[publication] Individualisierung des Deutschunterrichts mit IDeRBlog #LearningAnalytics

Unser Artikel zu „Individualisierung des Deutschunterrichts mit IDeRBlog“ ist nun in der Ausgabe von Computer + Unterricht erschienen. Viel Spaß beim Lesen 🙂 .

Zusammenfassung:

Warum IDeRBlog Digitale Medien (Der Begriff „Digitale Medien“ umfasst in diesem Artikel die Nutzung von Computer/Laptop/Smartphone/Internet) und deren Nutzung nehmen einen immer größeren Stellenwert in der Gesellschaft ein. Die Tendenz der Digitalisierung der Gesellschaft wird allerdings noch nicht von allen Schulen beziehungsweise den unterrichtenden Lehrer/innen aufgegriffen. Die Gründe dafür sind vielfältig und sollen hier nicht weiter erörtert werden. Dabei gibt die Nutzung von digitalen Medien den Lehrer/innen große Möglichkeiten der Unterrichtsveränderung. Sie können mit digitalen Medien ihren Fachunterricht verändern, indem sie z. B. recherchieren lassen im Internet. Sie können Schüler/innen Texte zu Fachthemen produzieren lassen und diese digital innerhalb der Klassengemeinschaft tauschen. Dabei bleibt die Nutzung digitaler Medien immer an ein Fach gebunden, in dem die Schüler/innen für das Fach lernen. Gleichzeitig findet ein Lernen über sinnvolle Nutzung von Medien und über verantwortungsvollen Umgang mit digitalen Medien statt. Ein starker Nutzen von digitalen Medien für den Unterricht kann durch automatisierte Analyse von Eingaben der Schüler/innen erreicht werden. Schüler/innen erhalten direkt und unmittelbar Rückmeldung über die Qualität ihrer individuellen Eingaben. Dabei kann fachwissenschaftliches Wissen abgefragt werden, es kann aber auch die Rechtschreibung von eingegebenen Wörtern oder Texten überprüft werden. Diese automatisierte Kontrolle kann vom Computer viel schneller und direkter vorgenommen werden als dies Menschen können. Entscheidend neben der Kontrolle ist die Rückmeldung, die den Schüler/innen gegeben wird, um ihr individuelles Lernen zu verbessern und damit ihr Wissen zu vergrößern. Entscheidend hierbei ist die Möglichkeit, Übungen oder Lernszenarien zu den von den Schüler/innen getätigten Eingaben zur Verfügung zu stellen, die das Lernen der Schüler/innen in diesem Bereich fördert.

[Draft @ ResearchGate]

Zitation: Gros, M., Steinhauer, N., Ebner, M.. (2018) Individualisierung des Deutschunterrichts mit IDeRBlog. Computer + Unterricht Nr. 110/2018, S. 13-15

[publication] OER-Certification in Higher Education #OER #research #edmedia

At this year Ed-Media conference in Amsterdam we published our research work about „OER-Certification in Higher Education“.

Abstract:

Open Education Resources (OER) will play an important role in the future of higher education institutions at least in German-speaking countries. Due to the very strict copyright law OER seems to be the only possible solution in a long run. In this publication, we discuss the result of a nationwide special interest group (SIG) aiming to provide a nationwide strategy and solution for how higher education institutions can deal with this issue. A concept of OER certification will be presented, which is divided into two domains: The certification of the lecturers and the certification of the higher educations institutions themselves. In the end, the use of Open Badges is recommended as a certification method. The proposed concept can also be used by other institutions, independently of the education sector or the country.

[Draft @ ResearchGate]

Reference: Ebner, M. (2018). OER-Certification in Higher Education. In Proceedings of EdMedia: World Conference on Educational Media and Technology. pp. 1-6 Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE)

[publication] German Language Training App for Primary School Children #LearningAnalytics #iderblog

At this year Ed-Media conference in Amsterdam we published our research work about „German Language Training App for Primary School Children“.

