Journal of Technology and Information Education, 2026 (vol. 18), issue 1
GAMIFICATION IN STEM EDUCATION IN VIRTUAL REALITY: RECOMMENDATIONS FOR LEARNING DESIGN
Michal ČERNÝ
Journal of Technology and Information Education 2026, 18(1):1-19 | DOI: 10.5507/jtie.2026.007 
This study analyses the use of gamification in teaching STEM subjects in a virtual reality environment. The methodology follows that of an integrative review study based on a sample of 35 articles from the Web of Science (WoS) database (2021–2025). Through a qualitative selection process, 12 of these articles were identified and analysed in detail using content analysis. The study shows that gamification in virtual reality promotes motivation, immersion, and understanding of complex phenomena, and leads to improved learning outcomes. On the other hand, it carries risks of cognitive overload, may not support students’ self-confidence, and...
AN ANALYSIS OF BEBRAS CONTEST TASK CATEGORIES AND THEIR SUPPORT FOR THE INFORMATICS CURRICULUM IN THE CZECH REPUBLIC
Jan Berki, Patrik Klofáč, Tomáš Průcha
Journal of Technology and Information Education 2026, 18(1):20-52 | DOI: 10.5507/jtie.2026.005 
Teachers, mainly those yet to qualify, need to be inspired by high-quality tasks that develop and/or assess computational thinking. In other words, the informatics content of the curriculum. We aim to define categories that would classify contest tasks into suitable thematic units, and at the same time, which would allow teachers to compile their own sets of tasks. A conceptual analysis of various texts was carried out. The results were compared, synthesised, and consequently verified, with a sample set of tasks. A second conceptual analysis of the tasks was rerun to verify the categorisation. The categorisation process is not always straightforward....
MEASURING COMPUTATIONAL THINKING ACROSS AGE CATEGORIES
A Critical Comparison of Selected Assessment Instruments
Simona TUŠICOVÁ
Journal of Technology and Information Education 2026, 18(1):53-62 | DOI: 10.5507/jtie.2026.002 
This article focuses on the topic of computational thinking and its assessment across different age categories. We analyze three specific CT tests to determine how their parameters vary with respect to the age category for which they are primarily intended. Preliminary results show that the differences between the tests are minimal in terms of graphical features, and that the time requirements of each test are comparable. More significant differences can be observed in the complexity of the tasks, which increases with the age category of the respondents. The present study provides valuable information for optimizing CT assessment tools and for supporting...
GENERATIVE AI IN THE SCHOOL ENVIRONMENT: ETHICAL ASPECTS AND PROFESSIONAL DEVELOPMENT
Mária BAJÚZOVÁ, Michal MANČÍK
Journal of Technology and Information Education 2026, 18(1):63-79 | DOI: 10.5507/jtie.2026.010 
The study focuses on the perception of artificial intelligence in the school environment from the perspective of pedagogical and professional staff. The aim of the research was to analyze how respondents evaluate students' use of AI, what ethical risks they associate with it, and what support they need for its didactic guidance. The research was exploratory-descriptive in nature and was carried out through an anonymous online questionnaire on a sample of 150 employees of Slovak schools. The results suggest that students' use of AI is common in schools, but its formal anchoring remains uneven. The study therefore emphasizes the need for clear school...
EVALUATING INFORMATION TECHNOLOGY CURRICULUM OUTCOMES FOR 21ST CENTURY IT EDUCATION AND DEVELOPMENT
Ruth A. ORTEGA-DELA CRUZ, Ramiro Z. DELA CRUZ
Journal of Technology and Information Education 2026, 18(1):80-99 | DOI: 10.5507/jtie.2026.004 
The rapid advancement of digital technologies, automation, and industry-driven innovation has significantly transformed the global information technology (IT) landscape in the twenty-first century. As industries increasingly demand graduates who possess not only theoretical knowledge but also practical, technical, and problem-solving competencies, higher education institutions are challenged to ensure that their academic programs remain relevant and responsive to workforce needs. Despite the implementation of outcomes-based education in the Philippines, limited studies have examined how effectively the Bachelor of Science in Information Technology...
