Matthijs Smakman
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Matthijs Smakman has a total of 61 co-authors. Here are the top co-authors by number of shared publications:
- Josien Boetje
Open University of Netherlands Netherlands
11 shared publications - Stan van Ginkel
HU University of Applied Sciences Utrecht, Utrecht, The Netherlands
10 shared publications - Johan Versendaal
Open Universiteit, Heerlen, Netherlands
9 shared publications - Bo Sichterman
Wageningen University & Research
8 shared publications - Mirjam de Haas
HU University of Applied Sciences Utrecht, Utrecht, Netherlands
6 shared publications - Mike E. U. Ligthart
Vrije Universiteit Amsterdam, Amsterdam, Netherlands
4 shared publications
Latest Publications
- Open Access
- 21 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 784-798
The Dream Robot: A Social Robot for Delivering Medical Hypnosis to Children in Hospitals
- 21 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 784-798
Open AccessThe Dream Robot: A Social Robot for Delivering Medical Hypnosis to Children in Hospitals
- Open Access
- 1 June 2026
- Published by Elsevier in Computers & Education
- Vol. 253
The DIPS model: GenAI integration in digital information problem solving by experts and novices
- 1 June 2026
- Published by Elsevier in Computers & Education
- Vol. 253
Open AccessThe DIPS model: GenAI integration in digital information problem solving by experts and novices
- Open Access
- 2 April 2026
- Published by Elsevier in SSRN Electronic Journal
The Human-AI Agency Rubric: a Reflective Instrument for Human-AI Collaboration in Digital Information Problem Solving
Higher education students routinely engage in complex digital information tasks that require information problem-solving (IPS) competence. While generative AI (GenAI) tools can support IPS, they also introduce risks of overreliance and diminished agency. Yet, educators lack practical tools to guide students toward critical GenAI use. Existing IPS rubrics, developed for pre-AI contexts, mainly assess final products and offer limited insight into students' agency in their use of GenAI throughout the IPS process. This study developed and validated a formative rubric characterizing human-AI agency across IPS phases. Development followed five educational design research cycles: indicator derivation from think-aloud protocols with pre-service teachers and teacher educators; validation with experts; usability testing with pre-service teachers; inter-rater reliability assessment; and pattern identification. The resulting rubric contains 55 behavioral indicators across six IPS phases, operationalized via the DIPS model, and three agency levels, from substitution through complementation to augmentation. Pattern analysis identified nine prototypical human-AI agency patterns within tasks, including Offloader, Critical Verifier, or Creative Director. Results indicate that human-AI agency is context-and phase-dependent rather than a fixed characteristic: substitutive use is not inherently inferior to augmentative use. The rubric scaffolds a reflective cycle of awareness of current GenAI use, recognition of dilemmas each AI-use decision entails, and informed decision-making about whether, when, and how to use AI. It makes variation in human-AI agency visible, equipping students, teachers, and researchers with a shared vocabulary to open the conversations that matter: not whether AI was applied, but rather how deliberately and purposefully it was used.
- 2 April 2026
- Published by Elsevier in SSRN Electronic Journal
Open AccessThe Human-AI Agency Rubric: a Reflective Instrument for Human-AI Collaboration in Digital Information Problem Solving
Higher education students routinely engage in complex digital information tasks that require information problem-solving (IPS) competence. While generative AI (GenAI) tools can support IPS, they also introduce risks of overreliance and diminished agency. Yet, educators lack practical tools to guide students toward critical GenAI use. Existing IPS rubrics, developed for pre-AI contexts, mainly assess final products and offer limited insight into students' agency in their use of GenAI throughout the IPS process. This study developed and validated a formative rubric characterizing human-AI agency across IPS phases. Development followed five educational design research cycles: indicator derivation from think-aloud protocols with pre-service teachers and teacher educators; validation with experts; usability testing with pre-service teachers; inter-rater reliability assessment; and pattern identification. The resulting rubric contains 55 behavioral indicators across six IPS phases, operationalized via the DIPS model, and three agency levels, from substitution through complementation to augmentation. Pattern analysis identified nine prototypical human-AI agency patterns within tasks, including Offloader, Critical Verifier, or Creative Director. Results indicate that human-AI agency is context-and phase-dependent rather than a fixed characteristic: substitutive use is not inherently inferior to augmentative use. The rubric scaffolds a reflective cycle of awareness of current GenAI use, recognition of dilemmas each AI-use decision entails, and informed decision-making about whether, when, and how to use AI. It makes variation in human-AI agency visible, equipping students, teachers, and researchers with a shared vocabulary to open the conversations that matter: not whether AI was applied, but rather how deliberately and purposefully it was used.
