Semi-independent learning.
Student mainly learns before
the F2F lesson.
Curriculum available in a digital
learning environment for
independent learning, followed
by a lesson to extend,
comprehend and assess the
learning outcomes in a real
environmen
t
Online learning
C1
Independent
learning in a
digital
environment
The learner learns in a
digital environment
using digital
technologies
Student Independently
manages (controls) learning
- at own pace, place, and
time (in the learning
environment curriculum is
p
roposed by the teacher)
Curriculum available via digital
technologies in a digital
environment for independent
learning (teacher-provided or
generated by DT)
C2
Independent
learning in an
adaptive
environmen
t
The learner learns in a
digital environment
according to his/her
needs
Independently guided
learning by DT
The curriculum is adapted to the
student's needs by DT
(differentiated learning goals
and support)
and its systems (Mergen et al., 2024). Such goals are
also vital for primary science and with specific
adaptations can contribute to the achievement of the
goals of primary science curriculum, more particular,
scientific knowledge and exploratory competencies.
Models B1, B2 and C1 outline blended learning in
which interactions between student and teacher occur
both online (synchronously and/or asynchronously)
and F2F.
The blended learning models are also valuable for
the achievement of primary science education goals
in the digital age – various digital representations
(i.e., models, simulations) can enhance the view on
scientific ideas and also enhance students’ scientific
reasoning and explanatory abilities (Topping et al.,
2022) (elements of science and environmental
science competencies from the framework), by
illustrating complex processes and/or phenomena that
aren’t observable by the naked eye or simple
instruments.
The flipped learning model– has proven effective
for the acquisition of various knowledge as students
can access information at their own pace and time and
further the f2f learning can deepen the obtained
knowledge and clarify misunderstandings (Topping
et al., 2022). There are numerous reports, on how
digital environments can contribute to the
achievement of the goals of primary science
curriculum. Several reports indicate the benefits such
environments bring to learning through inquiry
and/or design. One such example is the use of
Minecraft for education in this virtual world,
students can design their engineering solutions and
test their appropriability in a complex virtual world.
Also, this virtual world can be used for scientific
investigations as many natural phenomena are
included (Nebel et al., 2016). Digital knowledge-rich
environments are also valuable for achieving novel
learning outcomes decision-making (using
scientific knowledge and skills) and appreciation of
the impact of science on people and the environment,
as they provide unlimited opportunities for
collaboration, exploration and argumentation
(Momani et al., 2023). Still, such complex activities
can’t be meaningfully achieved without core skills
and knowledge (which substantially are acquired
through other blended learning models).
To clarify our position we don’t see the four
proposed models (figure 1, A to C) as a trajectory for
teacher replacement by technologies; we see that the
four models complement each other and should be
selected by the teacher based on the curriculum aspect
which is covered.
Towards Digital Transformation in Primary Science: Typology of Blended Learning Models
851
6 CONCLUSIONS
In the digital age students who are digital natives
bring a wealth of digital skills into the primary
science classroom, which can serve as a powerful
foundation for the development of scientific identity,
knowledge, reasoning and competencies. Integration
of a DT, scientific identity and scientific reasoning
backbone into the primary science curriculum, not
only answers the challenges of the 21
st
century in the
context of primary science but also can inform
primary science educators about a logical trajectory
of how students’ ability to do and use science evolves.
At the same time, primary science in the digital age
should take into account that students’ real
interactions with nature and technology are
diminishing primary science must also compensate
for them.
To access the primary science curriculum in the
digital age, the students will spend more time learning
with DT, therefore, from students’ perspective ability
to meaningfully learn with DT and self-regulated
learning skills and motivation are the key aspects
which become more important than others. In
addition to F2F teaching and learning (which is and
will stay dominant in primary science) blended
learning models are gaining ground in the digital age,
which differs not only by the use of DT, environments
and instructional tools but also by the presence of
students and/or teachers. Flipped learning, learning in
virtual worlds, and technology-enhanced learning are
three examples of blended learning models which
solve certain problems that students and teachers face
when learning F2F.
Minecraft for Education and the use of digital
maps are two examples which illustrate how the use
of DT in blended learning settings can now enhance
primary science teaching and learning by proposing
the opportunity to reach new and novel and in the
same time for the digital age relevant goals both by
the student and the teacher.
Most importantly, we want to highlight that DT
should be used in primary science in cases where
objective problems in F2F teaching and learning
exist, to solve these problems. Excessive use of DT
can cause additional problems, and hinder the
acquisition of goals, which can be meaningfully
reached in F2F teaching and learning.
We see the proposed frameworks and typologies
as a starting point for further investigation, by the
outline of existing situations and practices both in
science teaching and learning. In the context of
science teaching, teachers’ existing practice, self-
efficacy, confidence and competence can be further
explored. Parallelly in the context of science learning,
students’ accessibility to up-to-date science
education, its impact and student agency and voice
can be further explored.
ACKNOWLEDGEMENTS
This research was funded by the Latvian national state
research project “Letonika: Innovative solutions
for blended learning implementation: teaching
and learning process in the digital transformation
context”, grant number VPP-LETONIKA-
2021/1-0010.
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