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[app, imoox] iMooX Coach – eine App für die MOOC-Plattform #imoox #mooc #app

Es freut uns, dass wir ab sofort für die MOOC-Plattform iMooX auch eine App anbieten können, vorerst nur für Android-Geräte (die iOS-Version befindet sich noch in Arbeit). Das Ziel der App ist eine Unterstützung beim selbstgesteuerten Lernen zu geben in Form eines Lerntagebuches, denn neben den vorgegeben Terminen des Online-Kurses kann man sich zusätzlich Ziele, Notizen und mehr zum Kurs machen. Und für erreichte Ziele gibt es kleine Belohnungen 🙂

Die neue iMooX App ist da und im PlayStore unter iMooX Coach zu finden. Die App behält für dich einen Überblick über all deine Kurse, allen Terminen und anstehenden Kursen. Außerdem kann die App, sofern du sie lässt, dir Benachrichtigungen und Erinnerungen schicken, sobald einen Kurs ansiehst. Durch das eigene Hinzufügen von Terminen, Lernzielen und Notizen kannst du spielerisch deinen Lernfortschritt antreiben.

[Link zur App im Google Play Store]

[app] Private-Journal #iPhoneAppDevelopment #tugraz

Eine weitere iOs-App die im Rahmen der LV „Mobile Application Development“ von Studierenden erstellt wurde ist jene mit dem Namen Private-Journal. Eigentlich ist die Idee sehr simpel, daher vielleicht auch erfolgreich:

Personal Diary – take private notes anywhere, anytime, on anything you want.

[Link zur App im iOS-Store]

[app] Eduludo #appdevelopment #tugraz

Im Rahmen unserer Veranstaltung ist eine kleine, aber feine Lernapp entstanden, mit der man verschiedenste Lektionen durchführen kann. Im Vordergrund stand zwar das generelle Ertesten wie man Apps erstellt, aber vielleicht hat jemand auch an der App selbst Spaß:

Eduludo allow you to learn mathematics, english, french and german for free.

In our app:

  • 100% offline based. You’ll have to resolve challenges in each course, once you think you have the answer, just type it to see the result!
  • Multiple profile! You have the possibility to use 7 different slots for keeping your progress.
  • Perfect for children/home-schooler/ people wanting to improve their skills.
  • More than 50 challenges to solve!

[Link zur App]

[presentation] A Mobile Application for School Children controlled by External Bluetooth Devices #master #tugraz

Valdrin did his master thesis about „A Mobile Application for School Children controlled by External Bluetooth Devices„. Find here the slides of his defense:

[presentation] German Language Training App for Primary School Children #tugraz #LearningAnalytics #edil18 #InnovateLearning

At this year ED-Media conference in Amsterdam we present our publication „German Language Training App for Primary School Children“ and describe our research about an iphone application to assist the IDeRblog-project. Here you can find the slides:

[presentation] German Language Training Apps for Primary School Children #tugraz

Alexander Schwaiger defended successfully his master thesis about an innovative app for the IdERblog project. Find here his slides:

[publication] 1×1 Trainer with Handwriting Recognition

Our publication about „1×1 Trainer with Handwriting Recognition“ got published in the International Journal of Interactive Mobile Technologies (iJIM). We described our successful app, which has been firstly announced already here.

Abstract:

Nowadays, computers and mobile devices play a huge role in our daily routines; they are used at work, for private purposes and even at school. Moreover, they are used as support for different kinds of activities and task, like for example, learning applications. The interaction of these applications with a computer is based on predefined input methods, whereas a touchscreen facilitates direct input via handwriting by using a finger or a pen. This paper deals with the invention of a mobile learning application, which is supposed to facilitate children’s learning of simple multiplication. The aim of this paper is to collect the data of children’ experiences using interactive handwriting on mobile devices. In order to gain this data, a school class of the school “Graz-Hirten” was tested and afterwards for evaluational purposes interviewed. The results of these usability tests have shown that children perceived handwriting via finger on screen as quite positive.

[Full text @ ResearchGate]

[Full text @ iJIM]

Reference: Rabko, M., Ebner, M. (2018) 1×1 Trainer with Handwriting Recognition. International Journal of Mobile Technologies (iJIM). 12/2. pp. 69-79. https://doi.org/10.3991/ijim.v12i2.7714

[app] 1×1 Trainer reward #app #mobileLearning #android

Nach zahlreichen iOS-Apps gibt es nun wieder eine neue Version des 1×1-Trainers für Android mit dem klingenden Namen „1×1 Trainer reward“. Durch ein paar Gamification-Elemente hoffen wir, dass Kinder Spaß am Lernen haben.

Mit dem 1×1 Trainer lernst du leicht das Einmaleins! Schalte Tier für Tier frei, indem du die Aufgaben löst.
Der 1×1 Trainer bringt Kinder spielerisch an das Einmaleins heran. Durch das Freischalten von neuen Tieren und Hintergründen wird Kindern eine Aufgabe gestellt, die Spaß am Lernen von Multiplikationen machen soll.
Es kann sowohl online als auch offline gespielt werden. Die Statistiken aller Herausforderungen können auch eingesehen werden, wodurch man sieht was noch fehlt um ein bestimmtes Tier freizuschalten.

[Link zur App]

[Link zum 1×1 Trainer]

[presentation] 1×1 Trainer mit Handschrifterkennung #tugraz #ios #research

Im Rahmen seiner Masterarbeit hat sich Michael mit der Handschrifterkennung beschäftigt und zwar für den 1×1-Trainer. Damit ist es nun möglich die Zahlen mit dem Finger/Stift einzugeben.

[Link zur App]

Hier die Folen seiner erfolgreichen Verteidigung der Masterarbeit:

[publication] Mobile Applications for Encyclopedias #AustriaForum #mobileLearning

Paul developed within his master thesis mobile applications for the Austria Forum. We summarized this work in a chapter about „Mobile Applications for Encyclopedias“ within the book „Mobile and Ubiquitous Learning. Perspectives on Rethinking and Reforming Education“.

Abstract:

In this research work a survey of tested mobile applications will be summarized, which were selected by a few defined prerequisites, and a brief overview is given of what is available in the corresponding stores. It will also be shown how the individual mobile applications for encyclopedias are presenting and providing information to users. This cover its visual representation and the manner in how information is retrieved. Additionally a new smart way will be introduced in which we can deal with information with a special focus to encyclopedias and mobile devices. The prototyped application carries out special features, which makes usage of mobile devices capabilities. The presented approach follows a slightly more aggressive way on how to bring information to users. For example it requires the permission of user and tells him/ her actively that there is an interesting piece of information close by his/ her location. Communication between the device and users is done using the notification system. To satisfy the needs of users a set of options will be presented so that they can customize time and number of notifications. Those settings shall also prevent the battery from draining to fast and give the user control about it. The outcome is a a prototype with a set of features which allows users to retrieve information based on their mood and their willingness of spending effort. If he/ she is eager to learn the application provides ways to support that. If he/ she just want some quick information there are ways to get it. And if he/ she wants a new way of information retrieval via mobile applications for encyclopedias the prototype offers the above mentioned possibility to do so

[Full article @ Springer]

[Draft @ ResearchGate]

Reference: Neuhold P., Ebner M., Maurer H. (2018) Mobile Applications for Encyclopedias. In: Yu S., Ally M., Tsinakos A. (eds) Mobile and Ubiquitous Learning. Perspectives on Rethinking and Reforming Education. Springer, Singapore. pp. 229-247 https://link.springer.com/chapter/10.1007/978-981-10-6144-8_14