Alle Publikationen
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2018
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(2018) : A Concept for Productivity Tracking based on Collaborative Interactive Learning Techniques In: ARCS: ARCS Workshop 2018; 31th International Conference on Architecture of Computing Systems: Berlin, Germany: Axel Springer SE, S. 1-8. Online verfügbar unter https://ieeexplore.ieee.org/document/8385431/
Abstract: The academic success of individual students differs widely and it depends on various factors, ranging from financial to social and to health aspects. In this article, we propose a concept for a novel productivity tracking system that provides the basis for a self-assessment of academic behaviour and that can be used by students to support their academic success. The development of such a system requires interdisciplinary efforts, most of them located in the field of collaborative interactive learning (CIL) that is grounded on a socio-technical system perspective. The system is interactive since it is based on bidirectional communication, collaborative in the sense that it uses students, other students, and external sources such as the Internet for generation of knowledge, and learning in the sense that it continuously and autonomously acquires knowledge. It is further self-organised as it decides about interaction partners and self-adaptive in terms of modifying its behaviour according to changing conditions.
2016
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(2016): Toward Spatially Integrated Social Science. In: International Regional Science Review 23 (2), S. 139-159. DOI: 10.1177/016001760002300201
Abstract: This article outlines the motivation for a spatial approach as a novel focus for cross-disciplinary interaction and research in the social and behavioral sciences. The authors review the emerging interest in space and place in the recent social science literature and develop a vision for a spatially integrated social science. This vision provides the conceptual basis for a program of six activities designed to promote a spatial perspective: learning resources, workshops, best-practice examples, place-based search, software tools, and a virtual community The sin programs will be informed by advances in the methods, technologies and principles underlying spatial information science.
2013
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(2013): Collaboration factors, teamwork satisfaction, and student attitudes toward online collaborative learning. In: Computers in Human Behavior 29 (3), S. 922-929. DOI: 10.1016/j.chb.2012.12.019
Abstract: This study examined online courses with collaborative learning components from 197 graduate students across three consecutive academic years. A student attitude survey containing 20 items and a student teamwork satisfaction scale containing 10 items on a 5-point Likert-type scale with three open-ended questions regarding their online collaborating experiences were collected during the final week of each semester. Results revealed that the three extracted online collaboration factors (Team Dynamics, Team Acquaintance, and Instructor Support) from the student attitude survey had moderate to high degrees of correlation with teamwork satisfaction. Results also revealed that the three collaboration factors accounted for 53% of the variance in online teamwork satisfaction. In addition, results from both surveys and open-ended questions revealed students favored working collaboratively in an online environment.
2011
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(2011): The ghosts in the computer. The role of agency and animacy attributions in "ghost controls". In: PLoS one 6 (11). DOI: 10.1371/journal.pone.0026429
DOI: http://www.ncbi.nlm.nih.gov/pubmed/22073165 Abstract: Three studies evaluated the role of 4-year-old children's agency- and animacy-attributions when learning from a computerized ghost control (GC). In GCs, participants observe events occurring without an apparent agent, as if executed by a "ghost" or unobserved causal forces. Using a touch-screen, children in Experiment 1 responded to three pictures in a specific order under three learning conditions: (i) trial-and-error (Baseline), (ii) imitation and (iii) Ghost Control. Before testing in the GC, children were read one of three scripts that determined agency attributions. Post-test assessments confirmed that all children attributed agency to the computer and learned in all GCs. In Experiment 2, children were not trained on the computer prior to testing, and no scripts were used. Three different GCs, varying in number of agency cues, were used. Children failed to learn in these GCs, yet attributed agency and animacy to the computer. Experiment 3 evaluated whether children could learn from a human model in the absence of training under conditions where the information presented by the model and the computer was either consistent or inconsistent. Children evidenced learning in both of these conditions. Overall, learning in social conditions (Exp. 3) was significantly better than learning in GCs (Exp. 2). These results, together with other published research, suggest that children privilege social over non-social sources of information and are generally more adept at learning novel tasks from a human than from a computer or GC.
2004
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(2004): Etiquette and the design of educational technology. In: Communications of the ACM 47 (4), S. 45-49. DOI: 10.1145/975817.975843
Abstract: There has been a slow but growing realization on the part of the educational technology research community that designers of educational tools must go beyond the purely cognitive aspects of working with computers and factor in the social and psychological aspects as well. The design of appropriate etiquette in educational systems requires adding an additional layer to the issues of traditional interest to HCI researchers and developers. Etiquette is closely connected to contexts of activity and practice—to the goal/contexts/role patterns that structure interactions in a domain. A better understanding of these patterns [7] is essential to building tact and courtesy into our computer programs. We also need to learn from existing research, particularly that of teacher behavior and its effect on student learning and motivation. For instance, a review of the literature on nonverbal behavior indicates that eye contact, gestures, vocal inflections, body movement, and combinations of nonverbal behaviors conveying enthusiasm, animation, and variation of stimuli can positively affect student motivation, attention, teacher ratings, immediate recall, and achievement [4]. This research can be of great utility in the design of appropriate behaviors for pedagogical agents. However, as the three studies described here suggest, we must be careful not to apply these findings to the HCI context indiscriminately. This strategy, though easy to follow, may not always be the most appropriate. Instead, pedagogical etiquette in educational software must be carefully crafted based on sound empirical research sensitive to the complexities of learning and human psychology.
Keywords: Blickkontakt, Computer Science, Design, Design(theorie), digitale Wissenschafts- und Bildungstools, Disziplin, doppelter Treffer, Erziehung, Erziehungswissenschaften, Etikette, Etiquette, Gestik/Mimik, Intellektualtechnik, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Situationsbedingter Kontext, Soziale Angemessenheit, special issue, Sprachgebrauch, Taktgefühl, Technik, Übermitteln von Gefühlen/Emotionen
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