@misc{BroserFalterŁawrowskietal., author = {Broser, Christian and Falter, Thomas and Ławrowski, Robert Damian and Altenbuchner, Amelie and V{\"o}gele, Daniel and Koss, Claus and Schlampp, Matthias and Dunnweber, Jan and Steffens, Oliver and Heckner, Markus and Jaritz, Sabine and Schiegl, Thomas and Corsten, Sabine and Lauer, Norina and Guertler, Katherine and Koenig, Eric and Haug, Sonja and Huber, Dominik and Birkenmaier, Clemens and Krenkel, Lars and Wagner, Thomas and Justus, Xenia and Saßmannshausen, Sean Patrick and Kleine, Nadine and Weber, Karsten and Braun, Carina N. and Giacoppo, Giuliano and Heinrich, Michael and Just, Tobias and Schreck, Thomas and Schnabl, Andreas and Gilmore, Amador T{\´e}ran and Roeslin, Samuel and Schmid, Sandra and Wellnitz, Felix and Malz, Sebastian and Maurial, Andreas and Hauser, Florian and Mottok, J{\"u}rgen and Klettke, Meike and Scherzinger, Stefanie and St{\"o}rl, Uta and Heckner, Markus and Bazo, Alexander and Wolff, Christian and Kopper, Andreas and Westner, Markus and Pongratz, Christian and Ehrlich, Ingo and Briem, Ulrich and Hederer, Sebastian and Wagner, Marcus and Schillinger, Moritz and G{\"o}rlach, Julien and Hierl, Stefan and Siegl, Marco and Langer, Christoph and Hausladen, Matthias and Schreiner, Rupert and Haslbeck, Matthias and Kreuzer, Reinhard and Br{\"u}ckl, Oliver and Dawoud, Belal and Rabl, Hans-Peter and Gamisch, Bernd and Schmidt, Ottfried and Heberl, Michael and G{\"a}nsbauer, Bianca and Bick, Werner and Ellermeier, Andreas and Monkman, Gareth J. and Prem, Nina and Sindersberger, Dirk and Tschurtschenthaler, Karl and Aurbach, Maximilian and Dendorfer, Sebastian and Betz, Michael A. and Szecsey, Tamara and Mauerer, Wolfgang and Murr, Florian}, title = {Forschung 2018}, editor = {Baier, Wolfgang}, address = {Regensburg}, organization = {Ostbayerische Technische Hochschule Regensburg}, isbn = {978-3-9818209-5-9}, doi = {10.35096/othr/pub-1382}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:898-opus4-13826}, pages = {98}, subject = {Forschung}, language = {de} } @article{HecknerMuehlbacherWolff, author = {Heckner, Markus and M{\"u}hlbacher, Susanne and Wolff, Christian}, title = {Tagging tagging. Analysing user keywords in scientific bibliography management systems}, series = {Journal of Digital Information}, volume = {9}, journal = {Journal of Digital Information}, number = {2}, publisher = {Multimedia Research Group}, pages = {19}, abstract = {In this paper, an empirical study of tagging behaviour in web-based bibliographic annotation systems is presented. Starting from an initial category finding phase in which tags attributed to selected articles from Connotea were classified we have set up a category model for linguistic and functional aspects of tag usage as well as for the relationship between tags and document full text. In a second phase this model is applied to approx. 500 tagged articles from the information and computer technology domain randomly selected from Connotea. Our findings show significant differences to other tagging research which was primarily conducted using popular (non-scientific) tagging platforms like Flickr or Delicious. We observe a great overlap of tag material and document text and rather few non-content related tags. The comparison of user tags with author keywords shows that users tend to use less and more general tags. Finally, system functionality seems to play a role for users' tagging behaviour.}, language = {en} } @article{HecknerNeubauerWolff, author = {Heckner, Markus and Neubauer, Tanja and Wolff, Christian}, title = {Tree, funny, to-read, google: What are tags supposed to achieve?: A comparative analysis of user keywords for different digital resource types}, series = {Proceedings of the 2008 ACM workshop on Search in social media (SSM '08), Napa Valley California, USA, 30 October 2008}, journal = {Proceedings of the 2008 ACM workshop on Search in social media (SSM '08), Napa Valley California, USA, 30 October 2008}, publisher = {ACM}, doi = {10.1145/1458583.1458589}, pages = {3 -- 10}, abstract = {Social tagging systems have become increasingly popular over the past years. Users' tagging practices have been little studied and understood so far. However, understanding tagging behaviour can contribute towards a thorough understanding of the tagging phenomenon from multiple perspectives. In the present paper, results of a comparative analysis of tag characteristics on the tagging platforms connotea.org (scientific articles), del.icio.us (bookmarks), flickr.com (photos), and youtube.com (videos) are presented. Results show that differences in tagging behaviour can be observed for different digital resource types. Finally, a short discussion of the possible implications of the results for the design of future tagging systems is presented.