Abstract:

Mobile apps and the gaming industry experienced continuous growth and popularity over the last couple of years. While children have always played games for fun, researchers, recognized the promising possibilities behind games in the field of education. As nearly every child is in possession of a mobile device today, the sector of digital game-based learning is of special interest. Since primary school pupils often find it difficult to acquire good language skills, this research study deals with the creation of a prototype for tablets to support language training within primary schools. For the evaluation, a field test among children in Austria was conducted in order to see whether benefits could be observed. The extremely positive field test strengthened our approach and further motivated the participants to play the game even after the test was finished.

[Draft @ ResearchGate]

Reference: Schwaiger, A., Ebner, M. & Ebner, M. (2018). German Language Training App for Primary School Children. In Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 1202-1210). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE).

[publication] Kissed by the Muse: Promoting Computer Science Education for All with the Calliope Board #Making #MakerEducation

At this year Ed-Media conference in Amsterdam we published our research work about „Kissed by the Muse: Promoting Computer Science Education for All with the Calliope Board“.

Abstract:

A critical approach to new technologies requires a general understanding of the logical and technical aspects behind them. In the German-speaking part of Europe, we experience, that computer science education in school is still considered less important than other scientific subjects, especially in secondary and primary school. This is particularly disadvantageous for girls, as they stick to gender stereotypes and social expectation and do not opt for a male-dominated career path. To foster kids and teenagers’ interest in science, technology and particularly in programming, we believe, that active encouragement in school and hands-on experience play a vital role. Visual programming languages, age-appropriate development environments and educational robots or boards like the Calliope mini allow an easy entry into this field. To impart coding skills and to practise computational thinking, the Graz University of Technology offered workshops with the title “Coding with the Calliope mini – a playful approach to the digital world”. The aim of the paper is to present the Calliope initiative and to describe the importance of extracurricular offers to promote computer science education for boys and girls. The outcome of the study shows that the Calliope mini can boost programming activities and attract students. Nevertheless, the results show, that it does not influence teenage girls’ decisions for their future life and career, which correspond to gender stereotypes.

[Draft @ ResearchGate]

Reference: Grandl, M. & Ebner, M. (2018). Kissed by the Muse: Promoting Computer Science Education for All with the Calliope Board. In Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 606-615). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE).

[publication] Offene Bildungsressourcen (OER) in der Weiterbildung #OER #research

Unser Artikel über „Offene Bildungsressourcen (OER) in der Weiterbildung“ ist nun in der Zeitschrift Education Permanente erschienen. Wir haben dabei versucht einen Einblick in das Themenfeld mit einem speziellen Blick auf die Weiterbildung zu geben.
Zusammenfassung:

Mit Materialien zu arbeiten, die nicht von einem selbst stammen, ist auch in der Erwachsenenbildung üblich. Dabei gilt es aber einige Dinge zu beachten.

[Draft @ ResearchGate]

Zitation: Schön, S., Ebner, M. (2018) Offene Bildungsressourcen (OER) in der Weiterbildung. Education Permanente 2/2018. S. 42-43

[publication] Microblogs #research

For the first time in my life I was invited to contribute to an encyclopedia – „The SAGE Encyclopedia of the Internet“ about the topic microblogging.

Abstract:

Blogs and microblogs are used for communication, knowledge management, and publishing. Blog is simply a shortened version of weblog, a coinage of “web” and “log,” representing an information system that lists diary entries online. Microblogs can be seen as consisting of shorter blog entries. This entry further defines microblogs, then discusses the process of microblogging and how it functions as a means of mass communication.

[Draft @ ResearchGate]

Reference: Ebner, M. (2018) Microblogging. The SAGE Encyclopedia of the Internet. Warf, B. (ed.). pp. 640-641. http://dx.doi.org/10.4135/9781473960367.n183

[publication] Increasing Learning Efficiency and Quality of Students´ Homework by Attendance Monitoring and Polls at Interactive Learning Videos #video #videoanalyses #tugraz #research

At this year Ed-Media conference in Amsterdam we published our research work about „Increasing Learning Efficiency and Quality of Students´ Homework by Attendance Monitoring and Polls at Interactive Learning Videosn“.

