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[publication] Virtual Reality und Augmented Reality in der Bildung #VR #AR #VirtualReality #fnma #AugmentedReality

Im neuen fnm-magazin durfte ich den Schwerpunkt zu „Virtual Reality und Augmented Reality“ betreuen. Dazu hab ich auch noch einen Einstiegstext verfasst, welcher jetzt frei zugänglich ist.

[„Virtual Reality und Augmented Reality in der Bildung“ @ ResearchGate]

[fnm-magazin Ausgabe 3/2018]

Zitation: Ebner, M. (2018) Virtual Reality und Augmented Reality in der Bildung. fnma-Magazin 03/2018. S. 10-12. ISSN: 2410-5244

[publication] Österreichs größter Makerspace für Kinder: MakerDays for Kids an der TU Graz #makereduction #making #tugraz

Wir haben über die erfolgreichen MakerDays for Kids an der TU Graz einen kurzen Artikel für die neueste OCG-Ausgabe geschrieben mit dem Titel „Österreichs größter Makerspace für Kinder: MakerDays for Kids an der TU Graz“

Zusammenfassung:

Vier Tage standen Mitte August 2018 an der Technischen Universität Graz ganz im Zeichen des kreativen digitalen Gestaltens: Eine offene Werkstatt für Kinder von 10 bis 14 Jahren zählte insgesamt mehr als 200 BesucherInnen, die tagelang programmierten, löteten, bastelten und gestalteten.

[Link Artikel @ ResearchGate]

Zitation: Ebner, M., Grandl. M., Schön, S. (2018) Österreichs größter Makerspace für Kinder: MakerDays for Kids an der TU Graz, OCG Journal 2/2018. S. 28

[publication] Von der Muse geküsst – Coding mit dem Calliope Mini #MakerEducation #tugraz

Zusammen mit Maria Grandl haben wir einen Kurzbeitrag zu unseren Arbeiten rund um den Calliope Mini geschrieben „Von der Muse geküsst – Coding mit dem Calliope Mini“ für das neueste OCG-Journal.

Einleitung:

Im vorläufigen Lehrplan für die verbindliche Übung Digitale Grundbildung in der Sekundarstufe 1 wird das Kompetenzfeld Computational Thinking durch 3 Kompetenzbereiche genauer erläutert: Demnach sollen die Schüler/innen „mit Algorithmen arbeiten“, „einfache Programme erstellen“ und „unterschiedliche Programmiersprachen kreativ nutzen“ können. (BMB, 2017) Der Calliope mini stellt in diesem Zusammenhang ein ideales Spiel- und Lernwerkzeug dar. Er inspiriert zur Umsetzung kreativer Programme und Projekte, welche nicht nur die Informatik-Ecke bedienen, sondern auch fächerverbindende und fächerübergreifende Aspekte beinhalten.

[Artikel @ ResearchGate]

Zitation: Grandl. M., Ebner, M. (2018) Von der Muse geküsst – Coding mit dem Calliope Mini, OCG Journal 2/2018. S. 18 – 19

[publication] Introducing Augmented Reality and Internet of Things at Austrian Secondary Colleges of Engineering #AR #VR #research

Our article for this year ICL 2018 conference about „Introducing Augmented Reality and Internet of Things at Austrian Secondary Colleges of Engineering“ got published.
Abstract:

In Austria technical education is taught at federal secondary colleges of engineering (HTL) at a quite high level of ISCED 5. Despite mechanical engineering , design with industrial standard 3D programs being state of the art in industry and education, technologies using Internet of Things (IoT) and Augmented Reality (AR) are still at an early stage. This publication describes the introduction of the IoT platform Thingworx at Austrian HTL for mechanical engineering, with focus on AR and IoT from an educational perspective as well as the training aspects from the platform developers‘ perspective. In addition, an assessment using a system usability scale (SUS) test among students and teachers has been undertaken to obtain knowledge of how students and teachers see the usability of the IoT and AR platform Thingworx. The assessment results are presented in this paper.

