[publication] Learning Analytics and Spelling Acquisition in German – Proof of Concept #TEL #Iderblog

Our second publication at this year HCII 2017 conference was about „Learning Analytics and Spelling Acquisition in German – Proof of Concept“ and describes our IDeRBlog-project.
Abstract:

German orthography is known to be quite difficult to master, especially for primary-school pupils in writing texts [cf. 1]. In order to support children with the acquisition of German orthography, we are developing a web-based platform for German-speaking users based on learning analytics techniques. Our goal is to motivate pupils age 8 to 12 to improve their spelling abilities by writing texts and by the possibility to publish them. Concerning spelling in combination with learning analytics the system provides – in case of an orthographic mistake – a specific feedback that encourages pupils to think about the spelling and to correct it. Based on occurred mistakes the teachers and the students are provided with a qualitative analysis of the mistakes. This analysis shows the problematic orthographic areas and gives suggestions for online and offline exercises as well as online courses that are explaining the orthographic phenomena. The aim of this article is to describe the architecture of the web-based system and a proof of concept by evaluating 60 essays. Furthermore, relevant background information is given in order to gain a better understanding in the complex interdisciplinary development.

[Publication @ Springer]

[Draft @ ResearchGate]

Reference: Ebner M., Edtstadler K., Ebner M. (2017) Learning Analytics and Spelling Acquisition in German – Proof of Concept. In: Zaphiris P., Ioannou A. (eds) Learning and Collaboration Technologies. Technology in Education. LCT 2017. Lecture Notes in Computer Science, vol 10296. pp. 257-268. Springer, Cham

[ijet, journal] Journal of Emerging Technologies in Learning Vol. 12 / No. 08 #ijet #research

Issue 12(08) of our journal on emerging technologies for learning got published. Enjoy the readings as usual for free :-).

Table of Contents:

  • Multimedia Teaching Platform Design for Urban Planning Course Based on Information Entropy
  • Implementation of Information-Based Teaching System for Young College Teachers based on iOS Platform
  • A Study on the Influence of Computer Corpus Software on College Students‘ English Vocabulary Learning
  • Research on the Comprehensive Strength Evaluation for Universities based on the Fuzzy TOPSIS Method
  • MA Study on Simulating Crowdsourcing Translation in Flipped Classroom
  • Investigation and Research on the English Learning Status of University Students Based on Computer Network
  • An Empirical Study on the Effects of Computer-Corpus-based Formulaic Sequences on College Students’ Oral English Learning
  • Design and Implementation of English Learning System Based on Computer Network Platform
  • Development of Computer English Education Platform Based on B / S Model
  • Research on the Influence of Computer Hypermedia Annotations on Incidental Vocabulary Acquisition in English Reading
  • Application of Computer-aided Translation in English Teaching
  • Study on the Effectiveness of Computer-aided Software in Helping College Students Memorize English Words
  • Design and Realization of Project-based Computer English Learning System
  • Study on Changes of College English Teaching Method and Redefinition of Teachers’ Roles in the Computer Network Environment
  • Study on the Effectiveness of the ASR-Based English Teaching Software in Helping College Students’ Listening Learning

[Link to Issue 12/08]

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

[publication] Tutoring writing spelling skills within a web-based platform for children #iderblog #LearningAnalytics

Our publication about „Tutoring writing spelling skills within a web-based platform for children“ got published. We are describing our research project IDERblog and the results using learning analytics.

Abstract:

According to the NMC Horizon Report (Johnson et al. in Horizon Report Europe: 2014 Schools Edition, Publications Office of the European Union, The New Media Consortium, Luxembourg, Austin, 2014 [1]), data-driven learning in combination with emerging academic areas such as learning analytics has the potential to tailor students’ education to their needs (Johnson et al. 2014 [1]). Focusing on this aim, this article presents a web-based (training) platform for German-speaking users aged 8–12.Our objective is to support primary-school pupils—especially those who struggle with the acquisition of the German orthography—with an innovative tool to improve their writing and spelling competencies. On this platform, which is free of charge, they can write and publish texts supported by a special feature, called the intelligent dictionary. It gives automatic feedback for correcting mistakes that occurred in the course of fulfilling a meaningful writing task. Consequently, pupils can focus on writing texts and are able to correct texts on their own before publishing them. Additionally, they gain deeper insights in German orthography. Exercises will be recommended for further training based on the spelling mistakes that occurred. This article covers the background to German orthography and its teaching and learning as well as details concerning the requirements for the platform and the user interface design. Further, combined with learning analytics we expect to gain deeper insight into the process of spelling acquisition which will support optimizing our exercises and providing better materials in the long run.

[Full Publication @ Springer Nature (Open Access)]

[Publication @ ResearchGate]

Reference: Ebner, M., Edtstadler, K., Ebner, M. (2017) Tutoring writing spelling skills within a web-based platform for children. Universal Access in the Information Society (2017). doi:10.1007/s10209-017-0564-6

[ijet, journal] Journal of Emerging Technologies in Learning Vol. 12 / No. 07 #ijet #research

Issue 12(07) of our journal on emerging technologies for learning got published. Enjoy the readings as usual for free :-).

