[iphone, app] OER-License App for Picture #iOS #OER #tugraz #Android

Im Rahmen einer Projektarbeit ist die „LicenseApp“ für das Open Education Austria Projekt entstanden. Die Idee ist dabei relative simpel – Bilder die mit dem Mobiltelefon aufgenommen wurden, können schnell mit einer CC-Lizenz versehen werden als eine Art Wasserzeichen. Danach kann das Bild wieder abgespeichert werden und entsprechend geteilt. Die App ist als hybride App umgesetzt worden, steht daher sowohl für Android als auch iOS zu Verfügung

Mit dieser App kannst du ganz einfach deine Bilder mit einem Wasserzeichen in Form eines CreativeCommons-Lizenzlogos versehen und das entstandene Bild via Mail, Facebook, Twitter und Co. teilen.

  • Wähle aus den 7 verschiedenen CreativeCommons-Lizenzen
  • Füge deinen Namen zum Bild hinzu
  • Verändere Größe und Eigenschaften des Wasserzeichens

[Link to the App @ iTunes Store]

[Link to the Google Play Store]

[report] Erweiterung der Hörsaal-Infrastruktur #tugraz #tube #aufzeichnung

Im Rahmen eines Hochschulraumstrukturmittel-Projekts (kurz HRSM) versuchen wir zusammen mit der Universität Graz und der Medizinuniversität Graz unsere Hörsaalinfrastruktur in Hinblick auf automatiserte Aufzeichnungen zu erweitern. Das schließt unter anderem auch Weiterbildungsangebote und auch die Videoplattform TUbe mitein. Dazu hab ich einen kurzen Artikel in unserer TU-Graz-weiten Zeitschrift TU Graz people gemacht.

Abstract:

Lehrende können ab sofort in fünf weiteren Hörsälen auf den Campus- Bereichen Alte Technik und Inffeldgasse ihre Lehrveranstaltungen automatisch aufzeichnen und ihren Studierenden zur Verfügung stellen.

[Link zur Zeitschrift]

Zitation: Ebner, M. (2017) Erweiterung der Hörsaal-Infrastruktur. TU Graz people. 61 (2017-1). S. 7

[publication] On Using Interactivity to Monitor the Attendance of Students at Learning-Videos #tugraz #research

Another publication at this year ED-Media conference is about „On Using Interactivity to Monitor the Attendance of Students at Learning-Videos„. The presentation has been recorded and can be find here.
Abstract:

Many studies are claiming that compulsory attendance has its benefits for students because it is positively influencing their performance in consequence. This means that fully attending students are receiving a better grade than those who skip parts of the course. Whereas there are existing technologies to monitor the attendance of students in standard classroom situations the possibilities to provide such functionalities at online videos are limited. Because of that this work introduces an approach to assess the performance of students at videos. For that a web-platform which offers a detailed recording of the watched parts of videos is presented. The evaluation shows the performance of the students at a course consisting of videos with compulsory attendance and furthermore it points out that the approach for monitoring the attendance at online videos is basically working.

[Draft version @ ResearchGate]

Reference: Wachtler, J. & Ebner, M. (2017). On Using Interactivity to Monitor the Attendance of Students at Learning-Videos. In Proceedings of EdMedia: World Conference on Educational Media and Technology 2017 (pp. 278-288). Association for the Advancement of Computing in Education (AACE).

[publication] Project Based Learning: from the Idea to a Finished LEGO® Technic Artifact, Assembled by Using Smart Glasses #edmedia17

The first publication at this year ED-Media conference is about „Project Based Learning: from the Idea to a Finished LEGO® Technic Artifact, Assembled by Using Smart Glasses„. The presentation has been recorded and can be find here.
Abstract:

Smart Glasses and 3D printers are now easily available on the market. The challenge is how to integrate them efficiently in a learning environment. This paper suggests a project-based learning (PBL) scenario how to construct, produce and assemble a planetary gear using Open Source tools, LEGO® Technic, 3D printers and Smart Glasses. The whole project-based learning scenario was implemented together with a 16-year-old student. Additionally, the assembly process using Smart Glasses was tested by seven users in a qualitative evaluation. The feedback of the student of the target group together with the feedback of other subjects was considered to improve the PBL scenario and the Smart Glasses (ReconJet) application. The evaluation showed the potential of Smart Glasses to improve hands-free assembly processes and supports the user to understand the structure and functionality of mechanical objects.