Abstract:

Due to the fact that students are confronted with a growing amount of texts, colours, figures and shapes and due to their ability to process only a limited number of such information simultaneously, it seems to be obvious that efforts should be made to increase the students‘ attention-levels. This is important because research results have indicated that selective attention is considered as the most valuable resource in the process of human learning. The application of interaction and communication to the process of learning is a useful strategy to direct the students‘ attention. It seems to be obvious that this is also true for learning videos. Therefore, this work contains a description of how a video platform with interactive components can be used to support the students and teacher. The video platform is explained and evaluated by analysing its usage in a large teaching course at an institution of higher education. The application of this strategy improved the students‘ performance and optimized the teacher’s workload.

[Draft @ ResearchGate]

Reference: Wachtler, J., Scherz, M. & Ebner, M. (2018). Increasing Learning Efficiency and Quality of Students´ Homework by Attendance Monitoring and Polls at Interactive Learning Videos. In Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 1337-1347). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE)

[publication] Lernen unter der Lupe – Wie „Learning Analytics“ individuelles Lernen unterstützt #LearningAnalytics

Im neuen Computer + Unterricht Heft wurden wir gebeten einen kurzen Beitrag zur unseren Learning-Analytics-Aktivitäten beizusteuern. Der Beitrag ist nun erschienen und berichtet kurz über die Möglichkeiten die wir in dieser Entwicklung sehen.

Zusammenfassung:

Learning Analytics ist die Möglichkeit aus gesammelten Daten durch entsprechende Analyseverfahren neue Erkenntnisse für die pädagogische Praxis zu erhalten. In diesem Beitrag soll eine kurze Einführung gegeben werden, sowie anhand von zwei konkreten Beispielen gezeigt werden wir man es für den Schulalltag nutzen kann.

[Vorabzug @ ResearchGate]

Referenz: Ebner, M. & Ebner, M. (2018) Lernen unter der Lupe – Wie „Learning Analytics“ individuelles Lernen unterstützt. Computer + Unterricht Nr. 110/2018, S. 11-12

[publication] Mobile Seamless Learning – Die nahtlose Integration mobiler Geräte beim Lernen und im Unterricht #mlearning #research

Unser Beitrag zu „Mobile Seamless Learning – Die nahtlose Integration mobiler Geräte beim Lernen und im Unterricht“ im Handbuch Mobile Learning ist nun erschienen.

Zusammenfassung:

Mobile Geräte möglichst nahtlos beim Lernen und im Unterricht zu integrieren, ist eine Zielsetzung des Mobile Seamless Learning. Genau genommen soll das Lernen in unterschiedlichen Räumen – inner- und außerhalb des Klassenzimmers, im physischen wie auch im virtuellen Raum, möglichst einfach gelingen. In diesem Beitrag wird die Entwicklung des Mobile Seamless Learning-Ansatzes sowie seine Bedeutung skizziert. Fünf konkrete Einsätze, die dem Mobile Seamless Learning-Ansatz zugeordnet werden, geben Einblick in die praktische Realisierung in unterschiedlichen Lernkontexten. Schließlich werden wichtige Erfahrungen zusammengefasst und Empfehlungen für eigene Umsetzungen gegeben.

[Original-Beitrag @ Springer]

[Draft @ ResearchGate]

Zitation: Schön, S., Ebner, M. (2018) Mobile Seamless Learning – Die nahtlose Integration mobiler Geräte beim Lernen und im Unterricht. In: Handbuch Mobile Learning. de Witt, C. & Gloerfeld, C. (Ed.). S. 283 – 302. Springer. https://doi.org/10.1007/978-3-658-19123-8_15

[publication] Gamification in MOOCs: A Review of the State of the Art #tugraz #MOOC #research

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.

Abstract:

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