Table of Contents:

  • Multimedia Teaching Platform Design for Urban Planning Course Based on Information Entropy
  • Exploration of An Open Online Learning Platform Based on Google Cloud Computing
  • An Online Interaction Mode for International Trade Practice Course under Network Environment
  • Design and Analysis of Online Micro-course of Garden Architecture Design Based on CPC Model
  • Mobile Teaching of Digital Mapping Based on the WeChat Official Account Admin Platform
  • Construction of Multimedia Teaching Platform for Community Nursing Based on Teaching Resource Library Technology
  • Mobile Multimedia Classroom Construction for Rhythmic Gymnastics Based on APT Teaching Model
  • Design of 3D Animation Special Effects in Animation 3D Modeling Teaching Based on QFD Theory
  • Construction of xAPI-based Multimedia Interaction Technology in Architectural Design Teaching
  • Teaching Mode of Mechanical Design Course based on Simulation Analysis Technology
  • Application of Practical Curriculum for College Specialty of Economic Management under TPACK Framework – Taking “Enterprise Operation and Decision Simulation System” Curriculum as an Example
  • Research on Teaching Method of Mold Course Based on CAD/CAE/CAM Technology
  • Investigation and Analysis of College Students‘ Cognition in Science and Technology Competitions
  • Construction of Interactive Teaching System for Exercise Training Based on Education Video Resource Push Technology
  • Exploring the Convergence of the Mobile Learning Mode in Network Environment and the Traditional Classroom Teaching Mode

[Link to Issue 12/07]

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

[publication] On Using Interactivity to Monitor the Attendance of Students at Learning-Videos #tugraz #research

Another publication at this year ED-Media conference is about „On Using Interactivity to Monitor the Attendance of Students at Learning-Videos„. The presentation has been recorded and can be find here.
Abstract:

Many studies are claiming that compulsory attendance has its benefits for students because it is positively influencing their performance in consequence. This means that fully attending students are receiving a better grade than those who skip parts of the course. Whereas there are existing technologies to monitor the attendance of students in standard classroom situations the possibilities to provide such functionalities at online videos are limited. Because of that this work introduces an approach to assess the performance of students at videos. For that a web-platform which offers a detailed recording of the watched parts of videos is presented. The evaluation shows the performance of the students at a course consisting of videos with compulsory attendance and furthermore it points out that the approach for monitoring the attendance at online videos is basically working.

[Draft version @ ResearchGate]

Reference: Wachtler, J. & Ebner, M. (2017). On Using Interactivity to Monitor the Attendance of Students at Learning-Videos. In Proceedings of EdMedia: World Conference on Educational Media and Technology 2017 (pp. 278-288). Association for the Advancement of Computing in Education (AACE).

[publication] Project Based Learning: from the Idea to a Finished LEGO® Technic Artifact, Assembled by Using Smart Glasses #edmedia17

The first publication at this year ED-Media conference is about „Project Based Learning: from the Idea to a Finished LEGO® Technic Artifact, Assembled by Using Smart Glasses„. The presentation has been recorded and can be find here.
Abstract:

Smart Glasses and 3D printers are now easily available on the market. The challenge is how to integrate them efficiently in a learning environment. This paper suggests a project-based learning (PBL) scenario how to construct, produce and assemble a planetary gear using Open Source tools, LEGO® Technic, 3D printers and Smart Glasses. The whole project-based learning scenario was implemented together with a 16-year-old student. Additionally, the assembly process using Smart Glasses was tested by seven users in a qualitative evaluation. The feedback of the student of the target group together with the feedback of other subjects was considered to improve the PBL scenario and the Smart Glasses (ReconJet) application. The evaluation showed the potential of Smart Glasses to improve hands-free assembly processes and supports the user to understand the structure and functionality of mechanical objects.

[Draft version @ ResearchGate]

Reference: Spitzer, M. & Ebner, M. (2017). Project Based Learning: from the Idea to a Finished LEGO® Technic Artifact, Assembled by Using Smart Glasses. In Proceedings of EdMedia: World Conference on Educational Media and Technology 2017 (pp. 196-209). Association for the Advancement of Computing in Education (AACE).

[publication] Does Gamification in MOOC Discussion Forums Work? #imoox #research #mooc

Our this year’s contribution to the eMOOCs conference is about „Does Gamification in MOOC Discussion Forums Work?„. The chapter is dealing with the idea to enhance a discussion forum with different gamification elements.

Abstract:

Massive Open Online Courses (MOOCs) are a new form of learning environment aimed towards accessibility and openness using contemporary technologies. One of the MOOC’s key features is the social interaction which usually takes place in discussion forums. This article focuses on reworking and analyzing the existing iMooX forum by enriching the new design with gamification elements. The intended objectives aim at refreshing the current style and improving its handling and usability. This article provides our experience of this implementation as well as examining whether or not the gamification ele-ments can help increase the participation rate and the teacher-to-student and student-to-student communication exchange. Results of the new design showed a good user satisfaction and a slight positive impact.

