[ijet, journal] Journal of Emerging Technologies in Learning Vol. 12 / No. 11 #ijet #research

Issue 12(11) of our journal on emerging technologies for learning got published. Enjoy the readings as usual for free :-).

Table of Contents:

  • Improving Academic Decision-Making through Course Evaluation Technology
  • The Use of Serious Games in Preschool Education
  • The Area of the Disk in Middle School Grade by GeoGebra.
  • Symbian OS for Developing Mobile Multimedia Software Platform for Gymnastics
  • Investigating the Iranian EAP Stakeholders’ Ideas Apropos of Applying the Internet in EAP Curriculum
  • Investigating the Effectiveness of an Interactive IRF-Based English Grammar Learning System
  • An Efficient Approach for Exchanging Exam Contents in E-Learning Institutions
  • Massive Open Online Course Related Learning Style and Technology Usage Patterns of Thai Tourism Professionals
  • An Emerging Technology: Augmented Reality to Promote Learning
  • The Development of Indonesian POS Tagging System for Computer-aided Independent Language Learning
  • Machine Learning Based On Big Data Extraction of Massive Educational Knowledge
  • Cloud Computing Issues for Higher Education: Theory of Acceptance Model
  • Intervention and Diagnostic Tools in Preschool Education
  • Implementation of Group Formation Algorithms in the ELARS Recommender System

[Link to Issue 12/11]

Nevertheless, if you are interested to become a reviewer for the journal, please just contact me :-).

Invitation: Workshop at the EdMedia conference in June 2018, Amsterdam #workshop #research

Together with smart colleagues I will host a workshop at the next EdMedia conference: It will take place at 2018-06-25 from 9.30 to 13.00h and is titled with “Making with kids in Europe – to foster digital literacy, to make a better world, and to build a new entrepreneurship education“.
You find details in the DOIT calendar and at the EdMedia conferene Website. Hope to meet you there!

[publication] Ein offenes Unterrichtskonzept für den Einstieg in die Programmierung mit Hilfe von „Pocket Code“#pocketcode #bildungsinformatik

Wir wurden eingeladen für ein Sonderheft rund um das Thema “CODING als Baustein der digitalen Bildung” einen Beitrag einzureichen und haben hier unsere Arbeiten rund um den Einsatz von PocketCode an Schulen beschrieben. Den Kurs den wir beschreiben findet man übrigens hier.

Abstract:

Pocket Code ist eine im Zuge des Non-Profit-Projektes „Catrobat“ an der Technischen Universität Graz entwickelte mobile App, mit der Programme am Smartphone oder Tablet erstellt werden können (vgl. Slany, 2014). Catrobat bezeichnet auch die gleichnamige blockbasierte Programmiersprache, welche nach dem Vorbild von Scratch entwickelt wurde. Pocket Code erlaubt es den Schülerinnen und Schülern im Gegensatz zu Scratch, jederzeit und jederorts ihre eigenen Smartphones zum Programmieren zu verwenden

[Link zum Beitrag @ ResearchGate]

[Link zum gesamten Sonderheft]

Referenz: Grandl, M., Höllerbauer, B., Ebner, M., Slany, W. (2017) Ein offenes Unterrichtskonzept für den Einstieg in die Programmierung mit Hilfe von „Pocket Code“. Coding als Baustein der digitalen Grundbildung. Schule Aktiv (Sonderheft des BMB). S. 32-37

[publication] PDM field study and evaluation in collaborative engineering education #research

At this year ICL 2017 conference in Budapest, Hungary we did a publication on “PDM field study and evaluation in collaborative engineering education“. Andreas did the presentation and the introduction to his PhD-work.

Abstract:

Collaboration in general but especially between students of Austrian Federal Secondary Colleges of Engineering (HTL) is becoming more and more important. Therefore, the joint diploma thesis has been introduced into the cur- riculum. Furthermore, joint student projects have become a crucial topic within the subject of mechanical engineering design. Because of the worldwide activi- ties of most companies, being able to collaborate within a huge team is seen as an essential for future jobs. To support the collaboration process in engineering education, a product data management (PDM) system was introduced to several Austrian HTLs within projects carried out in the Sparkling Science program of the Austrian Federal Ministry of Science and Research. In the academic year 2016/17 a field study was started to figure out how to enhance collaboration be- tween students by using this kind of software and methods. The outcome of this study will be to find out about the level of collaboration within students’ design projects.

[Full article @ ResearchGate]

Reference: Probst, A., Gerhard, D., Ebner, M. (2017) PDM field study and evaluation in collaborative engineering education. In: Conference Proceeding of ICL2017 – 20th International Confer-ence on Interactive Collaborative Learning. Budapest, Hungary, pp. 1-9

[radio] Roboter im Unterricht

Es freut uns, dass es einen kleinen Beitrag von unseren Aktivitäten rund um die informatorische Grundbildung in Ö1 gibt mit dem Titel “Roboter im Unterricht“. Es werden dort die Ozobots vorgestellt:

Technik nur zu nutzen ist etwas ganz Anderes, als hinter ihre Fassaden zu blicken und sie eventuell sogar selbst anzupassen oder zu steuern. Im Gymnasium Hartberg in der Steiermark versucht man diesen aktiven Zugang zu neuen Technologien über kostengünstige Mini-Roboter namens Ozobot zu verwirklichen. Die Schülerinnen und Schüler programmieren sie selbst. Von diesem Projekt in Kooperation mit der Technischen Universtät Graz berichtet Sylvia Andrews.

