[publication] A Research Agenda to Deploy Technology Enhanced Learning with Augmented Reality in Industry #AugmentedREality #VirtualReality #tugraz

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.

[Full article]

[Full article @ ResearchGate]

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..

[publication] Insights into Learning Competence Through Probabilistic Graphical Models #tugraz #research

We contributed to this year „Third IFIP TC 5, TC 12, WG 8.4, WG 8.9, WG 12.9 International Cross-Domain Conference (CD-MAKE 2019)“ with a publication titled „Insights into Learning Competence Through Probabilistic Graphical Models„.

Abstract:

One-digit multiplication problems is one of the major fields in learning mathematics at the level of primary school that has been studied over and over. However, the majority of related work is focusing on descriptive statistics on data from multiple surveys. The goal of our research is to gain insights into multiplication misconceptions by applying machine learning techniques. To reach this goal, we trained a probabilistic graphical model of the students’ misconceptions from data of an application for learning multiplication. The use of this model facilitates the exploration of insights into human learning competence and the personalization of tutoring according to individual learner’s knowledge states. The detection of all relevant causal factors of the erroneous students answers as well as their corresponding relative weight is a valuable insight for teachers. Furthermore, the similarity between different multiplication problems – according to the students behavior – is quantified and used for their grouping into clusters. Overall, the proposed model facilitates real-time learning insights that lead to more informed decisions.

[Proceedings online @ Springer]

[Draft @ ResearchGate]

Reference: Saranti, A., Taraghi, B., Ebner, M., Holzinger, A. (2019) Insights into Learning Competence Through Probabilistic Graphical Models. In: Machine Learning and Knowledge Extraction. Third IFIP TC 5, TC 12, WG 8.4, WG 8.9, WG 12.9 International Cross-Domain Conference, CD-MAKE 2019, Canterbury, UK, August 26–29, 2019, Proceedings. pp. 250-271

[publication] Scheduling Interactions in Learning Videos: A State Machine Based Algorithm #tugraz #Interactive

We did an article about „Scheduling Interactions in Learning Videos: A State Machine Based Algorithm“ for the first issue of the „International Journal of Learning Analytics and Artificial Intelligence for Education (iJAI)„.

Abstract:

Based on the currently developing trend of so called Massive Open Online Courses it is obvious that learning videos are more in use nowadays. This is some kind of comeback because due to the maxim “TV is easy, book is hard” [1][2] videos were used rarely for teaching. A further reason for this rare usage is that it is widely known that a key factor for human learning is a mechanism called selective attention [3][4]. This suggests that managing this attention is from high importance. Such a management could be achieved by providing different forms of interaction and communication in all directions. It has been shown that interaction and communication is crucial for the learning process [6]. Because of these remarks this research study introduces an algorithm which schedules interactions in learning videos and live broadcastings. The algorithm is implemented by a web application and it is based on the concept of a state machine. Finally, the evaluation of the algorithm points out that it is generally working after the improvement of some drawbacks regarding the distribution of interactions in the video.

[article @ journal’s homepage]

[article @ ResearchGate]

Reference: Wachtler, J., Ebner, M. (2019) Scheduling Interactions in Learning Videos: A State Machine Based Algorithm. IN: International Journal of Learning Analytics and Artificial Intelligence for Education (iJAI). 2019(1). pp. 58-76

[publication] Making – eine Bewegung mit Potenzial (merz 2019) #makereducation #making

Die aktuelle merz medien + erziehung hat den Schwerpunkt Making und Medienpädagogik, herausgegeben von Kristin Narr und Björn Maurer. Mit Martin Ebner durfte ich einen Beitrag zusteuern, der eine Einführung zum Thema gibt:

Making ist en vogue – medienpädagogische Projekte mit dem Fokus auf die kreative digitale Arbeit erhalten aktuell große Aufmerksamkeit. Doch was passiert eigentlich in einem Makerspace? Welche Werkzeuge kommen zum Einsatz? Was kann man sich unter Maker Education vorstellen? In diesem Beitrag werden
zunächst Besonderheiten des Making genannt und Meilensteine der Maker-Bewegung skizziert. Darauf aufbauend werden Merkmale der Maker Education und deren Potenzial beschrieben.

