e-Learning Blog Rotating Header Image

app

[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

[app] IDeRBlog App für iOS #LearningAnalytics

Wir haben nun für unser IDeRBlog-Projekt ein iOS-App entwickelt, damit man nicht nur über das Webinterface sondern gleich direkt am iPad die Texte eintippen kann. Damit soll die User-Experience, vor allem also die Eingabe, nochmals deutlich verbessert werden.

Hallo, schön, dass Du dich für IDeRBlog interessierst. Um die App benutzen zu können, muss Dein Lehrer einen Account für Dich anlegen. Wenn Deine Schule noch nicht beim IDeRBlog Projekt mitmacht, kannst sich Dein Lehrer auf IDeRBlog.eu informieren.

[Link zur App im App Store]

Wir freuen uns auf alle Fälle über Rückmeldungen 🙂

[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]

[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 🙂

[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

[app] 1×1 Trainer Plus #android #mathetrainer

Das 1*1 spielerisch erlernen, war das Ziel einer neuen App und ich glaub das ist uns gut gelungen. Mit Hilfe eines Spielmodus können zwei Spieler gegeneinander antreten. Damit es auch so richtig lustig wird, haben wir Joker eingebaut – mal sehen wie es in der Praxis ankommt. Jedenfalls freuen wir uns auf Rückmeldungen.
Achja und das ganze verwendet natürlich die Daten unseres 1×1-Trainer.

The 1×1 Trainer Plus is a learning application for kids, that allows to learn simple multiplications playfully. Tasks can either be solved alone or in a duel with another player. Both modes can be played offline or online. For online-mode an account is required. After login all calculation tasks are generated online and the learning progress can be followed at http://schule.learninglab.tugraz.at.

[Link zur App]

Learning in a Virtual Environment: Implementation and Evaluation of a VR Math-Game #publication #research #VirtualReality

Our publication about „Learning in a Virtual Environment: Implementation and Evaluation of a VR Math-Game“ is now part of the book Mobile Technologies and Augmented Reality in Open Education.
Abstract:

With the introduction of Google Cardboard, a combination of mobile devices, Virtual Reality (VR) and making was created. This “marriage” opened a wide range of possible, cheap Virtual Reality applications, which can be created and used by everyone. In this chapter, the potential of combining making, gaming and education is demonstrated by evaluating an implemented math-game prototype in a school by pupils aged 12-13. The aim of the virtual reality game is to solve math exercises with increasing difficulty. The pupils were motivated and excited by immerging into the virtual world of the game to solve exercises and advance in the game. The results of the evaluation were very positive and showed the high motivational potential of combining making and game-based learning and its usage in schools as educational instrument.

[Chapter @ IGI-Global]

[Draft Version @ ResearchGate]

Reference: Sternig, C., Spitzer, M., & Ebner, M. (2017). Learning in a Virtual Environment: Implementation and Evaluation of a VR Math-Game. In G. Kurubacak, & H. Altinpulluk (Eds.), Mobile Technologies and Augmented Reality in Open Education (pp. 175-199). Hershey, PA: IGI Global. doi:10.4018/978-1-5225-2110-5.ch009

[app, iphone] Twitterwall #tugraz #iphone

Twittewall Rahmen einer Bachelorarbeit ist die App Twitterwall entstanden, die eine mobile Lösung für unsere Twitterwall darstellt. Viel Spaß bei der Verwendung.

Die TwitterWall der TU Graz jetzt auch auf deinem iPhone! Die Tweets können unterwegs praktisch verfolgt werden. Tweets sind nach User und Keywords sortiert. Für eine schnellere Suche können Tweets über einen bestimmten Zeitbereich oder bestimmte Suchwörter gefiltert werden. Der Aktualisierungs-Intervall kann nach Belieben gesetzt werden.

[Link zur App im Appstore]

[ipad] wOERksheets #iphone #ipad #OER #app

wOERksheetsIm Rahmen einer Projektarbeit haben wir versucht eine sehr einfache, simple App zu erstellen, welche hilft OER-Arbeitsblätter zu erstellen:

The app wOERksheets allows teachers to create work sheets for their students containing a creative commons license. The created work sheet may be exported as a PDF file.
Each work sheet contains a fixed border, header (Name, Class, Date) and a configurable creative commons license. Beside text it is also possible to include images from the devices‘ photo library. The text may also contain simple formatting options (Bold, Italic, Underlined, Alignment, List, Font). Changing the color of the whole worksheet is also possible.
The created work sheets are designed to be used as OER (Open Educational Resources) in the lectures.

[Link to the App @ iOS-Store]

[app, Android] Plus-Minus-Trainer #android

Plus-Minus-TrainerEs gibt wieder eine neue App für unsere Mathematik-Trainer, diesesmal für das Betriebssystem Android und für den Plus-Minus-Trainer, der sich wie alle Angebote unter http://schule.learninglab.tugraz.at befindet. Dort kann man sich auch als Schule registrieren und das Angebot ohne Kosten nutzen:

Der PlusMinusTrainer ist ein Lernprogramm für Kinder, die gerade die Addition und die Subtraktion lernen.
Es gibt zwei Spielmöglichkeiten, online(der Levelmodus) und offline(der Challengemodus).
Um online zu spielen, solltet man einen Account erstellen, was aber ganz einfach ist. Der Vorteil ist das alle Beispiele online gespeichert werden und somit kann der Lernfortschritt auf der Webseite http://schule.learninglab.tugraz.at/plusminus/ verfolgt werden.
Das Speedgame ermöglicht offline zu spielen.
Außerdem bekommst du Achievements verliehen, wenn du bestimmte Meilensteine schaffst!
Benutzung von PlusminustTrainer ist der perfekte Weg sich selbst zu helfen, um deine mathematische Fähigkeiten (Addition und Substraktion) zu beherrschen.
Viel Spaß!

[Link zum Google Play Store]