Congratulations to my PhD-student who did his first publication about a literature research to computational thinking. His work got published right now in Future Internet, enjoy the great reading.
After a lengthy debate within the scientific community about what constitutes the problem solving approach of computational thinking (CT), the focus shifted to enable the integration of CT within compulsory education. This publication strives to focus the discussion and enable future research in an educational setting with a strong focus on the Austrian circumstances and the goal to allow wide international adoption later on. Methodically, a literature review was conducted to gain knowledge about the current strands of research and a meta study to show the diversity of proposed and materialized studies. Three main questions were answered, establishing that CT as an idea is rooted in scientific literature dating back to the 1980s and grew in popularity after Wing introduced the concept to a broader audience. A number of authors contributed to the current state of the field, with the most cited review coming from Grover and Pea. The challenge to integrate CT in curricula around the world was met by many experiments and case studies but without a conclusive framework as of yet. Ultimately, this paper determines that expert integration is a blank spot in the literature and aims to create a strong, inclusive path to CT education by inviting practitioners.
[Full article @ journal’s homepage]
[Full article @ ResearchGate]
Reference: Pollak, M.; Ebner, M. (2019) The Missing Link to Computational Thinking. Future Internet 2019, 11, 263.
Our contribution at this year EDUCON conference is about “Gamification in MOOCs: A Review of the State of the Art“. We took a close look to current research studies about game elements in MOOCs and summarized the result.
A Massive Open Online Course (MOOC) is a type of online learning environment that has the potential to increase students’ access to education. However, the low completion rates in MOOCs suggest that student engagement and progression in the courses are problematic. Following the increasing adoption of gamification in education, it is possible that gamification can also be effectively adopted in MOOCs to enhance students’ motivation and increase completion rates. Yet at present, the extent to which gamification has been examined in MOOCs is not known. Considering the myriad gamification elements that can be adopted in MOOCs (e.g., leaderboards and digital badges), this theoretical research study reviews scholarly publications examining gamification of MOOCs. The main purpose is to provide an overview of studies on gamification in MOOCs, types of research studies, theories applied, gamification elements implemented, methods of implementation, the overall impact of gamification in MOOCs, and the challenges faced by researchers and practitioners when implementing gamification in MOOCs. The results of the literature study indicate that research on gamification in MOOCs is in its early stages. While there are only a handful of empirical research studies, results of the experiments generally showed a positive relation between gamification and student motivation and engagement. It is concluded that there is a need for further studies using educational theories to account for the effects of employing gamification in MOOCs.
[Draft version @ ResearchGate]
Reference: Khalil, M., Wong, J., de Koning, B. B., Ebner, M., & Paas, F. (2018). Gamification in MOOCs: A Review of the State of the Art. In proceedings of the 2018 IEEE Global Engineering Education Conference (pp. 1635-1644). Santa Cruz de Tenerife, Canary Islands, Spain
Today, Mohammad Khalil is presenting our publication about “What is Learning Analytics about?” at Smart Learning Excellence Conference in Dubai. Here are his presentation slides:
Klicken Sie auf den unteren Button, um den Inhalt von www.slideshare.net zu laden.
Our publication about “Technology Enhanced Learning and the Digital Economy: A Literature Review” is now online published in the International Journal of Innovation in the Digital Economy (IJIDE).
Throughout history, the ongoing technological progress has caused the economy to change in many aspects; furthermore, at times it triggered the dawn of a new era. In the 1980s, this happened for the last time and the digital economy has emerged over the last decades. Since then, the significance of approaches to technology enhanced learning (TEL) has increased rapidly. However, the relations between the digital economy and technology enhanced learning are hardly investigated. Therefore this study points out the known relations between technology enhanced learning and the digital economy by reviewing 1089 publications. Thereby one could recognize that the relations between the regularities of the digital economy and the field of technology enhanced learning have not been thoroughly researched yet.
Reference: Schweighofer, P., Grünwald, S., & Ebner, M. (2015). Technology Enhanced Learning and the Digital Economy: A Literature Review. International Journal of Innovation in the Digital Economy (IJIDE), 6(1), 50-62. doi:10.4018/ijide.2015010104 [Link to the article]
Wir möchten uns an dieser Stelle nochmals recht herzlich bei den UnterstützerInnen des L3T-Crowdfunding-Projekts bedanken. Sie haben es ermöglicht, dass wir die gesamte Literaturliste aller L3T-Kapitel erstellen und sie online verfügbar machen konnten.
Also ab sofort ist quasi das 49te Kapitel des Lehrbuchs für Lernen und Lehren mit Technologien online abrufbar, wie gewohnt in der Inhaltsübersicht (ganz unten) oder unter dem L3T-Slideshare-Account:
Wir möchten uns ganz herzlich bedanken – unser erstes L3T-Crowdfunding Projekt ist erfolgreich verlaufen und wir werden uns nun an die Erstellung der Literaturliste machen :-). Danke an alle die gespendet haben, ihr werdet bald die Liste bekommen und danke, dass wir die Erfahrung sammeln konnten. Diese werden sicherlich in die nächsten Projekte einfließen.
Hier noch die Bestätigung, dass es erfolgreich war 🙂 :