Systems thinking takes a holistic view of problem solving and therefore has the potential, as a new learning approach, to contribute in some way to the transfer of knowledge and skills for a sustainable future [
3,
4]. It has also been recognized by the OECD to be an important approach for understanding the world we live in and the policies we live under [
5]. Additionally, systems thinking offers a process, a set of “technologies” and thinking skills that can improve the understanding required for sustainability education [
6]. When using different, novel approaches, student engagement is necessary for a successful process, which depends on many factors, including the use of ICT and digital tools. In today’s world, we can no longer escape digital technologies. They have become an indispensable part of our daily lives. They not only provide means of entertainment but enable many processes to be improved, such as facilitating visualization, preparing materials, watching videos, programming, taking and editing pictures, storing data, and many others [
7]. We cannot exclude digital technologies from the learning process, and studies [
8,
9,
10,
11,
12] show that both teachers (pre-/in-service) and parents have mixed attitudes toward their use in education.
With regard to the use of digital technology in early childhood, Bredekamp [
13] states that there is a need to address how to introduce it into the child’s environment in a quality way, rather than whether to include it. Making the leap from seeing digital technology as something to which children (and adults) retreat to a something they can use to learn about life together is important. For this reason, professional support from and for teachers is essential. Furthermore, an optimal way to integrate it into the classroom must be found so that students can develop digital skills while learning to use technology critically [
14]. Many models for integrating ICT and digital tools have already been proposed in the literature, such as SAMR, TPACK, the pedagogical wheel, etc., but despite the potential benefits, the applications and outcomes are questionable [
15,
16]. Both positive and negative effects have been shown, so a clear articulation of the use of ICT and digital tools requires further research. The optimal use of digital technology in the classroom requires an appropriate learning environment that fosters the development of higher-order thinking skills [
17]. This means creating a stimulating environment in which students can explore, experiment, and work collaboratively to solve problems. Teachers play a key role, as they need to be able to guide and support students in the use of digital tools [
18,
19,
20]. In addition, choosing the proper digital environment from among all digital applications (e.g., for coding lessons) can be a challenge for both parents and teachers [
21].
In terms of sustainable development and achieving the Sustainable Development Goals, it is important that education systems also include content that promotes understanding and solving global challenges. Goal 4 of the Sustainable Development Agenda [
4,
22], which focuses on quality education for all, is key to realizing a sustainable future. Surveys such as PISA [
23] allow us to monitor progress toward this goal and identify where improvements are needed. In Slovenia, the results for mathematics and science were above the average for OECD countries, but the results for reading literacy were below the average. However, the results show a decline in all areas of literacy among young people examined, indicating the need for change [
24]. Based on the results, measures are being taken to improve the situation as part of the ongoing curriculum renewal. In the area of reading literacy, action plans for implementing the National Strategy for the Development of Reading Literacy are already in progress, while there are no specific educational strategies for science, mathematics, engineering, arts, and mathematics (STEAM) subjects. On the other hand, these areas are included in the Action Plan for Digital Education until 2027 (ANDI), the National Program for the Development of Artificial Intelligence 2025, and the Digital Slovenia 2030 Strategy [
24]. All of these strategies at the national level, as well as in a broader sense, show that it is still necessary to search for new approaches and methods for teaching and ultimately working in today’s world. The importance of exploring modern approaches and stakeholders on the path to literacy is recognized at a higher level. The University of Ljubljana has been heavily involved for quite a long time in many projects to improve learning processes and integrate ICT into educational processes for a digital future and sustainability [
25,
26].
