[publication] Open Educational Resources – eine Notwendigkeit für die digital gestützte Hochschullehre #fnma #publication #OER

Zusammen mit Sandra Schön hab ich einen weiteren Beitrag zu Open Educational Resources geschrieben und zwar die Zusammenfassung des Vortrages im Rahmen der 1. Online-Tagung der VPH 2018.

Kurzfassung:

In diesem Kurzbeitrag wird dargestellt, warum freie Bildungsressourcen für die Hochschule von morgen eine Notwendigkeit darstellen. Nach einer Begriffsdefinition werden Argumente für die Stärkung von OER vorgestellt. Darüberhinaus kann gezeigt werden, dass bereits auf viele existierende Ressourcen zugegriffen werden kann bzw. wie diese selbst genutzt werden können.

[Artikel @ ResearchGate]

[Tagungsband zum Download]

Zitation: Martin Ebner, Sandra Schön (2018). Open Educational Resources – eine Notwendigkeit für die digital gestützte Hochschullehre. In: Miglbauer, M., Kieberl, L., & Schmid, S. (Hrsg.). Hochschule digital.innovativ | #digiPH. Tagungsband zur 1. Online-Tagung, Graz: FNMA, S. 183-194. ISBN: 9783748120056

[ijet, journal] Journal of Emerging Technologies in Learning Vol. 13 / No. 12 #ijet #research

Issue 13(12) of our journal on emerging technologies for learning got published. Enjoy the readings as usual for free :-).

Table of Contents:

  • Design of an Intelligent Educational Resource Production System
  • Experiential Learning in Bioinformatics – Learner Support for Complex Workflow Modelling and Analysis
  • Construction and Practice of SPOC Teaching Mode based on MOOC/li>
  • KinFit: A Factual Aerobic Sport Game with Stimulation Support
  • Promoting Historical Thinking in Schools through Low Fidelity, Low-Cost, Easily Reproduceable, Tangible and Embodied Interactions
  • Design and Implementation of Anonymized Social Network-based Mobile Game System for Learning Mathematics
  • A Study of Using Smart Book to Enhance Communication Ability for Hearing-Impaired Students
  • An Empirical Study on Productive Vocabulary Acquisition Under Hypertext Reading
  • Factors that Influence the Adoption of Postgraduate Online Courses
  • Using an Intelligent Tutoring System to Support Learners’ WMC in e-learning: Application in Mathematics Learning
  • Effectiveness of E-learning Experience through Online Quizzes: A Case Study of Myanmar Students
  • Personalized Ubiquitous Learning via an Adaptive Engine
  • An Adaptive Learning System based on Knowledge Level for English Learning
  • Effect of Macro Environment on the Development of College English Teachers’ Information-based Teaching Ability
  • Development of Student Worksheet-Based College E-Learning Through Edmodo to Maximize the Results of Learning and Motivation in Economic Mathematics Learning
  • The Influence of Information Technology on the Information and Service Quality for the Teaching and Learning
  • A Web-based Instrument to Initialize Learning Style: An Interactive Questionnaire Instrument

[Link to Issue 13/12]

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

[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