- Open Access
- 16 March 2026
- Published by Association for Computing Machinery (ACM)
- p. 106-110
Social Robots Supporting Children with ADHD in the Home Environment: An Exploratory Case Study
- 16 March 2026
- Published by Association for Computing Machinery (ACM)
- p. 106-110
Open AccessSocial Robots Supporting Children with ADHD in the Home Environment: An Exploratory Case Study
- 27 January 2026
- Published by Springer Nature in International Journal of Social Robotics
- Vol. 18 (1) , 10
Robot Social Skills: Influencing Children’s Performance and Robot Perception Through a Robot Math Tutor’s Scaffolding and Personalization
- 27 January 2026
- Published by Springer Nature in International Journal of Social Robotics
- Vol. 18 (1) , 10
Robot Social Skills: Influencing Children’s Performance and Robot Perception Through a Robot Math Tutor’s Scaffolding and Personalization
- Open Access
- 27 June 2025
- Published by American Educational Research Association (AERA) in Review of Educational Research
- Vol. 96 (4) , 1213-1255
Design Principles for Developing Information Problem Solving Competence in Higher Education: A Systematic Review and Meta-Analysis
Developing students’ information problemsolving (IPS) competence in higher education is imperative. However, existing theoretical frameworks describe IPS learning outcomes without guiding effective learning environment design. This systematic review and meta-analysis synthesized empirical evidence to formulate design principles for developing IPS competence. A systematic search across seven academic databases yielded 69 peer-reviewed articles from 2000–2023 with controlled pretest-posttest designs targeting (under)graduate students. Analysis of these studies yielded seven design principles: learning task, instruction, modeling, practice, learning activities, support, and feedback, with meta-analyses validating key relationships. The IPS educational design principles (IPS-EDP) model summarizes how these principles address learning outcomes, teaching and learning activities, and assessment strategies. While our review covered all IPS components, empirical evidence predominantly addressed information search and selection, potentially limiting generalizability to broader IPS competence. The IPS-EDP model provides a theoretical foundation for investigating and designing effective IPS learning environments in higher education, bridging research and practice.
- 27 June 2025
- Published by American Educational Research Association (AERA) in Review of Educational Research
- Vol. 96 (4) , 1213-1255
Open AccessDesign Principles for Developing Information Problem Solving Competence in Higher Education: A Systematic Review and Meta-Analysis
Developing students’ information problemsolving (IPS) competence in higher education is imperative. However, existing theoretical frameworks describe IPS learning outcomes without guiding effective learning environment design. This systematic review and meta-analysis synthesized empirical evidence to formulate design principles for developing IPS competence. A systematic search across seven academic databases yielded 69 peer-reviewed articles from 2000–2023 with controlled pretest-posttest designs targeting (under)graduate students. Analysis of these studies yielded seven design principles: learning task, instruction, modeling, practice, learning activities, support, and feedback, with meta-analyses validating key relationships. The IPS educational design principles (IPS-EDP) model summarizes how these principles address learning outcomes, teaching and learning activities, and assessment strategies. While our review covered all IPS components, empirical evidence predominantly addressed information search and selection, potentially limiting generalizability to broader IPS competence. The IPS-EDP model provides a theoretical foundation for investigating and designing effective IPS learning environments in higher education, bridging research and practice.