The aim of this research, which is funded by the Agency of the Republic of Slovenia for Research and Innovation (ARIS), the European Union’s NextGenerationEU [
27], and the Ministry of Education of the Republic of Slovenia [
28], is to develop educational and training strategies for digital and green transformation for sustainable development in the 21st century. It is part of larger projects, specifically a pilot project, “5.02 Improving the digital skills and competencies of (future) educators for quality educational work with younger children”; a research project, “Developing the twenty-first-century skills needed for sustainable development and quality education in the era of rapid technology-enhanced changes in the economic, social and natural environment”; and a program group, Strategies for Education for Sustainable Development Applying Innovative Student-Centred Educational Approaches [
29]. The projects will identify the factors that influence the quality of education for future educators toward technologically driven sustainable development and 21st-century skills. They are based on studying the targeted integration of ICT in pre-service preschool education [
28] along the entire educational vertical and through the development of strategies or strategic approaches [
29]. The research projects also aim to design, implement, and evaluate learning models and measure the impact on 21st-century skills [
29]. In addition, the project objectives cover the increased use of digital tools and ICT by future educators, as it was found that no regular or elective courses in the preschool education degree program are designed to directly promote digital development. The goal will be achieved by renovating existing or designing new study subjects with the didactic use of ICT to achieve a higher level of digital competency among the actors involved [
28]. By evaluating current updated learning approaches, models, and curricula, it will be possible to gain insights into the strengths and weaknesses of modern approaches and their stakeholders in order to perfect a learning model focused on the use of ICT to develop sustainable competencies for the 21st century.
1.1. Systems Thinking and HOTS
Systems thinking, an approach that is used to understand today’s increasingly complex world, refers to interrelationships and dependencies, to the interactions of a system with other systems or subsystems [
31]. Different authors define systems thinking differently, including as a discipline to see the whole [
34], an important interdisciplinary skill for collaborative work in solving problems [
32], and a 21st-century competency for sustainable development and a sustainable society [
4]. The importance of systems thinking is also recognized by the International Association for Technical and Engineering Education (ITEEA) [
1], which defines it as an important practice of technological and engineering literacy. The general understanding of systems thinking as taking a holistic view is somewhat narrow, as both a holistic and a reductionist view of system dynamics are important [
3]. After reviewing several definitions, Arnold and Wade [
35] defined systems thinking as “... a set of synergistic analytical skills used to improve the ability to recognize and understand systems, predict their behavior, and design their changes to achieve desired effects.” [
35] p. 675.
Moore et al. [
36] recognized systems thinking and measured it in individuals using dimensions such as sequence (specifically sequence of events, causal sequence), diversity of causes and variations (specifically multiple possible causes, variations of different kinds (random/special)), and relations and feedback (specifically interrelationships of factors, patterns of relationships, feedback). In their work, they also suggested adding further dimensions and extending the measurement to include elements related to strategic approach orientation, such as personal effort, reliance on authority, and strategic thinking [
36]. Several models of systems thinking have been developed, from simple models with three components [
30] or four domains or dimensions [
37,
38] to those with more complex and hierarchical levels [
39]. A model for DSRP (Distinctions, Systems, Relationships and Perspectives) rules was defined by Cabrera [
3] when he was looking for common features of the many definitions of systems thinking. In the model, the author touches on four so-called simple rules that can be applied to any system in which we distinguish, set boundaries, and identify systems/elements ... we also identify mutual relationships between elements and the system, and look at the system from different perspectives. To support systems thinking, temporal behavior diagrams, causal loops, connecting circles, concept maps, flow state maps, and computer programs, including simulated models for education, have been proposed in the literature [
33,
40,
41]. Other studies [
42,
43] have shown the positive effects that systems thinking have on the development and improvement of skills in various engineering fields and emphasized the importance of systems thinking as a complement to traditional teaching methods [
40]. Systems thinking is an appropriate approach for solving complex problems [
33,
38,
43,
44], and therefore its integration into learning programs for current and future teachers is strongly recommended [
45].
