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 - TY - JOUR A1 - Beimler, Josef A1 - Leißl, Caroline A1 - Ebner, Lena A1 - Elsner, Michael A1 - Mühlbauer, Gerhard A1 - Kohlert, Dieter A1 - Schubert, Martin J. W. A1 - Weiß, Andreas P. A1 - Sterner, Michael A1 - Raith, Thomas A1 - Afranseder, Martin A1 - Krapf, Tobias A1 - Mottok, Jürgen A1 - Siemers, Christian A1 - Großmann, Benjamin A1 - Höcherl, Johannes A1 - Schlegl, Thomas A1 - Schneider, Ralph A1 - Milaev, Johannes A1 - Rampelt, Christina A1 - Roduner, Christian A1 - Glowa, Christoph A1 - Bachl, Christoph A1 - Schliekmann, Claus A1 - Gnan, Alfons A1 - Grill, Martin A1 - Ruhland, Karl A1 - Piehler, Thomas A1 - Friers, Daniel A1 - Wels, Harald A1 - Pflug, Kenny A1 - Kucera, Markus A1 - Waas, Thomas A1 - Schlachetzki, Felix A1 - Boy, Sandra A1 - Pemmerl, Josef A1 - Leis, Alexander A1 - Welsch, Andreas F.X. A1 - Graf, Franz A1 - Zenger, Gerhard A1 - Volbert, Klaus A1 - Waas, Thomas A1 - Scherzinger, Stefanie A1 - Klettke, Meike A1 - Störl, Uta A1 - Heyl, C. A1 - Boldenko, A. A1 - Monkman, Gareth J. A1 - Kujat, Richard A1 - Briem, Ulrich A1 - Hierl, Stefan A1 - Talbot, Sebastian A1 - Schmailzl, Anton A1 - Ławrowski, Robert Damian A1 - Prommesberger, Christian A1 - Langer, Christoph A1 - Dams, Florian A1 - Schreiner, Rupert A1 - Valentino, Piergiorgio A1 - Romano, Marco A1 - Ehrlich, Ingo A1 - Furgiuele, Franco A1 - Gebbeken, Norbert A1 - Eisenried, Michael A1 - Jungbauer, Bastian A1 - Hutterer, Albert A1 - Bauhuber, Michael A1 - Mikrievskij, Andreas A1 - Argauer, Monika A1 - Hummel, Helmut A1 - Lechner, Alfred A1 - Liebetruth, Thomas A1 - Schumm, Michael A1 - Joseph, Saskia A1 - Reschke, Michael A1 - Soska, Alexander A1 - Schroll-Decker, Irmgard A1 - Putzer, Michael A1 - Rasmussen, John A1 - Dendorfer, Sebastian A1 - Weber, Tim A1 - Al-Munajjed, Amir Andreas A1 - Verkerke, Gijsbertus Jacob A1 - Renkawitz, Tobias A1 - Haug, Sonja A1 - Rudolph, Clarissa A1 - Zeitler, Annika A1 - Schaubeck, Simon A1 - Steffens, Oliver A1 - Rechenauer, Christian A1 - Schulz-Brize, Thekla A1 - Fleischmann, Florian A1 - Kusterle, Wolfgang A1 - Beer, Anne A1 - Wagner, Bernd A1 - Neidhart, Thomas ED - Baier, Wolfgang T1 - Forschungsbericht 2013 T3 - Forschungsberichte der OTH Regensburg - 2013 Y1 - 2014 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:898-opus4-7990 CY - Regensburg ER - TY - JOUR A1 - Weber, Karsten A1 - Dendorfer, Sebastian A1 - Süß, Franz A1 - Kubowitsch, Simone A1 - Schratzenstaller, Thomas A1 - Haug, Sonja A1 - Mohr, Christa A1 - Kiesl, Hans A1 - Drechsler, Jörg A1 - Westner, Markus A1 - Kobus, Jörn A1 - Schubert, Martin J. W. A1 - Zenger, Stefan A1 - Pietsch, Alexander A1 - Weiß, Josef A1 - Hinterseer, Sebastian A1 - Schieck, Roland A1 - Scherzinger, Stefanie A1 - Klettke, Meike A1 - Ringlstetter, Andreas A1 - Störl, Uta A1 - Bissyandé, Tegawendé F. A1 - Seeburger, Achim A1 - Schindler, Timo A1 - Ramsauer, Ralf A1 - Kiszka, Jan A1 - Kölbl, Andreas A1 - Lohmann, Daniel A1 - Mauerer, Wolfgang A1 - Maier, Johannes A1 - Scorna, Ulrike A1 - Palm, Christoph A1 - Soska, Alexander A1 - Mottok, Jürgen A1 - Ellermeier, Andreas A1 - Vögele, Daniel A1 - Hierl, Stefan A1 - Briem, Ulrich A1 - Buschmann, Knut A1 - Ehrlich, Ingo A1 - Pongratz, Christian A1 - Pielmeier, Benjamin A1 - Tyroller, Quirin A1 - Monkman, Gareth J. A1 - Gut, Franz A1 - Roth, Carina A1 - Hausler, Peter A1 - Bierl, Rudolf A1 - Prommesberger, Christian A1 - Ławrowski, Robert Damian A1 - Langer, Christoph A1 - Schreiner, Rupert A1 - Huang, Yifeng A1 - She, Juncong A1 - Ottl, Andreas A1 - Rieger, Walter A1 - Kraml, Agnes A1 - Poxleitner, Thomas