[publication] Have They Changed? Five Years of Survey on Academic Net-Generation

Our publication at this year ED-Media Confernece in Denver, USA is now online available. It’s about our surveys with our first year students. The slides of the talk are already published here.
Abstract:

At Graz University of Technology (TU Graz) a questionnaire amongst freshmen is carried out each year since 2007. Aim of this poll is to check IT and Web 2.0 competences and skills of the new students coming to TU Graz in order to adapt the e-learning services for their study at TU Graz. Furthermore the results mirror current trends and changing behaviors of young people said to be the net-generation often postulated to which we and our teachers will face to. After five years of investigations time has come to take a look back and reel up processes and progresses not only because five years match the standard duration of a study at TU Graz. Which trends have been established, which assumptions did not arrive, what happened totally unexpected? This paper targets the main changes within the last five years due to this subject. It compares the five study years and outlines the current study results of 2011 in. One of the main results over five years is that the net-generation did arrive but slowly adapt their study life to what they are already used to do in private.

Have They Changed? Five Years of Survey on Academic Net-Generation

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Reference: Ebner, M., Nagler, W. & Schön, M. (2012). Have They Changed? Five Years of Survey on Academic Net-Generation. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2012 (pp. 343-353). Chesapeake, VA: AACE.

[publication] Personal Learning Environment – Generation 2.0

Our third publication at this year ED-Media Confernece in Denver, USA is now online available. We described the newest research outcomes of our Personal Learning Environment. The slides of the talk are already published here.
Abstract:

Teaching and learning efforts at universities has been dominated by Learning Management Systems since years now. At the same time the so-called Web 2.0 technologies arise and assist teachers as well as learners through communication or collaborating with each other. Furthermore new web technologies like mashups or new devices like smartphones allow us to work with the World Web Web from anywhere at anytime. In this publication a so-called Personal Learning Environment (PLE) is introduced which was launched at Graz University of Technology for the first time in 2010. After a prototype phase a complete redesign was carried out to improve usability and in that way better fit user ́s needs. With the help of metaphor-like terms such as “spaces” and apps the interface became quite easy to work with and fulfilled the change towards learner-centered framework. This paper outlines the cornerstones of the PLE development and its redesign as well as first evaluation data in relation to the focus that the learning environment of tomorrow has to integrate Web services as well as university wide services in an easy and understandable way to become a real Personal Learning Environment.

Personal Learning Environment – Generation 2.0

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Reference: Targhi, B., Ebner, M. & Kroell, C. (2012). Personal Learning Environment – Generation 2.0. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2012 (pp. 1828-1835). Chesapeake, VA: AACE.

[publication] Fun – A Prerequisite for Learning Games

Our second publication at this year ED-Media Confernece in Denver, USA is now online available. It ist about the learning game we did to enhance the fun factor during learning. The slides of the talk are already published here. If you like to know more about the game follow this link.
Abstract:

Mobile games are booming. On average, every child in Central Europe aged 15 years has a mobile phone on his/her own today. If a closer look is taken, it can be pointed out that children mainly own a smart phone running on iOS or Android operating systems. With other words, the youth carry very strong and powerful devices in their pockets, which can and should be used for educational purposes too. In this publication we like to introduce a new mobile game basing on the old traditional concept of learning cards but in a new innovative and more collaborating variant. The first prototype is presented that has been tested by a number of students and educators. It can be shown that the game is motivating and engaging. Furthermore an occurring incidental learning effect can be carried out, which leads to the assumption that mobile games can play an important role for the future of education and it makes simply fun.

Fun – A Prerequisite for Learning Games

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Reference: Hannak, C., Pilz, M. & Ebner, M. (2012). Fun – A Prerequisite for Learning Games. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2012 (pp. 1292-1299). Chesapeake, VA: AACE.