Frontline Learning Research https://flr.journals.publicknowledgeproject.org/flr/index.php/journal <p>Frontline Learning Research (FLR) welcomes risk-taking and explorative studies that provide input for theoretical, empirical and/or methodological renewal within the field of research on learning and instruction. The journal is <strong>published by and anchored within European Association for Research on Learning and Instruction</strong> (<a href="https://earli.org/">EARLI</a>). It offers a distinctive opening for foundational research and an arena for studies that promote new ideas, methodologies or discoveries. Read about what is frontline under <a href="https://journals.sfu.ca/flr/index.php/journal/about" target="_blank" rel="noopener">Aims and scope</a></p> <p>ISSN 2295-3159</p> European Association for Research on Learning and Instruction en-US Frontline Learning Research 2295-3159 <p>FLR adopts the Attribution-NonCommercial-NoDerivs Creative Common License (BY-NC-ND). That is, Copyright for articles published in this journal is retained by the authors with, however, first publication rights granted to the journal. By virtue of their appearance in this open access journal, articles are free to use, with proper attribution, in educational and other non-commercial settings.</p> University Student’s Emotional States during Virtual Learning https://flr.journals.publicknowledgeproject.org/flr/index.php/journal/article/view/1423 <p><em>This research examines students' emotional states during a virtual course at a Finnish university. The mixed methods study drew on students' self-reported commitment, self-efficacy, experienced emotions, and open-ended descriptions related to their emotions. The sample consisted of 85 students. Data were collected at nine measurement points during a half semester foundation course in statistics. Through latent profile analysis (LPA), we identified five distinct learner profiles described as the “Average”, “Struggling”, “Thriving”, “Victorious”, and “Determined”, and analyzed how they differ based on students’ gender, </em><em>form of course implementation, previous attempts at the same course, and performance. Female students dominated in the “Average”, “Determined”, “Struggling”, and” Victorious” profiles. In all profiles, students mainly chose the blended learning implementation. In the “Struggling” profile, there were more students who had failed or had incomplete previous attempts at the course compared to other profiles. The students in the “Victorious” and “Thriving” profiles had the best exam results. The longitudinal design revealed distinct study experiences amongst the five profiles and pinpointed that most of the challenges took place in the middle of the course. The study contributes with understanding of the emotional challenges and challenges related to commitment- and self-efficacy in students’ learning process that could go unnoticed with fewer measurement points. </em><em>The multi-measurement point approach along with the identification of emotion profiles makes a novel contribution to the field.</em></p> Eija Henritius Markku Hannula Panu Erästö Visajaani Salonen Erika Löfström Copyright (c) 2025 Frontline Learning Research 2025-05-26 2025-05-26 13 3 1 28 10.14786/flr.v13i3.1423 Yupana Inka Tawa Pukllay arithmetic eye tracking analysis: novices https://flr.journals.publicknowledgeproject.org/flr/index.php/journal/article/view/1569 <p><em>The concept of number emerges from the interaction of psychological, behavioral, and material elements of numerical cognition, collapsing the distinction between "abstract" and "concrete." This dual nature is evident in the Inca numerical system, where tools like the yupana integrate abstract numerical concepts with concrete materials. The Yupana Inka Tawa Pukllay (YITP), a Peruvian arithmetic method, enhances mathematical and visual-spatial skills through tile-based board games. While effective with children, its impact on university students is unexplored. This research used eye tracking to study gaze and attention during YITP operations, comparing novices and experts. Eight university students and two experts participated, with eye-tracking data and scatter plot (dispersion plot) analyses collected using Tobii Pro Glasses. The study introduced the Variation Ratio Tokens (VRT) metric to assess visual attention efficiency, showing significant improvements in VRT dispersion and attention during the arithmetic learning process. These findings suggest YITP's potential in higher education for improving cognitive processes and arithmetic performance, laying a foundation for future research and innovative educational practices</em><em>.</em> <em>This work establishes a foundation for cross-cultural cognitive studies and innovative STEM education approaches leveraging ancestral knowledge systems.</em></p> Rosario Guzman-Jimenez Dhavit Prem Alvaro Saldívar Eduardo Alejandro Escotto-Córdova Copyright (c) 2025 Frontline Learning Research 2025-05-27 2025-05-27 13 3 29 52 10.14786/flr.v13i3.1569 Addressing boundary conditions of cognitive and motivational effects of gamified learning https://flr.journals.publicknowledgeproject.org/flr/index.php/journal/article/view/1653 <p>There is a growing interest in developing gamified learning solutions to address educational challenges. However, learning is highly influenced by the conditions in which it takes place (e.g., does gamified learning in a laboratory setting replicate the outcomes of gamified learning online at home?). Hence, it is crucial to understand the boundary conditions of different learning contexts to effectively implement gamified interventions that provide optimal learner support. This work contributes to such an understanding by assessing how general contextual aspects of three studies on gamified learning influence cognitive learning and motivational outcomes. Therefore, we re-examined the results of two earlier published online studies (Study 1: n=285; Study 2: n=61) and compared the results to a recently conducted laboratory study (Study 3: n=121), all of which employed the same associative learning task. Comparing results through a Bayesian lens, we find that motivational outcomes induced by gamification differ substantially between contexts. In contrast, cognitive learning outcomes seem comparatively robust across different contextual factors, with some indication of subtle influences in agreement with cognitive learning theories. Implications are discussed for future empirical research on learning, highlighting how a better understanding of boundary conditions of gamified learning interventions could open perspectives for context-aware educational interventions.</p> Stefan Huber Elizabeth Cloude Lukas Ober Moritz Edlinger Antero Lindstedt Kristian Kiili Manuel Ninaus Copyright (c) 2025 Frontline Learning Research 2025-09-12 2025-09-12 13 3 53 82 10.14786/flr.v13i3.1653