Das Heft ist beim Verlag zu bestellen, einen Vorabdruck haben wir bei Researchgate online gestellt.

  • Sandra Schön und Martin Ebner (2019). Making – eine Bewegung mit Potenzial. In: merz medien + erziehung. Zeitschrift für Medienpädagogik, 63 Jg., Nr. 4, August 2019, S. 9-16. https://www.merz-zeitschrift.de/

[publication] Potentials of Chatbots for Spell Check among Youngsters #tugraz #chatbot #research #LearningAnalytic

We did an article about „Potentials of Chatbots for Spell Check among Youngsters“ for the first issue of the „International Journal of Learning Analytics and Artificial Intelligence for Education (iJAI)„.

Abstract:

Chatbots are already being used successfully in many areas. This publication deals with the development and programming of a chatbot prototype to support learning processes. This Chatbot prototype is designed to help pupils in order to correct their spelling mistakes by providing correction proposals to them. Especially orthographic spelling mistake should be recognized by the chatbot and should be replaced by correction suggestions stored in test data.

[article @ journal’s homepage]

[article @ ResearchGate]

Reference: Arifi, J., Ebner, M., Ebner, M. (2019) Potentials of Chatbots for Spell Check among Youngsters. IN: International Journal of Learning Analytics and Artificial Intelligence for Education (iJAI). 2019(1). pp. 77-88

[publication] „Computer Science for all“: Concepts to engage teenagers and non-CS students in technology #research #tugraz

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.

[Article @ ResearchGate]

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

[publication] Setup of a Temporary Makerspace for Children at University: MAKER DAYS for Kids 2018 #tugraz #makereducation #makerdays

The conference proceeding of this year „Robotics in Education“ is online now and we contributed with a chapter about the MakerDays for Kids.

Abstract:

The maker movement has become a driving force for the new industrial revolution, whereby all learners should have the opportunity to engage. Makerspaces exist in different forms with different names and a variety of specializations. The MAKER DAYS for kids are a temporary open makerspace setting for children and teenagers with the goal to democratize STEAM education and social innovation and to empower young learners, especially girls, to shape their world. This publication presents the setup and results of a temporary makerspace at Graz University of Technology with more than 100 participants in four days in summer 2018 and discusses the role of new technologies as a trigger of making in education. Moreover, the MAKER DAYS implemented an innovative evaluation concept to document the participants’ activities in open and unstructured learning environments.

[article @ publisher’s Homepage]

[draft @ ResearchGate]

Reference: Grandl M., Ebner M., Strasser A. (2020) Setup of a Temporary Makerspace for Children at University: MAKER DAYS for Kids 2018. In: Merdan M., Lepuschitz W., Koppensteiner G., Balogh R., Obdržálek D. (eds) Robotics in Education. RiE 2019. Advances in Intelligent Systems and Computing, vol 1023. Springer, Cham

[article] Efforts in Europe for Data-Driven Improvement of Education – A Review of Learning Analytics Research in Six Countries #LearningAnalytics #tugraz

I did an article with a hand of colleagues about „Efforts in Europe for Data-Driven Improvement of Education – A Review of Learning Analytics Research in Six Countries“ for the first issue of the „International Journal of Learning Analytics and Artificial Intelligence for Education (iJAI)„.

Abstract:

Information and communication technologies are increasingly mediating learning and teaching practices as well as how educational institutions are handling their administrative work. As such, students and teachers are leaving large amounts of digital footprints and traces in various educational apps and learning management platforms, and educational administrators register various processes and outcomes in digital administrative systems. It is against such a background we in recent years have seen the emergence of the fast-growing and multi-disciplinary field of learning analytics. In this paper, we examine the research efforts that have been conducted in the field of learning analytics in Austria, Denmark, Finland, Norway, Germany, Spain, and Sweden. More specifically, we report on developed national policies, infrastructures and competence centers, as well as major research projects and developed research strands within the selected countries. The main conclusions of this paper are that the work of researchers around Europe has not led to national adoption or European level strategies for learning analytics. Furthermore, most countries have not established national policies for learners’ data or guidelines that govern the ethical usage of data in research or education. We also conclude, that learning analytics research on pre-university level to high extent have been overlooked. In the same vein, learning analytics has not received enough focus form national and European national bodies. Such funding is necessary for taking steps towards data-driven development of education.