- Open Access
- 23 August 2024
- Published by Elsevier in Computers in Human Behavior Reports
- Vol. 15
Information problem solving during a digital authentic task: A thematic analysis of students’ strategies
- 23 August 2024
- Published by Elsevier in Computers in Human Behavior Reports
- Vol. 15
Open AccessInformation problem solving during a digital authentic task: A thematic analysis of students’ strategies
- Open Access
- 17 June 2024
- Published by Association for Computing Machinery (ACM)
- p. 776-780
The Effect of a Social Robot on Children's Pain and Anxiety During Blood Draw
Healthcare practitioners often use distraction techniques to ease children’s anxiety during blood draws. This study explored the effectiveness of a social robot, Softbank Robotics NAO, in reducing anxiety and pain for children aged 4-12 during blood draws. The robot engaged with children using behaviors tailored to the children’s age. Interestingly, results indicated the robot significantly increased anxiety, but pain levels remained unchanged. We argue that this effect may result from the robot’s novelty and that, over the long term, the robot could have a positive impact on anxiety, consistent with other studies. This research underscores the potential of social robots to alleviate children’s anxiety in medical procedures, enhancing patient experience in pediatric healthcare.
- 17 June 2024
- Published by Association for Computing Machinery (ACM)
- p. 776-780
Open AccessThe Effect of a Social Robot on Children's Pain and Anxiety During Blood Draw
Healthcare practitioners often use distraction techniques to ease children’s anxiety during blood draws. This study explored the effectiveness of a social robot, Softbank Robotics NAO, in reducing anxiety and pain for children aged 4-12 during blood draws. The robot engaged with children using behaviors tailored to the children’s age. Interestingly, results indicated the robot significantly increased anxiety, but pain levels remained unchanged. We argue that this effect may result from the robot’s novelty and that, over the long term, the robot could have a positive impact on anxiety, consistent with other studies. This research underscores the potential of social robots to alleviate children’s anxiety in medical procedures, enhancing patient experience in pediatric healthcare.
- Open Access
- 11 March 2024
- Published by Association for Computing Machinery (ACM)
- p. 433-442
Back to School - Sustaining Recurring Child-Robot Educational Interactions After a Long Break
Maintaining the child-robot relationship after a significant break, such as a holiday, is an important step for developing sustainable social robots for education. We ran a four-session user study (n = 113 children) that included a nine-month break between the third and fourth session. During the study, participants practiced math with the help of a social robot math tutor. We found that social personalization is an effective strategy to better sustain the child-robot relationship than the absence of social personalization. To become reacquainted after the long break, the robot summarizes a few pieces of information it had stored about the child. This gives children a feeling of being remembered, which is a key contributor to the effectiveness of social personalization. Enabling the robot to refer to information previously shared by the child is another key contributor to social personalization. Conditional for its effectiveness, however, is that children notice these memory references. Finally, although we found that children's interest in the tutoring content is related to relationship formation, personalizing the topics did not lead to more interest in the content. It seems likely that not all of the memory information that was used to personalize the content was up-to-date or socially relevant.
- 11 March 2024
- Published by Association for Computing Machinery (ACM)
- p. 433-442
Open AccessBack to School - Sustaining Recurring Child-Robot Educational Interactions After a Long Break
Maintaining the child-robot relationship after a significant break, such as a holiday, is an important step for developing sustainable social robots for education. We ran a four-session user study (n = 113 children) that included a nine-month break between the third and fourth session. During the study, participants practiced math with the help of a social robot math tutor. We found that social personalization is an effective strategy to better sustain the child-robot relationship than the absence of social personalization. To become reacquainted after the long break, the robot summarizes a few pieces of information it had stored about the child. This gives children a feeling of being remembered, which is a key contributor to the effectiveness of social personalization. Enabling the robot to refer to information previously shared by the child is another key contributor to social personalization. Conditional for its effectiveness, however, is that children notice these memory references. Finally, although we found that children's interest in the tutoring content is related to relationship formation, personalizing the topics did not lead to more interest in the content. It seems likely that not all of the memory information that was used to personalize the content was up-to-date or socially relevant.