In his study, Frank [
46] found that the systems thinking approach combined with project-based learning effectively promoted the understanding of engineering issues among pre-service teachers who did not have much prior knowledge of technical and technological content. Engström et al. [
38] also noted that systems thinking is an appropriate approach for technological and engineering education, as it encourages learners to view technological systems as interconnected parts and to understand relationships, inputs, outputs, processes, etc., holistically. Because systems thinking involves understanding relationships and using multiple perspectives, it promotes interdisciplinary learning and enables a focus on real-world problems. It promotes cooperation, collaborative learning, and the development of higher order thinking skills (HOTS) such as problem solving, analytical thinking, through modeling, predicting, and searching for improvement, all of which is linked to a technology education that emphasizes practical applications and real-world problem solving [
38].
The importance of HOTS is widely recognized around the world, and systems thinking is among the approaches with a high potential to foster them. Some authors [
47] even include systems thinking among these skills. HOTS generally refers to more complex cognitive processes that go beyond memorization and other lower-level thinking. One of the best-known models is Bloom’s cognitive taxonomy, revised in 2001 [
48], which divides cognitive processes into higher and lower levels. The latter include memorizing, understanding, and applying knowledge, and the former include analyzing, evaluating, and creating [
48]. HOTS enable critical thinking, decision making, and creativity. They require the use of prior knowledge for reasoning, evaluating, analyzing, synthesizing, and solving problems [
2]. Preschool educators use developmental strategies such as comparing, differentiating, identifying, evaluating, classifying, disassembling/assembling, fantasizing, building, planning, and drawing conclusions to promote HOTS in children [
49]. After reviewing the work of other authors and the definition of HOTS, Liu et al. [
50] proposed five categories: skills in problem solving, metacognition, critical thinking, teamwork, and innovation development. HOTS can also be found among the 21st-century skills that individuals need to be successful in society and play an important role in global education [
51].
As there is a relationship between learning ability and HOTS, it is important to use the appropriate approaches and learning methods. Classroom activities that motivate active participation help students develop HOTS [
52]. In their study, Lu et al. [
53] investigated the relationships between smart classroom preferences, learning motivations, learning strategies, peer interactions, and HOTS. They confirmed that peer interactions and learning motivations in the learning environment have a positive influence on the ability to learn knowledge and skills. They focused on the smart classroom learning environment, which includes technology-enriched classrooms with physical and virtual spaces. The results show that in their work to develop HOTS, teachers must take into account learning motivations and peer interactions, as well as learning strategies and smart class preferences, as the latter also have an influence on HOTS, albeit indirectly [
53]. In addition, graphic organizers and concept maps have been found to be good supports for learning strategies to promote HOTS, as they promote reasoning, contrasting ideas, and making connections [
54].
Alammary’s research [
55] found that in order to increase engagement and promote HOTS, the most effective type of blending learning among the different types (instructor-led face-to-face learning, instructor-led online learning, collaborative face-to-face learning, collaborative online learning, and self-directed online learning) was collaborative face-to-face learning, which was otherwise described as challenging by students. The effect, of course, depends on the size of the group, which in this case must be manageable [
55]. For larger groups, online collaboration with greater support from online resources is more suitable. On the other hand, Alammary [
55] noted that self-directed online learning is more suitable for lower levels of thinking skills.
In addition to global guidelines for sustainable development [
4,
51], the importance of developing HOTS can also be seen in educational curricula, even for the preschool years [
56]. Modern learning paradigms emphasize the importance of constructivism [
57] and social constructivism [
58] and aim to create a stimulating environment and provide attentive care, especially for preschool children [
59]. According to Piaget [
57] and Vygotsky [
58], knowledge is built by interactions with the environment and the social context. Piaget focused on existing abilities, while Vygotsky emphasized potential abilities realized with the right support. Interactions between students encourage discussion and critical thinking and support adaptation and problem solving.
In their research, Kumar and Mohamed [
60] showed that preschool teachers had high levels of readiness with regard to their knowledge, understanding, and implementation of HOTS. On the other hand, some authors [
61] have shown that preschool teachers in rural areas are somewhat less willing to include HOTS in terms of knowledge, skills, and application. As Slunjski [
59] noted, the promotion of metacognitive skills among preschool children is influenced by the entire physical environment of the kindergarten. In particular, the positive effects are determined by the opportunities to use thoughtful learning materials that match interests, abilities, and prior knowledge. In addition, the quality of the kindergarten’s social environment, the general atmosphere and democracy in individual groups, the encouragement of children to self-assess, the teachers’ ability to listen to the children and to intervene, and their reflexivity also have a positive influence [
59].