DEVELOPMENT OF NONVERBAL CREATIVITY IN THE AREA OF SPATIAL IMAGINATION IN HIGH SCHOOL STUDENTS
Tomáš SOSNA, Bedřich VESELÝ, Michal ŠERÝ, Pavel KŘÍŽ
Journal of Technology and Information Education 2026, 18(1):100-119 | DOI: 10.5507/jtie.2026.008 
This paper addresses the issue of developing nonverbal creativity in the area of spatial imagination among secondary school students in the context of technical education. The aim of the study is to verify the effectiveness of a teaching intervention based on solving divergent tasks focused on working with inclined and non-planar surfaces within the framework of technical drawing. The research was conducted as a quasi-experimental study using a pretest-posttest design on a sample of 200 secondary technical school students. The results show a statistically significant improvement in specific creativity in the area of spatial imagination and a concurrent...
THE INFLUENCE OF VISUALIZATION OF BODY MODELS USING 3D MODELING AND PRINTING ON STUDENTS' RESULTS IN JPZ TASKS
Miroslava HUCLOVÁ, Lukáš HONZÍK
Journal of Technology and Information Education 2026, 18(1):120-137 | DOI: 10.5507/jtie.2026.003 
The article focuses on the use of Tinkercad software in teaching mathematics at primary school in preparation for the unified entrance exam. The aim of the research was to monitor whether the visualization of geometric problems through 3D modeling and printing contributes to the understanding of mathematical concepts and how it supports the development of pupils' digital competences. The research was carried out in the form of a pedagogical experiment with a pretest, post-test and a reflective questionnaire. The results show an improvement in performance in test tasks and, above all, increased motivation of pupils to learn, self-confidence and interest...
BARRIERS OF ARTIFICIAL INTELLIGENCE IN SOLVING LOGIC PROBLEMS FOR YOUNGER SCHOOL-AGE STUDENTS
Martina UHLÍŘOVÁ, Jitka LAITOCHOVÁ, Lucie ŠTAFOVÁ, Veronika VESELÁ
Journal of Technology and Information Education 2026, 18(1):138-147 | DOI: 10.5507/jtie.2026.009 
This paper focuses on the analysis of errors in mathematical problem-solving generated by selected artificial intelligence systems, with particular attention to tasks designed for younger primary school pupils. The study is based on a set of 144 problems from the Mathematical Kangaroo competition, with a detailed analysis of the Ecolier category. The tasks were submitted to three generative AI systems (Gemini 2.0 Flash, ChatGPT, and Microsoft 365 Copilot). The study aimed to compare the performance of individual AI systems and to identify the structure and causes of errors in their solutions. The results reveal statistically significant differences...
THE EFFECT OF TEACHING STYLE ON THE USE OF DIGITAL TECHNOLOGIES IN MATH EDUCATION
Jan PRŠALA, Eliška MILCOVÁ
Journal of Technology and Information Education 2026, 18(1):148-165 | DOI: 10.5507/jtie.2026.006 
This paper explores the relationship between the teaching style of mathematics teachers and the extent to which they use digital technologies in teaching at the secondary level of elementary schools. The aim of the research was to determine whether a teacher's teaching style influences the number of tools they use, the frequency of their use, and the situations in which they use digital technologies. The research was quantitative in nature. Analysis of data from 103 teachers showed that there are statistically significant differences in the number of technologies used between teachers with different teaching styles, such as teachers with an analytical...
TEACHING DIGITAL TECHNOLOGY IN MINECRAFT EDUCATION AT A SECONDARY VOCATIONAL SCHOOL
Petr Breit, Filip Frank, Jan Bezděka
Journal of Technology and Information Education 2026, 18(1):166-177 | DOI: 10.5507/jtie.2026.001 
Digital technology is a key part of technical education, yet students often perceive it as abstract and unengaging. The article presents an innovative teaching approach using Minecraft Education, which combines game elements with the visualization of logic circuits and encourages students' creative involvement. The tested set of tasks gradually develops knowledge from basic logic functions to a seven-segment display. Testing at a vocational secondary school showed that working in a game-based environment increases both motivation and understanding of the relationship between Boolean algebra theory and practical circuit construction.