[Link ResearchGate]

Reference: Probst, A., Ebner, M., Cox, J. (2018) Introducing Augmented Reality and Internet of Things at Austrian Secondary Colleges of Engineering. 21th International Conference on Interactive Collaborative Learning (ICL), Kos, 11 pages

[publication] Videos für die Erwachsenenbildung – Kreativität ist gefragt! #video #tugraz #TEL

Lernvideos verändern nicht nur Hochschulen und Universitäten – sondern auch die Erwachsenenbildung im Allgemeinen. Mit Sandra Schön habe ich dazu einen kurzen Beitrag für das aktuelle Magazin des östererreichischen „bundesinstituts für erwachsenenbildung“ (bifeb) geschrieben.

Ankündigung: Sandra Schön und ich leiten am 10 bis 11. Dezember im bifeb einen Workshop zur Lernvideo-Produktion von Einsteiger_innen: https://www.bifeb.at/programm/termin/calendar/2018/12/10/event/tx_cal_phpicalendar/lernvideo_produktion_fuer_einsteiger_innen/

[publication] A Mobile Application for School Children Controlled by External Bluetooth Devices #research #tugraz #TEL

Our publication about „A Mobile Application for School Children Controlled by External Bluetooth Devices“ got published in the new issue of the International Journal of Interactive Mobile Technologies (iJIM).

Abstract:

The didactic method of digital, game-based learning includes integrating educational content or learning standards into video games with the objective to engage pupils. The method combines instructional content with computer or video games and can be used with all subjects and at all ability levels. Exponents of digital game-based learning argue that it provides learning opportunities which involve learners in interactive teaching and encourages them to take part in the technological society of the 21st century. The necessity of digital, game-based learning arose in the last decades of the 20th century as world-wide improvements in innovation took place. Today’s learners live their lives with easy access to technology. This paper discusses the need for, motivation for and adjustment of digital, game-based learning to meet the needs of contemporary and the future generations of learners. Specifically, a game prototype for pupils of 9 to 10 years of age was implemented and evaluated. A simple mathematical game was created to help children practice mathematical skills in a fun, logical, thoughtful, enjoyable, amusing and light-hearted way. The results of the evaluation showed that children were interested in using mobile devices to learn mathematics, and especially the multiplication table. During the study, children tried both to achieve positive results and enjoyed the game. Our findings indicate that using mobile-based games encourages a positive mental outlook in pupils toward mathematics, ensures their dynamic, noteworthy participation and supports the acquisition of mathematical knowledge.

[Article @ ResearchGate]

[Article @ Journal’s Homepage]

Reference: Maloku, V., Ebner, M., Ebner, M. (2018) A Mobile Application for School Children Controlled by External Bluetooth Devices. International Journal of Interactive Mobile Technologies. 12(5). 81-96 ISSN: 1865-7923

[workhop, publication] Learning dashboard for supporting students: from first-year engineering to MOOC students #stela #learninganalytics

Our workshop at this year SEFI-conference in Copenhagen about „Learning dashboard for supporting students: from first-year engineering to MOOC students“ has been published in the conference proceeding.

By applying learning analytics on indicators that are predictive for a successful transition and online course completion, students can be provided with feedback on in order to improve their self-regulation, hereby providing support during the first-year and in online courses.

[Full conference proceeding]

[Workshop description @ ResearchGate]

Reference: De Laet, T., Broos, T., van Staalduinen, J.P, Ebner, M. (2018) Learning dashboard for supporting students: from first-year engineering to MOOC students. Proceeding of 46th SEFI Conference 17-21 September 2018. pp. 1454-1456. Copenhagen, Denmark

[publication] Introducing Augmented Reality at Secondary Colleges of Engineering

At this year International Conference on Engineering & Product Design Education we did a publication about the use of augmented reality in classrooms. The slides have already been published here.

Abstract:

In Austria there is a unique curriculum of technical education which is taught at Federal Secondary Colleges of Engineering (HTL). Despite mechanical engineering design with industrial standard 3D programmes being state of the art, techniques like Internet of Things (IoT) and Augmented Reality (AR) are still at the beginning. This paper describes the introduction of an IoT platform at Austrian HTLs with focus on Augmented Reality. In addition, a survey among students has been undertaken to get knowledge of whether students are familiar with and interested in using AR technologies and the results are presented in this paper.

