Doctoral School.

Learn more about the PhD in Education program here.

The School of Education is currently supervising the following dissertations as part of the "PhD in Education" program:

Andic Branko

Titel Botanical Education for Blind and Visually Impaired Students
Abstract The research aims to adapt botanical learning content to blind and visually impaired students by exploring how students visually impaired students perceive plants. Teaching methods suitable for visually impaired students can be developed to enhance their knowledge of botany. The research examines how digital education media and printed material contributes to how the blind and visually impaired student learns about botany. The student's opinion about the use of software and printed teaching material will be also be examined.


Bekesi Kalman


Bini Giulia

Titel Cognitive and metaognitive affordances of mathematical Internet memes
Abstract The aim of this research project is to explore the educational potential of memes (digital objects - typically humorous in nature - created by users and shared on the web) as cultural artifacts for learning mathematics, within the theoretical framework of boundary objects (Star & Griesemer, 1989, Akkerman & Bakker, 2011), commognition (Sfard, 2001 & 2008) and the impact of emotions on learning (Zan et al.2006, Radford, 2015).

Jäger Clemens

Titel Support for Children from Socio-Economically Disadvantaged Families through Free Tutoring according to Deliberate Practice Principles

Kröhn Corinna

Titel Integrating Basic Digital Education - Computer Science in All Subject Areas

Lieban Diego Eduardo

Titel Physical and Digital Connections for STE(A)M Education
Abstract As part of my PhD I have investigated how prospective teachers from my institution are working with Physical and Digital Modelling to represent mechanisms and their movements. Currently I’m considering perspectives in integrating 3D printing and its modeling process into educational environments and how to promote learning opportunities from this approach for STE(A)M subjects, especially mathematics. 

Otto Korbinian

Titel Gamification at Schools

Russo Caceres Cecilia Alba

Titel Designing a gamified educational platform for teaching and learning mathematics
Abstract Gamification is widely present in our daily lives and it is becoming increasingly important in 21st century education to enhance students’ motivation for learning. Considering technology to assist in gamifying learning, the aim of this research is to create a gamification editor or platform that offers teachers opportunities to develop or customize their own gamified environment based on their needs.

Schaupp Michael

Titel Basic Digital Education at Secondary Level I in Austria: Forms and Hurdles of Implementation as well as the Impact of Students' ICT Literacy

Trappmair Andreas

Titel The implementation of augmented reality in Austrian mathematics teaching
Abstract Augmented Reality (AR) has become a hot topic in educational research in the past few years. There are various studies showing the value of the usage of different kinds of AR systems concerning multiple educational aspects like for example the learner's outcome (motivation, achievements, attitude or enhanced spatial abilities of students). However, studies on Austrian students seem to be missing almost entirely.
The aim of this research is to develop pedagogical and didactical guidlines for Austrian mathematics teachers who want to efficiently implement AR in their lessons.
For this reason benefits that come along with the use of AR are examined in class and in the literature, pedagogical and didactical frameworks are developed and teacher training programs for in-service teachers are developed.

Vitabar Fabián

Titel The contribution of gamification to teachers’ professional development for STEAM education

STEAM education requires new ways of teaching in renewed schools, and professional development is a crucial step in this process. However, traditional professional development programmes do not fully satisfy teachers’ needs and expectations. Gamification can contribute to the solution of several weaknesses such as motivation, formal assesment, content adaptation and collaboration.

Weinhandl Robert


Zöchbauer Johanna