}, language = {en} } @article{HecknerWolff, author = {Heckner, Markus and Wolff, Christian}, title = {Wissensmanagement mit Social Software [Editorial]}, series = {Information - Wissenschaft und Praxis : IWP}, volume = {60}, journal = {Information - Wissenschaft und Praxis : IWP}, number = {4}, publisher = {DGI ; De Gruyter}, address = {Frankfurt, Main ; Berlin ; New York}, organization = {Deutsche Gesellschaft f{\"u}r Information und Wissen e.V. (DGI)}, issn = {1619-4292}, pages = {185 -- 187}, language = {de} } @inproceedings{SoskaMottokWolff, author = {Soska, Alexander and Mottok, J{\"u}rgen and Wolff, Christian}, title = {An experimental card game for software testing: Development, design and evaluation of a physical card game to deepen the knowledge of students in academic software testing education}, series = {IEEE Global Engineering Education Conference (EDUCON), 10-13 April 2016, Abu Dhabi, UAE}, booktitle = {IEEE Global Engineering Education Conference (EDUCON), 10-13 April 2016, Abu Dhabi, UAE}, doi = {10.1109/EDUCON.2016.7474609}, pages = {576 -- 584}, abstract = {Teaching software testing is a challenging task. Especially if you want to impart more in-depth and practical knowledge to the students. Therefore, most lectures still teach in a classic lecture format despite the fact that this way of instruction is in any case the optimal way of instruction for today's requirements anymore. In this paper we present our implementation of an active learning method to deepen the knowledge in academic software test education. We describe a card game for advanced learning that promotes students' collaboration and knowledge exchange in a playful and competitive manner. The design of the game is based on constructive and cooperative theories. A subsequent evaluation shows that the use of this card game for teaching software testing is a suitable method.}, language = {en} } @inproceedings{SoskaMottokWolff, author = {Soska, Alexander and Mottok, J{\"u}rgen and Wolff, Christian}, title = {A Study on Cognitive Decits in Learning to Program}, series = {European Conference of Software Engineering Education (ECSEE2016), 30 June and 1 July 2016 in Seeon Monastery, Germany}, booktitle = {European Conference of Software Engineering Education (ECSEE2016), 30 June and 1 July 2016 in Seeon Monastery, Germany}, publisher = {Shaker}, address = {Aachen}, pages = {209 -- 214}, abstract = {For many students learning to program is a crucial task. In this research, we took a glance into the current literature and identified most ocurring cognitive deficits. Thereby we identified three elements that apear most significant throughout the study. We think that these deficits are fundamental basics for learning how to program. The stu-dents' education of cognitive abilities in programming needs revision and should receive far more training. In future research we want to establish a guideline for promoting these deficits through adequate teaching and learning arrangements in pre-programming education.}, language = {en} } @inproceedings{ReuterHauserMuckelbaueretal., author = {Reuter, Rebecca and Hauser, Florian and Muckelbauer, Daniel and Stark, Theresa and Antoni, Erika and Mottok, J{\"u}rgen and Wolff, Christian}, title = {Using augmented reality in software engineering education? First insights to a comparative study of 2D and AR UML modeling}, series = {Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS) and 31st Conference on Software Engineering Education and Training (CSEE\&T), January 8 - 11, 2019 Grand Wailea, Hawaii}, booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS) and 31st Conference on Software Engineering Education and Training (CSEE\&T), January 8 - 11, 2019 Grand Wailea, Hawaii}, doi = {10.24251/HICSS.2019.938}, pages = {7798 -- 7807}, abstract = {Although there has been much speculation about the potential of Augmented Reality (AR) in teaching for learning material, there is a significant lack of empirical proof about its effectiveness and implementation in higher education. We describe a software to integrate AR using the Microsoft Hololens into UML (Unified Modeling Language) teaching. Its user interface is laid out to overcome problems of existing software. We discuss the design of the tool and report a first evaluation study. The study is based upon effectiveness as a metric for students performance and components of motivation. The study was designed as control group experiment with two groups. The experimental group had to solve tasks with the help of the AR modeling tool and the control group used a classic PC software. We identified tendencies that participants of the experimental group showed more motivation than the control group. Both groups performed equally well}, language = {en} } @inproceedings{HecknerBazoWolffetal., author = {Heckner, Markus and Bazo, Alexander and Wolff, Christian and Scherzinger, Stefanie}, title = {Karel relearns c: teaching good software engineering practices in cs1 with karel the robot}, series = {2018 IEEE Global Engineering Education Conference (EDUCON), 17-20 April 2018, Santa Cruz de Tenerife, Spain}, booktitle = {2018 IEEE Global Engineering Education Conference (EDUCON), 17-20 April 2018, Santa Cruz de Tenerife, Spain}, publisher = {IEEE}, doi = {10.1109/EDUCON.2018.8363402}, pages = {1447 -- 1454}, abstract = {This paper describes our implementation, teaching philosophy, and experiences with our C-based version of the widely known Karel the Robot introductory programming micro-language. Karel enables students to programmatically solve problems, using the C language, in a graphical two-dimensional world by moving the robot around while checking and manipulating its surroundings. We use Karel to solve the dilemma of either demanding too much or not enough from students during the first weeks of an introductory CS course, as interesting problems can be solved with limited input from lectures. Karel enables problem solving from day one of CS1, and encourages good software engineering practices such as top-down design from the beginning. We outline typical problems in the first weeks of CS1. We present a short overview of existing Karel implementations in various programming languages and our rationale for re-implementing Karel. We present our teaching philosophy and use of Karel in the classroom. We demonstrate how Karel is being used from a student perspective, along with a typical programming task. We discuss preliminary results of a survey and interviews with students from a first course in which Karel was used.}, language = {en} } @inproceedings{ReuterStarkSedelmaieretal., author = {Reuter, Rebecca and Stark, Theresa and Sedelmaier, Yvonne and Landes, Dieter and Mottok, J{\"u}rgen and Wolff, Christian}, title = {Insights in Students' Problems during UML Modeling}, series = {2020 IEEE Global Engineering Education Conference (EDUCON): Proceedings}, booktitle = {2020 IEEE Global Engineering Education Conference (EDUCON): Proceedings}, doi = {10.1109/EDUCON45650.2020.9125110}, pages = {592 -- 600}, abstract = {UML (Unified Modeling Language) is the current de facto as well as de jure standard (ISO/IEC 19505:2012) notation to visualize models in software development. UML provides essential guidelines and rules to visualize and understand complex software systems. This is the reason why it has become part of curricula for software engineering courses at many universities worldwide. It is well known, however, that UML is hard to grasp for novices, mainly due to its complexity. In order to tackle the problem of teaching UML to novice students appropriately, it is inevitable to understand their needs and problems much better than we do now. This paper presents empirical insights into students' problems when developing common UML diagrams. Identified problems are generalized, giving rise to a problem catalogue that is derived from our empirical findings, thus establishing a basis for addressing these problems through focused learning arrangements.