TY - CHAP A1 - Reuter, Rebecca A1 - Hauser, Florian A1 - Gold-Veerkamp, Carolin A1 - Stark, Theresa A1 - Kis, Juliane A1 - Mottok, Jürgen A1 - Abke, Jörg A1 - Meyer, Dany T1 - Towards the Construction of a Questionnaire for the Identification of Learning Obstacles T2 - 2018 IEEE Global Engineering Education Conference (EDUCON) KW - Hochschuldidaktik KW - Fragebogen Y1 - 2018 SP - 463 EP - 472 PB - IEEE ER - TY - CHAP A1 - Reuter, Rebecca A1 - Hauser, Florian A1 - Gold-Veerkamp, Carolin A1 - Mottok, Jürgen A1 - Abke, Jörg T1 - Towards a Definition and Identification of Learning Obstacles in Higher Software Engineering Education T2 - EDULEARN17 Proceedings KW - Hochschuldidaktik KW - Software Engineering Y1 - 2017 SN - 978-84-697-3777-4 SN - 2340-1117 SP - 10259 EP - 10267 ER - TY - CHAP A1 - Normann, Marc A1 - Haug, Jim A1 - Valencia, Yeimy A1 - Abke, Jörg A1 - Hagel, Georg ED - Mottock, Jürgen ED - Hagel, Georg T1 - Adaptive Learning Path Sequencing Based on Learning Styles within N-dimensional Spaces T2 - ECSEE '23: Proceedings of the 5th European Conference on Software Engineering Education N2 - Planning adaptive learning paths for students’ progress throughout a course can be a challenging task, although it can be helpful for their learning progress. Within the HASKI-System, students should be able to get their own, personalized learning paths. In this paper, we present an approach towards the learning path sequencing problem. This idea is based on a novel proposal for arranging learning objects in a multi-dimensional space, bringing the relationship and similarities of these objects into a new relationship. We show, that we can use both, the Ant Colony Optimization Algorithm and the Genetic Algorithm with the idea of the Traveling-Salesman-Problem and get results, that are comparable with a proposed literature-based adaption mechanism. Nevertheless, the learning paths are all personalized based on the Felder & Silverman Learning Style Model and the hyperspace model will allow us later on to include more dimensions for other influencing factors. KW - Learning Path Sequencing KW - Adaptive Learning Path KW - Ant Colony KW - Genetic Algorithm KW - Adaptive Learning Environment KW - Lernstil KW - Lernerfolg Y1 - 2023 UR - https://dl.acm.org/doi/abs/10.1145/3593663.3593676 U6 - https://doi.org/https://doi.org/10.1145/3593663.3593676 VL - 2023 SP - 56 EP - 64 ER - TY - JOUR A1 - Sapsai, Iryna A1 - Valencia, Yeimy A1 - Abke, Jörg T1 - Learning Analytics Dashboard for Educators: Proposed Project to Design with Pedagogical Background JF - ECSEE '23: Proceedings of the 5th European Conference on Software Engineering Education N2 - In this article, the authors describe a prototype of a Learning Analytics Dashboard (LAD) for educators. It is based on the analysis of pedagogical actions and taking into the process and learning style of students in an online environment based on learning analytics (LA). A description of the Dashboard structure, divided into levels and categories based on available learning analytics, will allow the educator to dive deeper into the online course themselves and explore more. It will also allow them to determine the level of student performance, identify gaps in learning materials, and research student data. The authors have identified further directions for the development of a LAD for a professor, including modeling algorithms for researching student behavior and learning style using Artificial Intelligence and presenting LA in a visualized form. This paper shows the stages of creating a professor's LAD prototype as a functional part of the adaptive learning system in the HASKI-System to analyze visual information obtained from LA and the possibilities to monitor the learning process, learning progress, student activity, and make decisions on careful intervention in the students’ learning process. KW - Lerntechnik KW - Computerunterstütztes Lernen Y1 - 2023 UR - https://dl.acm.org/doi/abs/10.1145/3593663.3593686 