Integrating systems thinking and HOTS into education enhances problem solving and critical thinking and sets the stage for deeper engagement based on flow and activity theory. Systems thinking promotes a holistic understanding of interconnected elements, while HOTS empower learners to creatively address challenges [
35,
48]. This foundation transitions into flow and activity theory, in which individuals achieve optimal engagement by immersing themselves in tasks that match their abilities and interests [
62]. By combining these concepts, educators can promote sustained engagement and meaningful learning experiences.
1.2. Using Flow and Activity Theory to Understand Human Engagement
The flow state, otherwise known as the optimal experience, is the state we experience when we are so immersed in a task that we no longer perceive our surroundings or time properly [
63]. The flow state was originally described by the researcher Mihály Csíkszentmihályi [
64] in the 1960s. Individuals in the flow state usually report being in a state of deep involvement and absorption [
63]. People typically lose their sense of time, block out everyday problems, are highly concentrated, merge with the activity, and have a feeling of control over their actions. The activity is later perceived as if the end goal were an excuse for the process itself [
14,
62]. In a state of flow, the person’s individuality is preserved while they are simultaneously cooperating with the surrounding environment. This cooperation involves changing the environment and, in turn, being changed by it through a complex system of transactions. The flow state is associated not only with pleasure but also with importance and engagement, meaning that the experience itself can be negative, yet a positive feeling often follows its completion [
65]. For example, the pressure to finish a task or job can induce a flow state, as it presents a challenge for some individuals [
66]. Flow can therefore occur in almost any activity, but this does not mean that the state is easy to achieve [
65]. Clear, immediate goals, quick feedback, and an appropriate level of task difficulty are ideal conditions for achieving the state of optimal experience. If the ratio is not determined correctly, the person initially relaxes and then becomes bored (challenge too easy in relation to ability) or feels great anxiety (challenge too demanding in relation to ability) [
14,
62]. Achieving the flow state is an important strategic effort for novices and experts alike. Habits of attention are important in order to maintain self-confidence during times of uncertainty while conserving energy to effectively adapt to challenges and use one’s skills [
62].
Research over the past century, as noted by Whalen [
62], has shown that fostering an environment in which an (otherwise complicated) combination of order and freedom is achieved can create a more effective learning context, compared to the classical approach of disciplined attention. In addition, people from environments where flow is encouraged tend to develop an openness to new experiences and the ability to focus and set realistic goals as part of self-regulation [
64]. According to Palomäki et al. [
67], the literature suggests that there is a connection between the flow state and task performance, but there are also empirical findings that suggest there could be another factor that moderates this link. Palomäki et al. [
67] supported other research with their study, showing that when predicting the flow state, a deviation from the performance expectation is an even better predictor than the performance itself. Performance expectancy increases with new experiences in performing the task. They found that an additional factor or moderator associated with flow state and task performance is task experience [
67].
A systematic review of flow experiences in game-based learning [
68] also reported on individual factors of the flow state, as flow is a subjective experience. Factors that influence flow include interest in the topic, prior knowledge, etc. [
68]. A literature review [
63] summarized many influential connections of the flow state with cognition, personality, motivation, emotion, behavior, contextual factors, etc. A connection between the flow state and engagement, creative tasks, and creativity, which are important parts of design thinking, has been demonstrated. Furthermore, Yang and Hsu [
69] noted that the flow experience could be improved with the help of design thinking. Although design thinking and systems thinking are not the same, they share several similarities (e.g., both require similar cognitive skills, such as analogy, synthesis, and human relations skills, both are applied in design and engineering, etc.), and in some respects, engineering systems thinking is a specific application of design thinking [
70]. In addition, self-efficacy was found to improve when the design thinking method [
63] was used, even among students who showed lower creativity tendencies [
69]. Primus and Sonnenburg [
71] showed that design thinking tasks have an influence on the flow experience at both the group and individual level. In addition, an influence was also demonstrated for so-called creative warm-ups and their interaction with design thinking tasks. Creative warm-up exercises have been found to improve individual flow in less stimulating tasks and in longer-lasting design thinking activities [
71].