}, language = {en} } @inproceedings{GruberWolffMottoketal., author = {Gruber, Hans and Wolff, Christian and Mottok, J{\"u}rgen and Bazo, Alexander and Hauser, Florian and Schreistetter, Stefan}, title = {Tutorial on Software Engineering Education in Co-Located Multi-User Eye-Tracking-Environments}, series = {Proceedings of the 32nd IEEE Conference on Software Engineering Education and Training: Munich, November 2020}, booktitle = {Proceedings of the 32nd IEEE Conference on Software Engineering Education and Training: Munich, November 2020}, doi = {10.1109/CSEET49119.2020.9206170}, abstract = {We briefly describe a tutorial on the application of Eye-Tracking technology for Software Engineering Education. We will showcase our setup of a large-scale Eye-Tracking-Classroom and its usage for real-time improvement of traditional learning scenarios in Software Engineering Education. We will focus on the integration of gaze data into modern integrated development environments (IDEs) and demonstrate a complete workflow for its usage in co-located multi-user Eye-Tracking-Environments.}, language = {en} } @inproceedings{SoskaMottokWolff, author = {Soska, Alexander and Mottok, J{\"u}rgen and Wolff, Christian}, title = {Playful learning in academic software engineering education}, series = {2015 IEEE Global Engineering Education Conference (EDUCON), 18-20 March 2015, Tallinn, Estonia}, booktitle = {2015 IEEE Global Engineering Education Conference (EDUCON), 18-20 March 2015, Tallinn, Estonia}, doi = {10.1109/EDUCON.2015.7095992}, pages = {324 -- 332}, abstract = {Within this thesis, we present our suggestions why playful learning in software engineering education is useful to mediate generic competences in academic teaching. Therefor we identified competences which are addressed by playful learning and mapped them to demanded generic competences in software engineering. Due to the well compliance, we analyzed current implementations of playful learning and their design regarding the mediation of required soft skills. Based on the lack of effective implementation, we close our paper with an exemplary design for playful learning.}, language = {en} } @inproceedings{SoskaMottokWolff, author = {Soska, Alexander and Mottok, J{\"u}rgen and Wolff, Christian}, title = {Pattern oriented card game development: SOFTTY - A card game for academic learning of software testing}, series = {IEEE Global Engineering Education Conference (EDUCON), 25-28 April 2017, Athens, Greece}, booktitle = {IEEE Global Engineering Education Conference (EDUCON), 25-28 April 2017, Athens, Greece}, doi = {10.1109/EDUCON.2017.7942996}, abstract = {One of the biggest problems of educational games is the adequate integration of learning content into the game environment. Thereby the main challenge is to create a balance between gameplay and learning objectives and the correct transfer of learning principles into the game design. A useful approach is to identify game components and their specific learning constraints and the relationship between each other. By mapping learning elements to Game Design Pattern, we elaborate fundamentals for the concrete game design, focusing on card games. A shared description and an understanding of how the game design aligns with learning content facilitates the development of high quality educational games. A short illustration of our further developed implementation summarizes our experiences and shows an exemplary realization.}, language = {en} } @inproceedings{BartelSoskaWolffetal., author = {Bartel, Alexander and Soska, Alexander and Wolff, Christian and Hagel, Georg and Mottok, J{\"u}rgen}, title = {Entwicklung eines Manifests f{\"u}r spielifizierte Hochschullehre}, series = {Mensch und Computer 2017, Tagungsband}, booktitle = {Mensch und Computer 2017, Tagungsband}, editor = {Burghardt, M. and Wimmer, R. and Wolff, Christian and Womser-Hacker, C.}, address = {Regensburg}, doi = {10.18420/muc2017-mci-0277}, pages = {299 -- 304}, abstract = {In dieser Ver{\"o}ffentlichung pr{\"a}sentieren die Autoren erste Ergebnisse Ihrer Forschungsarbeit an einem Manifest f{\"u}r spielifizierte Hochschullehre. Ausgehend von einer Literaturrecherche {\"u}ber den aktuellen Forschungsstand werden erste Ausz{\"u}ge der aktuellen Arbeit dargestellt, auf deren Basis ein aktiver wissenschaftlicher Diskurs angeregt werden soll.}, language = {de} }