Ebru is presenting today her research about „Learning Analytics and MOOCs“ at this year HCII 2020 conference.
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Digitale Lehre an und rund um der Technischen Universität Graz
Ebru is presenting today her research about „Learning Analytics and MOOCs“ at this year HCII 2020 conference.
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We did a small contribuation titled „Designing a Sandpit- and Co-Design-informed Innovation Process for Scaling TEL Research in Higher Education“ for this year 15th International Conference on Wirtschaftsinformatik.
Abstract:
Abstract of conference homepage
Sustainably digitalizing higher education requires a human-centred approach. To address actual problems in teaching as well as learning and increase acceptance, the Technology Enhanced Learning (TEL) solution(s) must be co-designed with affected researchers, teachers, students and administrative staff. We present research-in-progress about a sandpit-informed innovation process with a f2f-marketplace of TEL research and problemmapping as well team formation alongside a competitive call phase, which is followed by a cooperative phase of funded interdisciplinary pilot teams codesigning and implementing TEL innovations. Pilot teams are supported by a University Innovation Canvas to document and reflect on their TEL innovation from multiple viewpoints.
[Link to full paper @ ResearchGate]
[Link to full paper @ conference homepage]
Reference: Dennerlein, S., Pammer-Schindler, V., Ebner, Markus, Getzinger, G., Ebner, Martin (2020) Designing a Sandpit- and Co-Design-informed Innovation Process for Scaling TEL Research in Higher Education. In: Entwicklungen, Chancen und Herausforderungen der Digitalisierung – Band 2: Proceedings der Community Tracks zur WI 2020. 7. S.
Our contribution to the Edurobotics conference 2018 got published right now. According to the title „How to Support Girls’ Participation at Projects in Makerspace Settings„. Overview on Current Recommendations“ we did a study with a special view how we can increase the participation of girls in makerspaces.
Abstract:
Abstract of the publication
Several biases and thresholds challenge the reach of girls in technology-related activities. For this contribution we collected and structured existing research and good practices on how to reach girls within projects in the field educational robotics, makerspaces, coding and STEM in general. The contribution presents general guidelines for future activities with a potential higher rate of participating girls in makerspace settings.
[article @ publisher’s homepage]
[draft @ ResearchGate]
Reference: Schön S., Rosenova M., Ebner M., Grandl M. (2020). How to Support Girls’ Participation at Projects in Makerspace Settings. Overview on Current Recommendations. In: Moro M., Alimisis D., Iocchi L. (eds) Educational Robotics in the Context of the Maker Movement. Edurobotics 2018. Advances in Intelligent Systems and Computing, vol 946, pp. 193-196, Springer, Cham
I am very pleased to be invited to the IT in Engineering Education conference at Bauman Moscow State Technical University for a short talk about the future of (digital) Higher Education.
I did a recording of the talk, which is now availabe online:
Im Rahmen der GMW 2019 haben wir noch einen zweiten Beitrag eingereicht zum Thema „Makerspaces zur Wissenschaftsvermittlung und Innovationsraum der neuen Generation“. Clarissa hat vor Ort den Vortrag gehalten und ich bin noch die Folien dazu schuldig:
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We did a short article about „A Research Agenda to Deploy Technology Enhanced Learning with Augmented Reality in Industry“ for this year „Mensch und Computer 2019“.
Abstract:
To apply Technology Enhanced Learning (TEL) with Augmented Reality (AR) in industry, a suitable methodology is necessary. This work focuses on how to deploy and evaluate AR learning scenarios in industrial environments. The methodology evolved within the two EU projects FACTS4WORKERS and iDEV40 and has been improved iteratively. The first step is to investigate the use case at the industry partner. Then the appropriate concept is defined. The next step is to develop a first prototype. This prototype is then improved during several iterations according to the feedback of the industry partner. When the prototype reaches an appropriate Technology Readiness Level (TRL), a final evaluation is carried out to verify the software artifact against the gathered requirements.
Reference: Spitzer, M., Gsellmann, I., Hebenstreit, M., Damalas, S. & Ebner, M., (2019). A Research Agenda to Deploy Technology Enhanced Learning with Augmented Reality in Industry. Mensch und Computer 2019 – Workshopband. Bonn: Gesellschaft für Informatik e.V..
Wir haben bei der heurigen GMW-Tagung einen Beitrag zu verschiedenen didaktisch MOOC-Szenarien eingereicht. Sozusagen die Erfahrungen die wir in den letzten Jahren mit der MOOC-Plattform iMooX sammeln können. Hier gibt es die Folien zur heutigen Präsentation:
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Im Rahmen des ÖFEB-Kongress darf ich heute über Learning Analytics reden – die Folien findet man hier:
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Our conference contribution to this year 13th European Conference on Games Based Learning about „„Computer Science for all“: Concepts to engage teenagers and non-CS students in technology“ is now online available – enjoy reading 🙂
Abstract:
Knowledge in Computer Science (CS) is essential, and companies have increased their demands for CS professionals. Despite this, many jobs remain unfilled. Furthermore, employees with computational thinking (CT) skills are required, even if they are not actual technicians. Moreover, the gender disparity in technology related fields is a serious problem. Even if companies want to hire women in technology, the number of women who enter these fields is remarkably low. In high schools, most teenagers acquire only low-level skills in CS. Thus, they may never understand the fundamental concepts of CS, have unrealistic expectations or preconceptions, and are influenced by stereotype-based expectations. Consequently, many teenagers exclude computing as a career path. In this research study, we present two promising concepts to overcome these challenges. First, we consider alternative paths to enter the field of CS. In 2018, a voluntary lecture „Design your own app“ at the University of Graz for students of all degree programs was introduced. In total, 202 students participated. We applied a Game Development-Based Learning (GDBL) approach with the visual coding tool Pocket Code, a mobile app developed at Graz University of Technology. The students were supposed to create simple games directly on smartphones. The course received positive evaluations and led to our second concept; In January 2019, we started to design a MOOC (Massive Open Online Course) with the title „Get FIT in Computer Science“. First, this course can be used to encourage young women who have little to no previous knowledge in CS. Second, it should help all teenagers to get a more realistic picture of CS to its basic concepts. Third, teachers can use the course materials to lead high school classes (Open Educational Resources). Finally, the MOOC can be accessed by everyone interested in this topic.
Reference: Spieler, B., Grandl, M., Ebner, M., Slany, W. (2019) „Computer Science for all“: Concepts to engage teenagers and non-CS students in technology. In: Conference Proceedings ECGBL 2019, Odense, Denmark