A1 - Hofer, Simon A1 - Heisterkamp, Benjamin A1 - Lerch, Maximilian A1 - Sammer, Nike A1 - Golde, Olivia A1 - Wellnitz, Felix A1 - Schmid, Sandra A1 - Muntschick, Claudia A1 - Kusterle, Wolfgang A1 - Paric, Ivan A1 - Brückl, Oliver A1 - Haslbeck, Matthias A1 - Schmidt, Ottfried A1 - Schwanzer, Peter A1 - Rabl, Hans-Peter A1 - Sterner, Michael A1 - Bauer, Franz A1 - Steinmann, Sven A1 - Eckert, Fabian A1 - Hofrichter, Andreas ED - Baier, Wolfgang T1 - Forschungsbericht 2017 T3 - Forschungsberichte der OTH Regensburg - 2017 KW - Forschung KW - Forschungsbericht Y1 - 2017 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:898-opus4-13835 SN - 978-3-9818209-3-5 CY - Regensburg ER - TY - CHAP A1 - Soska, Alexander A1 - Schumm, Michael A1 - Joseph, Saskia A1 - Reschke, Michael A1 - Mottok, Jürgen A1 - Niemetz, Michael A1 - Schroll-Decker, Irmgard T1 - Comparison of Frontal Lecture and Workshop Learning Arrangements in a Software Engineering Education Project T2 - 2014 IEEE Global Engineering Education Conference (EDUCON), Istanbul, Turkey N2 - The increase in complexity of software and its creation over the last decades requires an increase in the quality of the education of software engineering professionals. The number of Universities which answer this call by replacing or extending lectures with simulated software projects is constantly rising. However, the question how to best transfer new technological knowledge needed to be successful within this projects to the students remains open. Therefore this paper will present a comparison between the classical frontal lecture and a modern workshop learning arrangement used within these projects. By the use of workshops not only the knowledge transfer but also the acquisition of personal and social competences will be facilitated. Furthermore positive experiences with workshops at university level will support life-long learning. Y1 - 2014 U6 - https://doi.org/10.1109/EDUCON.2014.6826162 SP - 653 EP - 658 ER - TY - CHAP A1 - Soska, Alexander A1 - Mottok, Jürgen T1 - A New Conceptual Contribution for Serious Games in Academic Software Engineering Education T2 - European Conference on Software Engineering Education 2014 (ECSEE), 27 and 28 November 2014 in Seeon Monastery N2 - Nowadays, the popularity and field of application of serious games grows steadily. This educational method offers attractive pportunities for teaching and training by combining playful elements with learning content. By using game mechanics, thinking and technique, theoretical subject matters are treated in a fun and engaging way. Thereby, serious games utilize our intrinsic motivation to discover the surroundings in a playful manner. Embedded in educational settings, the goal is to mediate academic and non-academic knowledge to the students. Especially in the field of software engineering it is important to have skills which go beyond pure technical knowledge. Yet, the use of serious games is still a manageable amount. With this paper, we give a contribution to the theoretical design and development of serious games based on playful learning method and its relation to research-based learning in universal context. In addi- tion we analyze the existing serious games in software engineering and present our thoughts about planning our own. Y1 - 2014 UR - https://www.researchgate.net/publication/277266392_A_New_Conceptual_Contribution_for_Serious_Games_in_Academic_Software_Engineering_Education SN - 978-3-8440-3067-9 SP - 241 EP - 254 PB - Shaker CY - Aachen ER - TY - CHAP A1 - Soska, Alexander A1 - Mottok, Jürgen ED - Pivec, M. ED - Gründler, J. T1 - An Integrated Puzzle Game for Learning Programming Based on Students Syntactical Errors T2 - 11th European Conference on Game-Based Learning, Oct 5 - Oct 6, 2017, Graz N2 - Practical implementations are important for understanding the concepts and principles of programming. Self-employed coding encourages learners to acquire learning content and fosters the theory-practice transfer. Thereby, the earners face various difficulties and obstacles. Misconceptions and faults accompany the learners’ coding process and result in non-executable coding artefacts. The integrated compiler of programming environments provides information concerning error messages that indicate incorrect coding constructs. Usually due to unspecific and generic formulation, learners find it hard to understand these error messages. Yet these observable errors give valuable information about the learner’s coding behaviour and indicate current problems. These provide a link for adopted and appropriate learning assistance during the coding process. In this work in progress paper, we present first assumptions in assisting learners’ understanding and correction of programming errors by a game-based learning method. Our first approach focuses on the integration of a puzzle game into a programming environment. The game content adjusts to the error messages based on the analysis of the learner’s log file. We suggest that the integration of this approach rises the learner’s motivation to self-employed error handling and the quality of learning programming. Y1 - 2017 PB - Academic Conferences and Publishing International ER - TY - CHAP A1 - Soska, Alexander A1 - Schroll-Decker, Irmgard A1 - Mottok, Jürgen T1 - Implementation of Practical Exercises in Software Engineering Education to Improve the Acquirement of Functional and Non-Functional Competences T2 - 2014 International Conference on Interactive Collaborative Learning (ICL), 3-6 Dec. 2014, Dubai, UAE N2 - Software Engineering is a very volatile profession that requires a variety of theoretical as well as practical skills. In addition to expertise technical knowledge, graduates have to have a variety of social, methodical and personal competences. The acquirement of these non-functional competences are getting more and more important for a successful software engineer. To fulfill these requirements, it is necessarily important to prepare future professionals already during their college course of education. This paper presents exercises for a software engineering lecture with the goal to strengthen the students' practical experiences and to support the development of their non-functional competences. The developed exercises impart technical knowledge and encourage the students to improve their self-organized and lifelong learning. Thereby they are facing practical issues in all steps of the software engineering process while working on an inter semester project. KW - software engineering education KW - project-based learning KW - software engineering exercises KW - competences Y1 - 2014 U6 - https://doi.org/10.1109/ICL.2014.7017795 ER - TY - CHAP A1 - Knorl, Susanne A1 - Soska, Alexander A1 - Schroll-Decker, Irmgard A1 - Mottok, Jürgen T1 - Reconstructing students’ subjective theories on self-directed learning a qualitative research approach in Software Engineering education T2 - 2015 IEEE Global Engineering Education Conference (EDUCON), 18-20 March 2015, Tallinn, Estonia N2 - Considering the claim of furthering self-directed learning in higher education in general and in Software Engineering education in particular, this