In his work, Pilke [
66] highlighted research on flow and information technology, noting that achieving a flow state is likely the main goal of advertising. He found that people often experience flow when using information technology, such as image editing, writing, and programming. This technology facilitates the flow state, allowing for an examination of the quality of the user experience. Although Pilke’s research [
66] dates back to 2004, when there were fewer digital applications and tools, the presence of flow in this technology was evident. Pilke emphasized the importance of quick feedback, visual elements, and aesthetics in maintaining a state of flow. In contrast, common challenges include reducing the cognitive load and improving user interface skills [
66]. Regarding research on flow states and the use of ICT, there are numerous studies on flow while playing computer games [
72,
73], which found correlations between flow and motivation, engagement, and outcomes. Rutrecht et al. [
72] reported that gamers had a better performance and sense of presence in the VR environment rather than in 2D. In education, the results of one study [
74] showed that the factors influencing the flow state in the e-learning environment include the feeling of being in control of the virtual environment [
75], attention and focus on the activity, and the feeling of being physically in the environment. Furthermore, the flow state was found to improved learners’ academic performance in an e-learning environment.
Flow theory focuses on the psychological state of the individual in terms of increasing engagement and performance. To provide a holistic overview of how to analyze and promote higher levels of satisfaction and engagement, we can complement flow theory with activity theory. The latter uses a broader sociocultural framework to understand human activity [
14,
76].
In examining developmental change, activity theory uses several perspectives: historical and situational, as well as individual and systemic. Activity theory was developed in the 1920s and is based on a sociocultural approach [
58]. It is an approach to studying human interactions and relationships in specific situations, e.g., the use of digital tools and ICT in preschool. The theory considers the complexity of real-life activities, focuses on social practices, and is often used in the study of topics in teacher education. Key components of activity theory include the following [
76,
77]:
Subjects, i.e., individuals or groups engaged in an activity/activity (e.g., preschool teachers);
Objects of the activity, i.e., the goal/outcome of the activity (e.g., early robotics teaching);
Tools or mediating artifacts, i.e., instruments or aids for carrying out activities (e.g., teaching materials, drawings, markers, robot sets);
Community, referring to the context of or community involved in the activity (e.g., children in kindergarten);
Rules, i.e., norms and regulations that govern the activity (e.g., curriculum for kindergartens, house rules, kindergarten requirements and rules, educational institutions, ministries);
Division of labor, referring to the distribution of tasks among participants (e.g., which educator does what, preparation and purchase of materials, implementation, evaluation, reporting).
Engeström [
78] summarized the main features of activity theory: the key unit of analysis (it is an object-oriented activity system that is multivocal and is related to other activity systems, including multiple views, perspectives, cultures), historicity (referring to the understanding of changes compared to the past), contradictions (representing the main source of change, the driving force of development), and the extension of information (referring to a newly conceptualized object or motive of activity) [
78].
The two theories complement each other by emphasizing engagement in activities (social and psychological contexts of engagement) and the role of context, since despite the focus on psychological and internal factors, the environment in the state of flow must not be neglected. Understanding the role of context from both perspectives gives us guidelines for designing elements of the environment to provide engaging activities. In addition, both theories attach greater importance to feedback, which plays an important role in transforming activities from the activity theory perspective and in maintaining the flow state from the flow theory perspective, which is of great importance for improving the quality of activities. With a holistic view, it is therefore possible to create learning environments that meet the needs of individuals in several areas [
14,
65,
76,
77].