[publication] Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis #tugraz

Our publication at this year ED-Media 2015 conference „Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis“ is now online available. You can find the described information system LIVE right here.

Abstract:

It is clear that a system known as selective attention is the most crucial resource for human learning (Heinze et al. 1994). Due to this fact a web based information system is developed to support the attention of the watchers of a learning video. This is done by enriching the video with different forms of interactions. Among others there are interactions presenting multiple-choice questions at predefined positions in the video as well as randomly occurring interactions displaying general questions, which are not content related. To gain a basic plan which points out how to distribute the interactions over the video the usage of the information system at a lecture is analyzed. For that on the one hand some feedback of the users is provided and on the other hand an objective analysis of the results of the multiple-choice questions is done by evaluating their time of occurrence in the video.

[Link to full text]

Reference: Wachtler, J., Ebner, M. (2015). Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2015. pp. 1205-1213 Chesapeake, VA: AACE.

[presentation] Learning Analytics in Massive Open Online Courses #LearningAnalytics

Stephan did his masterthesis about „Learning Analaytics in Massive Open Online Courses“ and developed a first prototype for in-depth analyses. Here you can find his slides of his defense:

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[publication] Why Facebook Swallowed WhatsApp! #tugraz

Our publication at this year ED-Media 2015 conference „Why Facebook Swallowed WhatsApp!“ is now online available.

Abstract:

Since 2007 Graz University of Technology has undertaken questionnaires on its first- year students. The main goal of that annual survey basically concentrates on the IT- and Web- competences as long as they are related to e-learning. The long-term results display progresses and trends that need to be taken into account for a university’s e-learning strategy. The results of this year mainly state a tremendous triumph of the application WhatsApp. It ́s influence on the usage of other applications and it’s relation to Facebook is specially focused. There is no evidence that using WhatsApp has a negative effect on Facebook. Quite the contrary; WhatsApp is another big push on the steady growing usage of modern media for learning purposes.

[Link to full text]

Reference: Nagler, W., Ebner, M., Schön, M. (2015). Why Facebook Swallowed WhatsApp!. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2015. pp. 1383-1392 Chesapeake, VA: AACE.

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[iphone] Slap The Clap

Slap the CapIm Rahmen unserer Vorlesung „Mobile Applications 2015“ ist ein Spiel entwickelt worden um den Rythmus zu üben:

The rhythm or clapping therapy is used for people with special needs: For children with attention deficit hyperactivity disorder it is successfully applied to help them in improving their concentration and motor planning skills. In retirement homes it is used to support the elderly people with keeping their motor and coordination skills. Moreover, in rehabilitation, e.g. after an accident, a stroke, or a heart attack, the rhythm therapy can cure movement disorders and paralysis.

In this therapy the patient tries to clap or knock various specific rhythms after a coach as exactly as possible. If the patient manages to clap the rhythms correctly, more complex rhythms are chosen. As this training always requires a therapist, however, it is very expensive.

This app was developed to enable patients to practice the rhythmic clapping on their own. It generates and plays various rhythms by random. After playing one rhythm, the app asks the patient to clap the rhythm and records the sound for the next seconds. When the recording has finished, the app analyses it and determines if the rhythm clapped by the patient is similar to the played one. If so, the patient gets positive feedback, the next rhythm is generated, and the procedure begins again. If the rhythms are not similar, the app repeats the same rhythm, asking the patient to try it another time. Once the patient has managed to clap a series of 9 different rhythms correctly this way, rhythms of higher complexity, i.e. of longer duration, higher tempo, and/or smaller values of the notes, are generated.

The app was designed mainly with children in mind: It looks like a game, consisting of 9 levels, where each level corresponds to a different degree of rhythm complexity. A colorful graphical user interface and the sometimes barefaced character of a monkey, acting as a personal, very musical clapping coach and giving funny feedback, motivate the children to practice. In the Pro Version which will be released in autumn 2015, besides other new features, there will be the possibility to win different parts of a drumset as achievements for good performances for additional motivation to work with the system.

It is important to underline that this app should not completely replace a therapist, since the personal interaction between the therapist and the patient is very important. The app should rather be regarded as an addition to the personal rhythm therapy, giving the children extra motivation and the possibility to practice independently between the therapy sessions. This way, the app shall contribute to a higher spread of the rhythm therapy.

[Link zur App]

[iphone] Seeking!

Seeking!Im Rahmen unserer Vorlesung „Mobile Applications 2015“ ist ein sehr schönes Spiel entstanden. Es geht darum mit seinem Team andere zu besiegen:

Enter the breathtaking world of Vikings and be their leader. Build up your own personal team of Vikings to find your enemies as fast as you can. Once you have found them, support your troops by collecting Gold Coins on the field and sending more warriors to defeat the attacking enemies and deal as much damage as you can to the enemy tent.

[Link zur App]
Darüberhinaus teste ich zum ersten Mal ein Umfragetool – mal schauen wie interessant es für euch ist:

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[presentation] Design and Evaluation of an User Interface for an Interaction Supported Video Platform

Our second presentation at this year uDay XIII was about our LIVE-System and titled „Design and Evaluation of an User Interface for an Interaction Supported Video Platform„. Find here the slides:

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[presentation, master] Google Glass zur Verbesserung der Interaktion bei Massenvorlesungen

Markus Ebner hat seine Masterarbeit über „Google Glass zur Verbesserung der Interaktion bei Massenvorlesungen“ erfolgreich verteidigt und gezeigt, wie man mit der Brille Feedback von einem großen Auditorium bekommen kann.
Hier seine Folien:

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[publication] Ist die Kombination von OER und MOOC der ideale Weg zur Bildung von morgen?

Die Deutsche Universitätszeitung, kurz duz, hat mich eingeladen ein kurzes Essay zum Thema OER und MOOCs zu schreiben und wie ich die Zukunft hier sehe. Herausgekommen ist dieser kurze Artikel:

Ist die Kombination von OER und MOOC der ideale Weg zur Bildung von morgen? by Martin

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[Link zum Volltext]

Zitation: Ebner, M. (2015) Warum der Umbruch der Hochschulbildung auch ohne eine Novelle des Urheberrechts gelingt, Deutsche Universitätszeitung (duz), 06/15, S. 15

[publication] Design and Evaluation of a User Interface for an Interaction Supported Video Platform

Our contribution about „Design and Evaluation of a User Interface for an Interaction Supported Video Platform“ at this year uDay in Dornbirn is now online available.

Abstract:

Learning videos are currently more and more in use because of the evolving trend of so-called MOOCs (Massive Open Online Courses) (Khalil & Ebner, 2013). However learning videos have only a con-suming character due to the fact that they are of passive nature. According to Carr-Chellman & Duchastel (2000) interaction as well as communication are key features of a successful online course. Because of that a web based information system has been developed to support learning videos with different forms of interac-tion (Ebner et al., 2013). It is obvious that such an information system has to be easily useable and due to that this research study presents the development process of a suitable User Interface (UI). The associated usabil-ity study as well as the field study point out that the design approach is generally working and also identified some components to improve

Design and Evaluation of a User Interface for an Interaction Supported Video Platform by Martin

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Reference:
Wachtler, J., Geier, G., Ebner, M. (2015) Design and Evaluation of a User Interface for an Interaction Supported Video Platform. Digital Medien in Arbeits- und Lernumgebungen. Jost, P, Künz, A (Ed.). S. 117-124. Pabst, Lengrich