paper deals with a new approach on understanding and facilitating self-directed learning. This approach involves the concept of subjective theories, which are expected to influence students' self-directed learning. Therefore this paper presents the intended qualitative research design for reconstructing these subjective theories and for developing ways of integrating them in didactical situations in higher education and especially in Software Engineering education. Y1 - 2015 U6 - https://doi.org/10.1109/EDUCON.2015.7095990 SP - 314 EP - 317 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 - Reuter, Rebecca A1 - Hauser, Florian A1 - Reiß, Markus A1 - Mottok, Jürgen T1 - Scaffolding in der Lehre von Design Pattern. Neue Konzepte für anwendungsorientiertes und aktivierendes Lernen T2 - Tagungsband zum 3. Symposium zur Hochschullehre in den MINT-Fächern, 25. / 26. September 2017, TH Nürnberg N2 - Design Pattern sind wiederverwendbare Entwurfsmuster für Probleme in objektorientierten Programmiersprachen. Gene-rell wird dieser Lerninhalt als sehr abstrakt, theoretisch und schwer verständlich beurteilt. Eine durchgeführte Studie mit Studierenden zu den Lernhindernissen während unseres Soft-ware Engineering Curriculums belegen diese Annahmen. Trotz heterogener Studierendengruppe mit unterschiedlichen Vor-kenntnissen, wird das Verständnis der Konzepte von Design Pattern, verglichen mit anderen Lehrinhalten, als die größte Herausforderung angesehen. Zur Verbesserung des Lernens von Design Pattern, wurde aufgrund dieser Erkenntnisse ein Lehrkonzept zur Beseitigung der Lernhindernisse entwickelt. Dieses basiert auf einem angepassten Scaffolding-Ansatz, welcher u.a. durch die systematische Anwendung von studie-rendenzentrierten Methoden die Aneignung von theoretischen als auch praktischen Inhalten sukzessive fördert. Eine anschlie-ßende Evaluation belegt die Wirkungsweise des Lehrkonzepts. Y1 - 2017 UR - https://www.th-nuernberg.de/fileadmin/abteilungen/sll/Dokumente/Hochschuldidaktik/MINT_Symposium/Tagungsband_MINT_Symposium_2017.pdf SP - 112 EP - 116 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 - RPRT A1 - Soska, Alexander A1 - Mottok, Jürgen ED - Baier, Wolfgang T1 - An Experimental Card Game for Software Testing T2 - Forschungsbericht 2017 der Ostbayersichen Technischen Hochschule Regensburg Y1 - 2017 UR - https://doi.org/10.35096/othr/pub-1383 CY - Regensburg ER - TY - JOUR A1 - Joseph, Saskia A1 - Schumm, Michael A1 - Rummel, Otmar A1 - Soska, Alexander A1 - Renschke, Michael A1 - Mottok, Jürgen A1 - Niemetz, Michael A1 - Schroll-Decker, Irmgard T1 - Teaching finite state machines with case method and role play JF - 2014 IEEE Global Engineering Education Conference (EDUCON 2014) : Istanbul, Turkey, 3 - 5 April 2014 N2 - The professional requirements in Software Engineering have become highly volatile due to the complexities of project development and rapid and innovative changes occurring in the field. Therefore, the development of inter-personal and social competences has gained central importance in the training of software developers. This paper will present a concept allowing to acquire competences by using Case Method and Role Play as instruments in several lectures of Software Engineering. By approaching the issue of competence acquisition on a technical as well as on an educational and social level, life-long learning is facilitated and supported. KW - Case Method KW - competences KW - learning arrangement KW - life-long learning KW - Role Play Y1 - 2013 U6 - https://doi.org/10.1109/EduCon.2013.6530275 SP - 1302 EP - 1305 PB - IEEE ER -