Es freut uns sehr, dass wir letzte Woche den Relaunch der iMooX-Plattform gut über die Bühne gebracht haben. Neben einem technischen Update ist vorallem auch ein großes grafisches Redesign erfolgt. Neben neuen Funktionen ist wohl das Responsive Design für mobile Endgeräte ein toller neuer Schritt. Frei nach dem Motto „mobile first“ ist nun alles auf Smartphones und Tablets ausgelegt. Neue Filterfunktionen und Landingpages sind vielleicht auch gleich sehr auffällige Änderungen. Wie auch immer wir hoffen, dass es allen gefällt und das Lernen noch mehr Spaß macht 🙂
Abstract: This research is intended to answer the question, how are the students‘ perceptions of internet technology in learning and how is the acceptance of Padlet as a microblogging platform for writing skills in German language level A2-B1 CEFR standards for the student. In summary, 21 students within the range of 19-22 years participated, which consisted of 2 males and 19 females – data obtained through opened and closed questionnaires. The results of data analysis showed that students had positive perceptions using internet technology in learning. However, students cannot accept Padlet as a microbloggingplatform in learning German writing skills due to several factors that influence it. This research has an essential finding: before conducting online learning, lecturers have to consider internet availability and the adequacy of reviews to their smartphones as a learning infrastructure.
Reference: Kharis, Dameria, C. N., Ebner, M. (2020) Perception and Acceptance of Padlet as a Microblogging Platform for Writing Skills. In: International Journal of Interactive Mobile Technologies (iJIM). 14/13. pp. 213-220
Abstract: The amount of digitalized information increases day by day. Everyone connected to the internet through different devices or interfaces can acquire information of specific topics and interests at every time on every place. Nowadays, nearly every child owns a mobile device or at least has access to a mobile device connected to the internet. The main focus of children is to watch videos or play games on their device, so they always see it as an interesting, entertaining virtual friend. The use of mobile devices containing apps which deliver selected information opens a very interesting channel to deliver knowledge in a hidden way to children. This research deals with the development of an Alexa skill prototype to train 1×1 calculation skills of children in primary school in a very funny and playfully way. To evaluate the speech-assistant technology connected to an education game, a field study in was realized. As the Alexa speech-assistant is anyway absolutely magnetic to children, the feedback of the 1×1 calculation skill was better than expected and motivated us to enhance the base functionalities.
Reference: Schoegler, P., Ebner, M. & Ebner, M. (2020). The Use of Alexa for Mass Education. In Proceedings of EdMedia + Innovate Learning (pp. 721-730). Online, The Netherlands: Association for the Advancement of Computing in Education (AACE)
The third presentation at this year EDMedia conference (online) was about “ Implementation fo Interactive Learning Objects for German Language Acquisition in Primary School based on Learning Analytics Measurements „. Find here the slides of the talk of Markus:
Abstract: Simulations and test beds are very difficult topics, especially for non-experienced students or new employees in the mechanical engineering domain. In this chapter, a HoloLens app and a CAD/Simulation workflow are introduced to visualize CAD models and sensor and simulation data of a test run on an air conditioning system test bed. The main challenge is to visualize temperature and pressure changes within opaque parts, such as tubes, compressors, condensers or electrical expansion valves. The HoloLens app supports various simulations and CAD visualizations. We exemplary implemented colouring the temperature or pressure changes of the test bed parts as Mixed-Reality (MR) overlays. The main purpose of the HoloLens app is to reduce the learning effort and time to understand such simulations and test bed settings. Additionally, the app could be used as a communication tool between different departments to transfer experiences and domain specific knowledge.
Reference: Spitzer, M., Rosenberger, M., Ebner, M. (2020) Simulation data visualization using mixed reality with Microsof HoloLensTM, In: New Perspectives on Virtual and Augmented Reality, Daniela, L. (ed.), pp. 147-162, London: Routledge, https://doi.org/10.4324/9781003001874
Abstract: An educational, interactive Amazon Alexa Skill called “Österreich und Europa Spiel / Austria and Europe Game” was developed at Graz University of Technology for a German as well as English speaking audience. This Skills intent is to assist learning geographic facts about Austria as well as Europe by interaction via voice controls with the device. The main research question was if an educational, interactive speech assistant application could be made in a way such that both under-age and full age subjects would be able to use it, enjoy the Game Based Learning experience overall and be assisted learning about the Geography of Austria and Europe. The Amazon Alexa Skill was tested for the first time in a class with 16 students at lower secondary school level. Two further tests were done with a total of five adult participants. After the tests the participants opinion was determined via a questionnaire. The evaluation of the tests suggests that the game indeed gives an additional motivational factor in learning Geography.
Reference: Bilic, L., Ebner, Markus, Ebner, Martin (2020) A Voice-Enabled Game Based Learning Application using Amazon’s Echo with Alexa Voice Service: A Game Regarding Geographic Facts About Austria and Europe, International Journal of Interactive Mobile Technologies (iJIM), 14 (3), pp. 226 – 23
Abstract: The use of digital media is increasingly being promoted in school teaching. Since this aspect changes the interaction between teachers and pupils, this research is concerned with the development of a prototype of a mobile application for Android and iOS, in which different learning applications for language acquisition are offered on the basis of learning analytical measurements provided by experts in the field. By logging and collecting interactions of the user, it is possible to create a variety of statistical evaluations and thus respond to the needs and weaknesses of students. For the evaluation of the application, a user experience test was carried out, whereby the child-friendly operation of the application was tested. Due to the very positive feedback, the design was found to be good and can therefore be further developed.
Reference: Friedl, Markus, Ebner, Markus, Ebner, Martin (2020) Mobile Learning Applications for Android und iOS for German Language Acquisition based on Learning Analytics Measurements. International Journal of Learning Analytics and Artificial Intelligence for Education (iJAI). 2(1). pp. 4-13
We did a short publication about „The Use of Gamification in Gastronomic Questionnaires“ for the International Journal of Interactive Mobile Technologies (iJIM).
Abstract: Obtaining customer opinions and customer wishes is increasingly becoming an important part of any entrepreneurial activity for determining customer satisfaction and, subsequently, optimizing products and services as well as strengthen customer loyalty. In catering, there are several ways to capture the guest’s satisfaction or dissatisfaction, as well as customer preferences and customer needs across different channels. One way to obtain a customer’s opinion is to provide a digital online questionnaire. Unfortunately, the participation of guests in such surveys is usually low. In addition, many online questionnaires are aborted prematurely, and questions which require an individual text answer are often left unanswered. Gamification is a process to use game ele-ments, game techniques and game mechanics from games in a different context in order to motivate and force people to do certain activities. This paper discusses whether the use of game elements in an existing gastronomical online questionnaire enhances the engagement of users and whether customer satisfac-tion remains the same. Based on an existing gastronomical online questionnaire from the company ITELL.SOLUTIONS GmbH a gamified questionnaire vari-ant has been developed. Game elements such as points, badges, avatar, story, progress bar and instant feedback have been included. The investigation showed that the use of gamification in questionnaires on open questions did not worsen the involvement of users. The customer satisfac-tion remained unchanged by the embedding of game elements too. Users of the expanded game questionnaire tended to give more precise and longer answers. The completion time also slightly increased for the gamified questionnaire. A direct comparison between the two variants of the questionnaire, showed that users preferred the design of the gamified questionnaire.
Reference: Prott, D., & Ebner, M. (2020). The Use of Gamification in Gastronomic Questionnaires. International Journal Of Interactive Mobile Technologies (IJIM), 14(02), pp. 101-118. doi:http://dx.doi.org/10.3991/ijim.v14i02.11695
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