[publication @ ResearchGate]

Reference: Probst, A., Ebner, M. (2018) Introducing Augmented Reality at Secondary Colleges of Engineering. Proceeding of International Conference on Engineering and Product Design Education, p. 6., London

[publication] From refugee to programmer? A framework for a collaborative coding program for higher education institutions

Our article about „From refugee to programmer? A framework for a collaborative coding program for higher education institutions“ got published in the Journal of Research in Innovative Teaching & Learning.

Abstract:

Purpose
The purpose of this paper is to share the lessons learned in teaching programming skills to refugees during a time when circumstances were changing quickly and constantly and the needs of the target group were not well known.

Design/methodology/approach
The integration of refugees poses serious challenges for the hosting society’s education system. A large number of refugees can put a strain on all kinds of public resources, and difficulties with differences in languages, previous curricula, falling behind due to having to spend time outside of education, and psychological traumas have to be expected. In response to the refugee crisis and in order to manage mass migration, the adaptive nature and rapid development of civic approaches can contribute to overcoming some of these challenges. To evaluate the impact of civic approaches, the authors have paid attention to refugees{code} an Austrian coding school for refugees which was developed by the civic community and which shows great potential in terms of providing rapid, innovative and adaptive kinds of educational support for refugees, as well as helping to combat the lack of programmers in the Austrian job market.

Findings
As the great potential that initiatives like refugees{code} have for education, there are also substantial challenges. As we learned from the first course, course completion rates were very low. Therefore, it is important to build an infrastructure and a learning environment around the course. This learning environment includes providing mentoring and support, creating spaces where participants can learn. It was also found that having a pedagogically trained staff who is sufficient in the English language, too, is necessary to cater to a heterogeneous group. Also varying teaching strategies according to the needs and skills of the learner is necessary. One of the issues that confronts projects like refugees{code} is also receiving legal status. The collaboration with universities and colleges can be greatly helpful because they are already familiar with the structure of public authorities as well as with heterogeneous groups. Initiatives like refugees{code} are agile and flexible and know how to take advantage of that. The authors conclude that bringing successful education to heterogeneous and culturally different groups is multi-faceted. It is not something any individual organization or project can do; it can only be the result of a system of different actors working together with traditional educational institutions.

Originality/value
This research study reports on two courses of programming for refugees and seeks to offer practical advice for further research and for the implementation of such courses into the educational system. Therefore a framework is proposed which should be taken into account in case of doing similar work.

[article @ Journal’s Homepage]

[article @ ResarchGate]

Reference: Wolf, D., Ebner, M. (2018) From refugee to programmer? A framework for a collaborative coding program for higher education institutions, Journal of Research in Innovative Teaching & Learning, https://doi.org/10.1108/JRIT-09-2017-0024

[publication] Should You Go for Smartphones at School? How the Use of Modern Media in Class Influences IT-Competences #netgeneration #tugraz #digitalnatives

At this year Ed-Media conference in Amsterdam we published our research work about „Should You Go for Smartphones at School? How the Use of Modern Media in Class Influences IT-Competences“.

Abstract:

Since 2007, Graz University of Technology has been conducting an annual poll amongst its first-year students about their IT preferences and competence. On the basis of more than 8600 data records, this long-term survey reports the changes regarding students´ITstudents´IT device ownership, communicative behavior via IT devices, and use of apps as well as social media services over a time period of eleven years. Furthermore, this publication answers the question, whether the use of emerging technologies in classroom has an influence on these changes or not. It can be stated that an „IT-friendly“ environment (most of all internet access) and teaching at secondary school level significantly promotes IT and coding skills but does not intensify the use of social media applications.

[Draft @ ResearchGate]

Reference: Nagler, W., Grandl, M., Haas, M., Schön, M. & Ebner, M. (2018). Should You Go for Smartphones at School? How the Use of Modern Media in Class Influences IT-Competences. In Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 735-743). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE)