Research workspace showing tools, plants, and technology

My Research

My work advances educational practice and theory through design-based research, participatory methods, and critical engagement with digital technologies. I specialize in AI literacy, media education, inclusive instructional design, and teacher professional development, with a commitment to bridging pedagogical innovation and empirical rigor. My research addresses the following areas:

  • AI Literacy and Teacher Education—Impact on AI in education, teacher AI competencies, critical use in pedagogical contexts
  • Game-based Learning—Serious games, proximal development in play, constructionist approaches
  • Interactive Digital Storytelling—new expressive forms in digital media, electronic literature for children, interactive storytelling systems
  • Inclusive Design—Instructional design of educational media, Universal design for learning (UDL)
  • New Literacies Studies—literacies as social practices, literacy beyond print, multimodal meaning-making
  • Science & Technology Studies in Education—sociological perspectives on educational technology and digital governance, socio-materiality, actor-network theory (ANT)

Current Research Program

AI Literacy in Teacher Education

As Co-Principal Investigator of AI2PI: From Artificial Intelligence to Pedagogical Innovation (€1.49M, EACEA Erasmus+ Teacher Academy, ID: 101196121), I coordinate an international consortium of 9 partner institutions across 7 countries. This project develops blended learning modules and open educational resources to support teachers' AI literacy, addressing the urgent need for pedagogically grounded approaches to AI integration in education. The project employs design-based research to iteratively develop, test, and refine professional development materials with practicing teachers across diverse European contexts.

Digital Literacies and Media Education

My research investigates how children develop critical digital literacies through creative engagement with interactive technologies. Building on my dissertation work (MEKIDS, completed 2023), I investigate narrative computational thinking, examine digital storytelling and XR-environments as pedagogical tools, and engage with children's participatory design practices. Recent publications examine how multimodal composition supports social-emotional learning and how young learners conceptualize computational concepts through storytelling.

Concluded Projects

MEKIDS: Media Education with Kids through Interactive Digital Storytelling

PhD in General Pedagogy, Social Pedagogy, General Education and Disciplinary Didactics (cum laude), Free University of Bolzano, 2023

This design-based research study developed and evaluated an interactive digital storytelling tool co-designed with primary school children. The project demonstrated how participatory design approaches enable children to become active designers of educational technology while developing multimodal literacy competencies. Key findings reveal the pedagogical potential of interactive narratives for curriculum-related reflection and the challenges of promoting critical digital literacies within authentic school contexts. The research produced the Fantastinomio, an open-source interactive storytelling system that remains in active development and use in primary classrooms.

Selected Publications

See ORCID | CV for a complete list

Published Papers (Open Access)

  • Schlauch, M., Sylla, C., & Gil, M. (2024). More than words: Conceptualizing narrative computational thinking based on a multicase study. International Journal of Child-Computer Interaction, 33, 100704. doi:10.1016/j.ijcci.2024.100704
  • Scharfenberg, J., Stadler-Altmann, U., Plank, K., & Schlauch, M. (2024). The normative-empirical divide: What we (don't) know about the internationalization of teacher education. Lehrerbildung auf dem Prüfstand, 17(2), 159-168. doi:10.62350/SLRG8956
  • Schlauch, M., 2023. MEKIDS: Media Education with Kids through Interactive Digital Storytelling , a Design-Based Research Study. Ph.D. thesis. Free University of Bolzano. Bildungsforschung,(2). https://hdl.handle.net/10863/36753
  • Deister, F. L., Garzetti, M., & Schlauch, M. (2022). Conjecture maps in practice: Planning, conducting and assessing educational design research. Bildungsforschung, (2). doi:10.25539/bildungsforschung.v0i2.893
  • Schlauch, M. (2021). The Unlucky Hans. The Difficulties of Adapting Fairy Tales as Text-Based Games for Young Readers. gamenvironments, 2021(15), 351-361. doi:10.48783/gameviron.v15i15.156
  • Schlauch, M. (2021). Digitale Bildung im Nachlass der Lehrmaschine. Lehrerbildung auf dem Prüfstand, 14(1), 94-102. open access
  • Schlauch, M. (2021). Towards the end of school? Using Social Science Fiction to explore pedagogical perspectives on technology. formazione & insegnamento, 19(2), 169-178. doi:10.7346/-fei-xix-02-21_16
  • Schlauch, M. (2019). Learning as a Matter of Concern: Reviewing Conventional, Sociocultural and Socio-material Perspectives. Tecnoscienza, 10(2), 153-172. open access

Select Publicly-Available Talks

Software & Open Educational Resources

Chi Vuol Esser Centenario

Chi Vuol Esser Centenario:

Mobile quiz application for mathematics education during guided tours of University of Milan buildings, commissioned by Departments of Mathematics and Computer Science. Location-based questions designed for on-site engagement without device tracking. Built with Python Flet/Flutter for cross-platform deployment. [Demo] [Project Page]
Intelligent Videobooks

Smart Videobooks:

Digital library of public-domain literary works with synchronized video, text-to-speech, and multilingual subtitles for multimodal reading support, implementing advanced ML programming techniques for multimodal alignment. Tested with secondary language classrooms in Berlin. [Library]
Fantastinomio

Fantastinomio:

Hypertextual interactive storytelling tool for primary education (ages 7-12), enabling teachers to scaffold creative narratives around complex subjects. Developed through educational design research methodology and tested in classroom interventions. Open-source. [Demo] [Code]. Example teacher/student adaptations: for Social Emotional Learning (Braga, Portugal), for Math Education (Genova, Italy)
Origami Learning Journey

Origami Learning Journey:

Interactive branching narrative (Twine framework) using non-linear video sequences to teach procedural/spatial knowledge. Explores immersive narrative structures for embodied learning tasks that resist text-based or linear video instruction (such as folding Origami Figures). Presented as case study at Electronic Literature Organization Conference, 2021. [Demo]
Comfort Reader

Comfort Reader:

Android E-Reader application implementing modified Rapid Serial Visual Presentation (RSVP) technique using phrase-level text streaming to engage peripheral vision, addressing limitations of conventional single-word RSVP. Open-source release on F-Droid. [Info] [F-Droid]