[article @ journal’s homepage]

[article @ ResearchGate]

Reference: Nouri, J., Ebner, M., Ifenthaler, D., Saqr, M., Malmberg, J., Khalil, M., Bruun, J., Viberg, O., González, M., Papamitsiou, Z., Berthelsen, U. (2019) Efforts in Europe for Data-Driven Improvement of Education – A Review of Learning Analytics Research in Six Countries. IN: International Journal of Learning Analytics and Artificial Intelligence for Education (iJAI). 2019(1). pp. 8-27

[ijet, journal] Journal of Emerging Technologies in Learning Vol. 14 / No. 16 #ijet #research

Issue 14(16) of our journal on emerging technologies for learning got published. Enjoy the readings as usual for free :-).

Table of Contents:

  • Development of an Instructional Design Model for Mobile Blended Learning in Higher Education
  • Knowledge Management and Reuse in Virtual Learning Communities
  • New Tools for the Immersive Narrative Experience
  • From Learning Game to Adaptive Ubiquitous Game Based Learning
  • Are Educational Games Engaging and Motivating Moroccan Students to Learn Physics?
  • Effectivity of Augmented Reality as Media for History Learning
  • IMS Compliant Ontological Learner Model for Adaptive E-Learning Environments
  • A Flipped Classroom-Based Education System for College English Teaching
  • An Improved Back-Propagation Neural Network for the Prediction of College Students’ English Performance
  • Computer-Aided English Teaching Platform Based on Secure Shell Framework
  • English Teaching Platform Based on Online Education Technology and Licensure and Master’s Program Technology
  • Innovative Methods in Medical Education in Bulgaria: Video Materials and Serious Games
  • Using Broadcasting Learning Design to Enhance Student’s Experiential Skill
  • Adaptive Navigation Support: A Literature Review of Its Application and Implication in Learning Process
  • Massive Open Online Course Platform Blended English Teaching Method Based on Model-View-Controller Framework

[Link to Issue 14/16]

Nevertheless, if you are interested to become a reviewer for the journal, please just contact me :-).

[ijet, journal] Journal of Emerging Technologies in Learning Vol. 14 / No. 15 #ijet #research

Issue 14(15) of our journal on emerging technologies for learning got published. Enjoy the readings as usual for free :-).

Table of Contents:

  • Ontology and Rule-Based Recommender System for E-learning Applications
  • Promotive Effect of Psychological Intervention on English Vocabulary Teaching Based on Hybrid Collaborative Recommender Technology
  • Smart Technology Integration in the System of Bachelors’ Language Training
  • Design and Implementation of Computer Aided Physical Education Platform Based on Browser/Server Architecture
  • Toward a Personalized Learning Path through a Services-Oriented Approach
  • An Empirical Study on the Predictors of the Perceived Quality of Learning at Institutions of Higher Education: 2D Model Approach
  • Implementation of the Analytic Hierarchy Process for Student Profile Analysis
  • Project-Based Learning Model Practicality on Local Network Devices Installation Subject
  • The Moderation Examination of ICT Use on the Association Between Chinese Mainland Students’ Socioeconomic Status and Reading Achievement
  • Pupils’ Opinions on an Educational Virtual Reality Game in Terms of Flow Experience
  • Two Parameter Logistics Model with Lognormal Response Time for Computer-based Testing
  • Game-Based Multimedia for Horizontal Numeracy Learning
  • College English Education Platform Based on Browser/Server Structure and Flipped Classroom
  • An Innovative English Teaching Mode Based on Massive Open Online Course and Google Collaboration Platform
  • Application of Educational Games for Formation and Development of ICT competence of Teachers
  • College Students‘ Law Education Platform Based on Browser/Server and Massive Open Online Courses

[Link to Issue 14/15]

Nevertheless, if you are interested to become a reviewer for the journal, please just contact me :-).