TY - JOUR A1 - Broser, Christian A1 - Falter, Thomas A1 - Ławrowski, Robert Damian A1 - Altenbuchner, Amelie A1 - Vögele, Daniel A1 - Koss, Claus A1 - Schlamp, Matthias A1 - Dunnweber, Jan A1 - Steffens, Oliver A1 - Heckner, Markus A1 - Jaritz, Sabine A1 - Schiegl, Thomas A1 - Corsten, Sabine A1 - Lauer, Norina A1 - Guertler, Katherine A1 - Koenig, Eric A1 - Haug, Sonja A1 - Huber, Dominik A1 - Birkenmaier, Clemens A1 - Krenkel, Lars A1 - Wagner, Thomas A1 - Justus, Xenia A1 - Saßmannshausen, Sean Patrick A1 - Kleine, Nadine A1 - Weber, Karsten A1 - Braun, Carina N. A1 - Giacoppo, Giuliano A1 - Heinrich, Michael A1 - Just, Tobias A1 - Schreck, Thomas A1 - Schnabl, Andreas A1 - Gilmore, Amador Téran A1 - Roeslin, Samuel A1 - Schmid, Sandra A1 - Wellnitz, Felix A1 - Malz, Sebastian A1 - Maurial, Andreas A1 - Hauser, Florian A1 - Mottok, Jürgen A1 - Klettke, Meike A1 - Scherzinger, Stefanie A1 - Störl, Uta A1 - Heckner, Markus A1 - Bazo, Alexander A1 - Wolff, Christian A1 - Kopper, Andreas A1 - Westner, Markus A1 - Pongratz, Christian A1 - Ehrlich, Ingo A1 - Briem, Ulrich A1 - Hederer, Sebastian A1 - Wagner, Marcus A1 - Schillinger, Moritz A1 - Görlach, Julien A1 - Hierl, Stefan A1 - Siegl, Marco A1 - Langer, Christoph A1 - Hausladen, Matthias A1 - Schreiner, Rupert A1 - Haslbeck, Matthias A1 - Kreuzer, Reinhard A1 - Brückl, Oliver A1 - Dawoud, Belal A1 - Rabl, Hans-Peter A1 - Gamisch, Bernd A1 - Schmidt, Ottfried A1 - Heberl, Michael A1 - Gänsbauer, Bianca A1 - Bick, Werner A1 - Ellermeier, Andreas A1 - Monkman, Gareth J. A1 - Prem, Nina A1 - Sindersberger, Dirk A1 - Tschurtschenthaler, Karl A1 - Aurbach, Maximilian A1 - Dendorfer, Sebastian A1 - Betz, Michael A. A1 - Szecsey, Tamara A1 - Mauerer, Wolfgang A1 - Murr, Florian ED - Baier, Wolfgang T1 - Forschung 2018 T3 - Forschungsberichte der OTH Regensburg - 2018 KW - Forschung KW - Forschungsbericht Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:898-opus4-13826 SN - 978-3-9818209-5-9 CY - Regensburg ER - TY - CHAP A1 - Reuter, Rebecca A1 - Stark, Theresa A1 - Sedelmaier, Yvonne A1 - Landes, Dieter A1 - Mottok, Jürgen A1 - Wolff, Christian T1 - Insights in Students’ Problems during UML Modeling T2 - 2020 IEEE Global Engineering Education Conference (EDUCON): Proceedings N2 - 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. KW - UML KW - UML problems KW - software engineering KW - higher education KW - visual notation Y1 - 2020 U6 - https://doi.org/10.1109/EDUCON45650.2020.9125110 SP - 592 EP - 600 ER - TY - CHAP A1 - Gruber, Hans A1 - Wolff, Christian A1 - Mottok, Jürgen A1 - Bazo, Alexander A1 - Hauser, Florian A1 - Schreistetter, Stefan T1 - Tutorial on Software Engineering Education in Co-Located Multi-User Eye-Tracking-Environments T2 - Proceedings of the 32nd IEEE Conference on Software Engineering Education and Training: Munich, November 2020 N2 - 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. KW - eye-tracking KW - software engineering education KW - multi-user eye tracking KW - real-time learning scenarios Y1 - 2020 U6 - https://doi.org/10.1109/CSEET49119.2020.9206170 ER - TY - CHAP A1 - Reuter, Rebecca A1 - Hauser, Florian A1 - Muckelbauer, Daniel A1 - Stark, Theresa A1 - Antoni, Erika A1 - Mottok, Jürgen A1 - Wolff, Christian T1 - Using augmented reality in software engineering