[Draft version @ ResearchGate]

Reference: Spitzer, M. & Ebner, M. (2017). Project Based Learning: from the Idea to a Finished LEGO® Technic Artifact, Assembled by Using Smart Glasses. In Proceedings of EdMedia: World Conference on Educational Media and Technology 2017 (pp. 196-209). Association for the Advancement of Computing in Education (AACE).

[master] Implementation and Evaluation of a Virtual Reality Learning Game for Mathematics #tugraz

Christof did his masterthesis about „Implementation and Evaluation of a Virtual Reality Learning Game for Mathematics“ and he developed a game, which can also be downloaded at the Google Play Store. Here you can find the slides of his defense – great work 🙂

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[vocast] On Using Interactivity to Monitor the Attendance of Students at Learning-Videos #tugraz #research #edmedia

Because we are not able to attend the ED-Media conference 2017 in Washington this year, we are doing our presentations virtually. The last of four talks is about „On Using Interactivity to Monitor the Attendance of Students at Learning-Videos„:

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[vodcast] From the Idea to a Finished LEGO® Technic Artifact, Assembled by Using Smart Glasses #tugraz #research #edmedia

Because we are not able to attend the ED-Media conference 2017 in Washington this year, we are doing our presentations virtually. The third of four talks is about „From the Idea to a Finished LEGO® Technic Artifact, Assembled by Using Smart Glasses„:

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[publication] Game Based Learning Through Near Field Communication #NFC #research #tugraz

Our publication about „Game Based Learning Through Near Field Communication“ is now published in the book Game-Based Learning: Theory, Strategies and Performance Outcomes.

Abstract:

Near Field Communication (NFC) is a technology mainly known from the payment and ticketing sector. Due to its availability on smartphones NFC provides a far untapped potential for a variety of different applications. As part of researches regarding NFC and its usability in educational areas, the operational capability of NFC has been tested in the field of game based learning. The result was an Android-based quiz application (“NFCQuiz”) working in multiplayer mode, meaning that several players can exchange their answers through the use of NFC during the game. The application provides educators the possibility to store his/her own questions and answers on a tag. During the game one player reads the tag and can send the contained information to multiple players over Android Beam. The exchange of the given answers and the calculation of the leader board are in turn done over a NFC connection.
Such an application is expected to bring different benefits. Both, question generation and data exchange are handled over NFC. As a result no internet access is needed for participating in the game. Since the used tags are re-writable there are basically no limits in term of reuse. Another benefit resulting from the usage of tags is that parents/teachers can control the used questions and answers. A NFC-based game is also supposed to give players an additional interactive effect by holding the phones for synchronization, which in turn keeps the participants interested.
This research work gives an overview of the “NFCQuiz” application regarding its functionality and implementation. Moreover we discuss the advantages and disadvantages of the app with respect to similar games and the overall potential of NFC in the educational sector.

[Draft article @ ResearchGate]

Reference: Lamija, D., Ebner, M. (2017) Game Based Learning Through Near Field Communication. Game-Based Learning Theory, Strategies and Performance Outcomes. Youngkyun B. (ed.). Nova publisher. pp. 295-322

OER-Booklet #OER #OpenEducation

Im Rahmen des Open Education Austria Projektes haben wir auch ein OER-Booklet erstellt mit der Idee, dass man schnell etwas Übersichtliches in der Hand hat. Das Prinzip ist simpel – man druckt sich einfach das A4-Blatt aus und dann muss man es richtig falten 🙂
Da ich selbst nicht gerade ein Falttalent bin, haben wir uns gedacht machen wir auch noch ein Video davon, damit es auch sicher klappt. Viel Spaß damit und wir freuen uns wenn es weiterverbreitet wird 🙂

[OER-Booklet als .pdf]

[OER-Booklet als .odg]

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