U6 - https://doi.org/https://doi.org/10.1145/3593663.3593686 VL - 2023 IS - ECSEE '23: Proceedings of the 5th European Conference on Software Engineering Education SP - 38 EP - 47 ER - TY - GEN A1 - Hochstetter, Marvin A1 - Abke, Jörg T1 - AdLer - Adaptive digitale Lernräume: Autorentool und 3D-Lernumgebung N2 - Die fortschreitende Digitalisierung im Bildungssektor ist gerade für die Berufliche Weiterbildung von zentraler Bedeutung. Bereits seit längerer Zeit sind in diesem Kontext zeit- und ortsunabhängige Lehr-Lern-Formate sehr wichtig. Allerdings bietet digitales Lernen auch großes Potential hinsichtlich dem Thema Motivationsförderung. Serious Games stellen ein vielversprechendes Beispiel von Game-based Learning (GBL) dar, um die Lernmotivation zu adressieren. Hierbei geht es darum, Mechaniken (digitaler) Spiele zu verwenden, um einen Wissenserwerb zu ermöglichen, der zeitgleich motivierend gestaltet ist. Das AdLer-Projekt hat zum Ziel ein frei verfügbares Instrument zu entwickeln, mit welchem Lehrende virtuelle 3D-Lernumgebungen erstellen und in ihrer Lehre in unterschiedlichen Formen einsetzen können. Mit Hilfe eines Autorentools werden Lehrende bei der Konzeption und Erstellung von 3D-Lernumgebungen unterstützt. Dadurch können Lehrende auf schnellem und einfachem Weg eigene digitale 3D-Lernumgebungen erstellen sowie nach ihren individuellen Vorstellungen hinsichtlich der eigenen Lernszenarien konfigurieren. In der 3D-Lernumgebung können Lernende nach den Prinzipien des GBL erkundungsorientiert und interaktiv lernen. Dazu können Lernende mit einem virtuellen Avatar die AdLer-3D-Lernumgebung betreten und verschiedene Handlungsmöglichkeiten wahrnehmen. Sie können sich frei in dieser Lernumgebung bewegen und unterschiedliche Lernangebote (z.B. die Bearbeitung von Lernelementen, wie H5P, Text und Video) durchführen. Im geplanten Poster-Pitch wird eine aktuelle Version der Software AdLer präsentiert und steht für die Konferenzteilnehmer zum Ausprobieren bereit. N2 - Poster KW - 3D-Lernumgebung Autorentool Game-Based-Learning KW - Lernspiel KW - Dreidimensionale Computergrafik Y1 - 2023 ER - TY - CHAP A1 - Klopp, Marco A1 - Dörringer, Antonia A1 - Eigler, Tobias A1 - Bartel, Paula A1 - Hochstetter, Marvin A1 - Weishaupt, Andreas A1 - Geirhos, Philipp A1 - Abke, Jörg A1 - Hagel, Georg A1 - Elsebach, Jens A1 - Rossmann, Raphael ED - Mottok, Jürgen T1 - Development of an Authoring Tool for the Creation of Individual 3D Game-Based Learning Environments T2 - ECSEE '23: Proceedings of the 5th European Conference on Software Engineering Education N2 - Game-based learning in general and serious games in particular have a promising potential in higher education. In this article we going to show the capability of serious games with regard to current challenges in higher education. The focus of this article is the presentation of the AdLer authoring tool, which offers lecturers the possibility to design and generate virtual 3D learning environments in which students can interact with learning content according to the principles of game-based learning. KW - 3D Learning Environment KW - Authoring Tool KW - Game-based Learning KW - Serious Games KW - Lernspiel KW - Dreidimensionale Computergrafik Y1 - 2023 UR - https://dl.acm.org/doi/proceedings/10.1145/3593663 SN - 978-1-4503-9956-2 VL - 2023 IS - 5. SP - 204 EP - 209 PB - Association for Computing Machinery (ACM) CY - New York, NY, United States ER - TY - CHAP A1 - Dörringer, Antonia A1 - Klopp, Marco A1 - Schaab, Lukas A1 - Hochstetter, Marvin A1 - Glaab, Daniel A1 - Bartel, Paula A1 - Abke, Jörg A1 - Elsebach, Jens A1 - Rossmann, Raphael A1 - Hagel, Georg ED - Röpke, René ED - Schroeder, Ulrike T1 - AdLer: 3D-Lernumgebung für Studierende T2 - 21. Fachtagung Bildungstechnologien (DELFI) KW - Serious Games KW - 3D-Lernumgebung KW - Game-based Learning KW - Lernspiel KW - Dreidimensionale Computergrafik Y1 - 2023 U6 - https://doi.org/10.18420/delfi2023-41 VL - 2023 SP - 251 EP - 252 ER -