education? First insights to a comparative study of 2D and AR UML modeling T2 - 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 N2 - 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 Y1 - 2019 U6 - https://doi.org/10.24251/HICSS.2019.938 SP - 7798 EP - 7807 ER - TY - JOUR A1 - Brenning, Stefanie A1 - Heckner, Markus A1 - Wolff, Christian T1 - Design Thinking als Innovationsmethode im Hochschulkontext - Konzepte und Erfahrungen JF - Die Neue Hochschule: DNH N2 - Wir möchten mit diesem Beitrag die Ergebnisse der Evaluation eines Design-Thinking-Workshopformats zur Unterstützung von Innovation und Transfer im Hochschulverbund TRIO vorstellen und Einblicke in unsere Erkenntnisse geben. Y1 - 2022 UR - https://epub.uni-regensburg.de/58239/1/DNH_Ausgabe_03_22_RZ_22-25.pdf U6 - https://doi.org/10.5281/zenodo.6576069 IS - 3 SP - 22 EP - 25 ER - TY - CHAP A1 - Soska, Alexander A1 - Mottok, Jürgen A1 - Wolff, Christian T1 - Playful learning in academic software engineering education T2 - 2015 IEEE Global Engineering Education Conference (EDUCON), 18-20 March 2015, Tallinn, Estonia N2 - 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. Y1 - 2015 U6 - https://doi.org/10.1109/EDUCON.2015.7095992 SP - 324 EP - 332 ER - TY - CHAP A1 - Soska, Alexander A1 - Mottok, Jürgen A1 - Wolff, Christian T1 - 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 T2 - IEEE Global Engineering Education Conference (EDUCON), 10-13 April 2016, Abu Dhabi, UAE N2 - 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. KW - software testing KW - playful learning KW - game-based learning KW - card game Y1 - 2016 U6 - https://doi.org/10.1109/EDUCON.2016.7474609 SP - 576 EP - 584 ER - TY - CHAP A1 - Soska, Alexander A1 - Mottok, Jürgen A1 - Wolff, Christian T1 - A Study on Cognitive Decits in Learning to Program T2 - European Conference of Software Engineering Education (ECSEE2016), 30 June and 1 July 2016 in Seeon Monastery, Germany N2 - 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. Y1 - 2016 UR - https://www.researchgate.net/publication/304988534_A_Study_on_Cognitive_Deficits_in_Learning_to_Program SP - 209 EP - 214 PB - Shaker CY - Aachen ER - TY - CHAP A1 - Soska, Alexander A1 - Mottok, Jürgen A1 - Wolff, Christian T1 - Pattern oriented card game development: SOFTTY - A card game for academic learning of software testing T2 - IEEE Global Engineering Education Conference (EDUCON), 25-28 April 2017, Athens, Greece N2 - 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. Y1 - 2017 U6 - https://doi.org/10.1109/EDUCON.2017.7942996 ER - TY - CHAP A1 - Bartel, Alexander A1 - Soska, Alexander A1 - Wolff, Christian A1 - Hagel, Georg A1 - Mottok, Jürgen ED - Burghardt, M. ED - Wimmer, R. ED - Wolff, Christian ED - Womser-Hacker, C. T1 - Entwicklung eines Manifests für spielifizierte Hochschullehre T2 - Mensch und Computer 2017, Tagungsband N2 - In dieser Veröffentlichung präsentieren die Autoren erste Ergebnisse Ihrer Forschungsarbeit an einem Manifest für spielifizierte Hochschullehre. Ausgehend von einer Literaturrecherche über den aktuellen Forschungsstand werden erste Auszüge der aktuellen Arbeit dargestellt, auf deren Basis ein aktiver wissenschaftlicher Diskurs angeregt werden soll. Y1 - 2017 U6 - https://doi.org/10.18420/muc2017-mci-0277 SP - 299 EP - 304 CY - Regensburg ER -