MARC

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022 |a 2048-8637 
022 |a 2048-8645 
035 |a 3279070901 
045 2 |b d20251001  |b d20251031 
084 |a 183529  |2 nlm 
100 1 |a Pesonen, Minna 
245 1 |a How EdTech Companies Are Considering Digital Well-Being in Product Development 
260 |b Academic Conferences International Limited  |c Oct 2025 
513 |a Conference Proceedings 
520 3 |a Digital well-being has become an essential factor in daily life, also in education. Over the years, digital tools have supported learning processes, but as these tools gain prominence, the focus has expanded beyond innovation to include their impact on well-being. Research emphasizes that digital well-being should be integral to the design of digital learning environments. With the potential benefits and drawbacks of digital tools in mind, it is vital to understand how these tools can be designed to foster a positive learning experience without compromising one's well-being. Digital well-being means a balanced interaction with technology, optimizing benefits while minimizing harm. It is too simplistic to equate digital wellbeing with screen time or addictive behaviour. Discussion should include understanding on how EdTech products can enhance social connections, enable flexible learning, and support well-being. In line with this, recent research underscores the need to define digital well-being clearly, to avoid confusion between positive and negative impacts of digital learning tools. In recent years, research on digital learning has emphasized the need to prioritize not only cognitive outcomes but also the holistic well-being of learners. The design of digital learning environments must carefully consider the cognitive load imposed on learners. As EdTech products shape how teachers and learners engage with digital education, the design choices made by companies can significantly influence learning experiences and well-being. This case study aims to explore how Finnish EdTech companies are incorporating digital well-being into their product development. Through a series of semistructured interviews with companies, we seek to understand how these companies integrate features that support learners' digital well-being, such as self-monitoring tools, gamified elements, and systems that encourage breaks or provide feedback. Moreover, we will examine how companies involve their end-users and educational institutions in the design process, and whether they utilize pedagogical and learning research expertise alongside technical development. The findings of this case study indicate that EdTech companies consider digital well-being primarily through pedagogically meaningful content, ease of use, and features that support personalised learning and self-regulation. Collaboration with educators, ethical data use, and efforts to align product design with learner's cognitive and emotional needs were also seen as essential to promoting digital well-being. Through a deeper understanding of these design processes, we aim to support the EdTech ecosystem to develop EdTech products that prioritize both educational effectiveness and well-being. 
610 4 |a Council of Europe Council of the European Union Organization for Economic Cooperation & Development 
653 |a Teaching 
653 |a Students 
653 |a Collaboration 
653 |a Product design 
653 |a Cognitive load 
653 |a Distance learning 
653 |a Screen time 
653 |a Teachers 
653 |a Case studies 
653 |a Product development 
653 |a Learning 
653 |a Councils 
653 |a Education 
653 |a Well being 
653 |a Addictive behaviors 
653 |a Educational Quality 
653 |a Educational Opportunities 
653 |a Data Use 
653 |a Parent Caregiver Relationship 
653 |a Independent Study 
653 |a Environment 
653 |a Learning Motivation 
653 |a Influence of Technology 
653 |a Learning Strategies 
653 |a Educational Methods 
653 |a Learning Processes 
653 |a Learning Experience 
653 |a Educational Technology 
653 |a Student Experience 
653 |a Cooperative Learning 
653 |a Research Design 
653 |a Blended Learning 
653 |a Electronic Learning 
653 |a Instructional Effectiveness 
653 |a Outcomes of Education 
653 |a Cognitive Ability 
653 |a Learner Engagement 
653 |a Individual Needs 
653 |a Publish or Perish Issue 
700 1 |a Pihlajamaa, Johanna 
700 1 |a Karjalainen, Janne 
700 1 |a Niemi, Esa 
773 0 |t European Conference on e-Learning  |g (Oct 2025), p. 330-338 
786 0 |d ProQuest  |t Education Database 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/3279070901/abstract/embedded/Q8Z64E4HU3OH5N8U?source=fedsrch 
856 4 0 |3 Full Text  |u https://www.proquest.com/docview/3279070901/fulltext/embedded/Q8Z64E4HU3OH5N8U?source=fedsrch 
856 4 0 |3 Full Text - PDF  |u https://www.proquest.com/docview/3279070901/fulltextPDF/embedded/Q8Z64E4HU3OH5N8U?source=fedsrch