[Publication @ Springer]

[Draft verstion @ ResearchGate]

Reference: Reischer M., Khalil M., Ebner M. (2017) Does Gamification in MOOC Discussion Forums Work?. In: Delgado Kloos C., Jermann P., Pérez-Sanagustín M., Seaton D., White S. (eds) Digital Education: Out to the World and Back to the Campus. EMOOCs 2017. Lecture Notes in Computer Science, vol 10254. Springer, Cham, pp. 95-101. doi: 10.1007/978-3-319-59044-8_11

[publication] Konzept OER-Zertifizierung an österreichischen Hochschulen #OER #fnma

Im Rahmen der AG OER des Forums Neue Medien in der Lehre Austria haben wir ein „Konzept OER-Zertifizierung an österreichischen Hochschulen“ erabeitet. Ich denke, damit haben wir die Basis gelegt, wie man nachhaltig OER an österreichischen Schulen verankern könnte und hoffen, damit die nächsten Schritte gut vorbereitet zu haben.

Zusammenfassung:

Das Ergebnis der Arbeitsgruppe „Open Educational Resources“ ist ein Konzept zur OER-Zertifizierung an österreichischen Hochschulen. Dazu wird unterschieden in eine zweistufige Zertifizierung für Hochschullehrende und eine dreistufige Zertifizierung für Hochschulen. Der Umsetzungsvorschlag sieht dafür digitale Open Badges vor, die von einer zentralen Stelle bereits in der nächsten Leistungsvereinbarungsperiode (2019–2021) vergeben werden sollen.

[Link zum Konzept auf ResearchGate]

Zitation: Ebner, M., Kopp, M., Hafner, R., Budroni, P., Buschbeck, V., Enkhbayar, A., Ferus, A., Freisleben-Teutscher, C. F., Gröblinger, O., Matt, I., Ofner, S., Schmitt, F., Schön, S., Seissl, M., Seitz, P., Skokan, E., Vogt, E., Waller, D. & Zwiauer, C. (2017). Konzept OER-Zertifizierung an österreichischen Hochschulen.Forum Neue Medien in der Lehre Austria.

[publication] Wetten über die Zukunft von Lernmaterialien #research #gmw #dghd #l3t

Unser Beitrag über „Wetten über die Zukunft von Lermaterialien“ ist nach langem Publikationsweg nun doch erschienen. Viel Spaß beim Lesen 🙂 .

Zusammenfassung:

Aus dem Wettverhalten, so die Erfahrung bei Sportwetten und Präsidentschaftswahlen, lassen sich relative gute Vorhersagen für den Ausgang von Sportereignissen und Wahlen ableiten. In diesem Beitrag wird das Konzept und Erfahrungen mit einer Live-Wette beschrieben, bei der Expertinnen und Experten auf kurzfristige Entwicklungen im Bereich der Lern- und Lehrmaterialien wetten. Der Beitrag schließt mit Empfehlungen für Nachahmer/innen.

[Vorabversion auf ResearchGate]

Zitation: Schön, S., Ebner, M. (2017) Wetten über die Zukunft von Lernmaterialien. „Trendy, hip und cool“: Auf dem Weg zu einer innovativen Hochschule?. Bücker, D., Dander, V., Gumpert, A., Hofhues, S., Lucke, U., Rau, F., Rohland, H., Van Treeck, T. (Hrsg.). W. Bertelsmann Verlag. Bielefeld. S. 33-44. ISBN 978-3-7639-5790-3

[publication] Game Based Learning Through Near Field Communication #NFC #research #tugraz

Our publication about „Game Based Learning Through Near Field Communication“ is now published in the book Game-Based Learning: Theory, Strategies and Performance Outcomes.

Abstract:

Near Field Communication (NFC) is a technology mainly known from the payment and ticketing sector. Due to its availability on smartphones NFC provides a far untapped potential for a variety of different applications. As part of researches regarding NFC and its usability in educational areas, the operational capability of NFC has been tested in the field of game based learning. The result was an Android-based quiz application (“NFCQuiz”) working in multiplayer mode, meaning that several players can exchange their answers through the use of NFC during the game. The application provides educators the possibility to store his/her own questions and answers on a tag. During the game one player reads the tag and can send the contained information to multiple players over Android Beam. The exchange of the given answers and the calculation of the leader board are in turn done over a NFC connection.
Such an application is expected to bring different benefits. Both, question generation and data exchange are handled over NFC. As a result no internet access is needed for participating in the game. Since the used tags are re-writable there are basically no limits in term of reuse. Another benefit resulting from the usage of tags is that parents/teachers can control the used questions and answers. A NFC-based game is also supposed to give players an additional interactive effect by holding the phones for synchronization, which in turn keeps the participants interested.
This research work gives an overview of the “NFCQuiz” application regarding its functionality and implementation. Moreover we discuss the advantages and disadvantages of the app with respect to similar games and the overall potential of NFC in the educational sector.

[Draft article @ ResearchGate]

Reference: Lamija, D., Ebner, M. (2017) Game Based Learning Through Near Field Communication. Game-Based Learning Theory, Strategies and Performance Outcomes. Youngkyun B. (ed.). Nova publisher. pp. 295-322