[Link zum Radiobeitrag]

[Link zu weiteren Informationen rund um den Ozobot-Einsatz]

[ijet, journal] Journal of Emerging Technologies in Learning Vol. 12 / No. 10 #ijet #research

Issue 12(10) of our journal on emerging technologies for learning got published. Enjoy the readings as usual for free :-).

Table of Contents:

  • A Model for e-Learning Systems Success: Systems, Determinants, and Performance
  • The Impact of Reflective Teaching Applications Supported by Edmodo on Prospective Teachers’ Self-Directed Learning Skills
  • Computer-Based Testing: Score Equivalence and Testing Administration Mode Preference in a Comparative Evaluation Study
  • Determination of Distant Learner’s Sociological Profile Based on Fuzzy Logic and Naïve Bayes Techniques
  • Multimodal Approach to Identify Learning Strategies of Visual and Verbal Learners
  • “What’s the Tab’s Apps?”: Piloting Low-Priced-Tablet-Aided Course Delivery in Teacher Education
  • Determinant Factors Affecting the Web-based Training Acceptance by Health Students, Applying UTAUT Model
  • Towards a Competence-Based Course Authoring Tool Supporting Learning Management Systems
  • Adoption of Flipped Classrooms in K-12 Education in Developing Countries: Challenges and Obstacles
  • Appropriate Thai High School Student Internet Behaviour: A Hierarchical Linear Model Analysis
  • Is Facebook a Suitable Tool in Modern World Technology for Active Learning in as Regards 21st Century Learning?
  • E-Learning through Single Hand and Two Hand Sign Language
  • Discovering Student E-Learning Preferred Navigation Paths Using Selection Page and Time Preference Algorithm
  • Generated PSM Web Model for E-learning Platform Respecting n-tiers Architecture
  • Experimentation of a Multidimensional Model for Tracking Interactions Between Learners During an Online Collaborative Work

[Link to Issue 12/10]

Nevertheless, if you are interested to become a reviewer for the journal, please just contact me :-).

[presentation] Wozu denn Digitalisierung?

Ich darf heute an der Universität Bielefeld meine Gedanken zur “Digitalisierung der Hochschule” kurz präsentieren im Rahmen einer Veranstaltung unter dem klingenden Thema “Zwischen Tafel und Tablet – Wieviel Digitalisierung braucht gute Lehre?“. Hier meine Folien dazu:

Klicken Sie auf den unteren Button, um den Inhalt von www.slideshare.net zu laden.

Inhalt laden

iMooX beim OER-Festival 2017

Wir freuen uns besonders, dass es 2017 wieder ein OER-Festival geben wird und natürlich wollen wir mit unseren Projekten dazu beitragen. Maria wird über unsere Erfahrungen mit iMooX berichten und auch einen Stand dort betreiben.

Anmelden kann man sich jederzeit noch – wir freuen uns alle vor Ort begrüßen zu können, damit wir OER auf noch breitere Füße stellen können 🙂

[presentation] Digitale Bildungstechnologien an Hochschulen sind keine Turnübungen, sondern …

Ich darf heute in Winterthur meine Gedanken zur Digitalisierungsdebatte der Hochschullehre kurz darstellen. Hier gibt es dazu die entsprechenden Slides:

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[publication] How can Gamification Improve MOOC Students Engagement?

Our contribution to this year 11th European Conference on Games Based Learning (ECGBL) is about our Gamifications experiments within MOOCs. The publication is titled “How can Gamification Improve MOOC Students Engagement?

Abstract:

Massive Open Online Courses (MOOCs) require students’ motivation either intrinsically or extrinsically to complete any of its courses. Even though MOOCs enjoy great popularity and bring many benefits to the educational community, some concerns arise with MOOC advancement. In fact, MOOCs are affected by low completion rate and face issues with respect to interactivity and student engagement along MOOC duration, which may convert student excitement to boredom and then drop out at any stage. A key result of research in the past couple of years has proved that students’ engagement in MOOCs is strongly related to their activities online. These activities are related to the interaction between student and logging in the MOOC, reading and writing in the MOOC discussion forum, watching videos and doing quizzes. In this research paper, we present our research in deploying a gamification mechanic in MOOCs to increase student engagement. The gamification approach relies on weekly feedback to drive student intrinsic and extrinsic motivation. Following learning analytics on students’ data from a MOOC offered in 2014, 2015, and 2016, the outcome of this approach showed an obvious increase in students’ activity and engagement in discussion forums, login frequency and quiz trials. The active students’ cohort allotment has increased in comparison with previous versions of the same MOOC as well as the completion rate has incremented up to 26% of the total number of participants.

[Full article @ ResearchGate]

Reference: Khalil, M., Ebner, M., & Admiraal, W. (2017). How can Gamification Improve MOOC Students Engagement?. In proceedings of the European Conference on Game Based Learning, Graz, Austria, (pp. 819-828