TY - CHAP A1 - Tomer, Amir A1 - Hagel, Georg A1 - Mottok, Jürgen A1 - Alt, Dorit A1 - Barak, Miriam I. A1 - Hadar, Irit T1 - CAPELLA: A conceptual framework for adaptive life-long learning T2 - IEEE Global Engineering Education Conference (EDUCON), 25-28 April 2017, Athens, Greece N2 - In this paper we describe a proposed framework for Cooperative Adaptive Personalized Education for Life-long Learning and Activation (CAPELLA). CAPELLA comprises four models: A Knowledge Organization Model, a Learning Process Model, a Community Collaboration Model and a Gaming Model. The underlying pedagogical approach is based on the four pillars of learning: Learning to know, learning to do, learning to collaborate and learning to be. Based on these models and principles, CAPELLA provides a theoretical framework that may assist IT developers to develop state-of-the-art educational platforms and advanced learning applications. Using an example of a UML Diagramming Workshop we demonstrate how CAPELLA incorporates the principles of Adaptive Learning. Y1 - 2017 U6 - https://doi.org/10.1109/EDUCON.2017.7943041 SP - 1463 EP - 1472 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 - Sailer, Andreas A1 - Deubzer, Michael A1 - Lüttgen, Gerald A1 - Mottok, Jürgen T1 - Comparing Trace Recordings of Automotive Realtime Software T2 - RTNS '17: Proceedings of the 25th International Conference on Real-Time Networks and Systems, Grenoble, France, IEEE N2 - The process of engineering models of existing real-time system components is often difficult and time consuming, especially when legacy code has to be re-used or information about the exact timing behaviour is needed. In order to tackle this reverse engineering problem, we have developed the tool CoreTAna. CoreTAna derives an AUTOSAR compliant model of a real-time system by conducting dynamic analysis using trace recordings. Motivated by the challenge of assessing the quality of reverse engineered models of real-time software, we present a novel mathematical measure for comparing trace recordings from embedded real-time systems regarding their temporal behaviour. We also introduce a benchmark framework based on this measure, for evaluating reverse engineering tools such as CoreTAna. This considers common system architectures and also includes randomly generated systems and three systems of industrial automotive projects. Finally, an industrial case study demonstrates other use cases of our measure, such as impact analysis. Y1 - 2017 U6 - https://doi.org/10.1145/3139258.3139265 SP - 118 EP - 127 ER - TY - CHAP A1 - Haas, Kerstin A1 - Mottok, Jürgen T1 - Research oriented learning in a research association - Evaluated in a maturity model T2 - Teaching and Learning in a Digital World, Proceedings of the 20th International Conference on Interactive Collaborative Learning (ICL), September 27 to 29, 2017, in Budapest, Hungary - Volume 1 N2 - Research-oriented learning provides students the opportunity to develop their research competences by experiencing research practice, this often happens in the surrounding of research associations with different universities and companies. This paper introduces a two-step approach to evaluate the research-oriented learning within a research association. First we conduct the evaluation of the research environment with the instrument of the adapted Collaboration Maturity Model (Col-MM) to see whether the collaboration network and the management is able to support the students in their learning process. Additionally, we take into account the evaluation of the students’ research competence. This approach targets the assessment of the starting conditions of the students and to compare their performance level until the end of the research association project phase. These two evaluation phases provide the potential to create an ideal research environment and consequently enable the students to develop and improve their research competence. Y1 - 2017 U6 - https://doi.org/10.1007/978-3-319-73210-7_81 SP - 695 EP - 701 ER - TY - CHAP A1 - Hauser, Florian A1 - Reiß, Markus A1 - Nivala, Markus A1 - Mottok, Jürgen A1 - Gruber, Hans T1 - Eye tracking applied: Visual expertise in code reviews T2 - 9th International Conference on Education and New Learning Technologies, EDULEARN17, 3-5 July, 2017, Barcelona, Spain, Proceedings Y1 - 2017 U6 - https://doi.org/10.21125/edulearn.2017.1084 SP - 379 EP - 389 ER - TY - CHAP A1 - Haas, Kerstin A1 - Mottok, Jürgen T1 - Evaluation of the Research-oriented Learning Environment in a Research Association T2 - 9th International Conference on Education and New Learning Technologies, EDULEARN2017, 3-5 July 2017, Barcelona, Spain, Proceedings Y1 - 2017 U6 - https://doi.org/10.21125/edulearn.2017.0872 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 - Langer, Tobias A1 - Osinski, Lukas A1 - Mottok, Jürgen T1 - A Survey of Parallel Hard-Real Time Scheduling on Task Models and Scheduling Approaches T2 - ARCS 2017; 30th International Conference on Architecture of Computing Systems, 3-6 April 2017, Vienna, Austria N2 - The trend towards multi-core systems becomes increasinglyomnipresentandhasalreadyreachedhardreal-time systems. In the recent years more and more researchers tackle the problem of scheduling parallel tasks with real-time constraints. We present a discussion of these recent approaches to hard real-time scheduling tasks consisting of multiple threads. We identify categories in scheduling mechanisms and task systems and discuss their features, as well as the research already achieved in their ???elds. In the domain of task models we identi???ed the gang constrained task model, the order constrained task model and the unconstrained task model. These task models differ regardingtheamountandtypeofthreadexecutionconstraints, which can be expressed using the model. Regarding scheduling algorithms, we identi???ed transformation based and nontransformation based scheduling schemes. The former rely on off-line task transformation, whereas the latter doesn???t require any prior information about task structures. The presented classi???cations show, that applied scheduling algorithms mostly are not restricted to certain task models, but that they are applied quite independently. Y1 - 2017 UR - https://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=7948560 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 - Osinski, Lukas A1 - Langer, Tobias A1 - Mottok, Jürgen T1 - A Survey of Fault Tolerance Approaches at Different Architecture Levels T2 - 30th International Conference on Architecture of Computing Systems, ARCS 2017, 3-6 April 2017, Vienna, Austria N2 - In the recent years the development trends for computing platforms moved to multicore systems. Associated with this trend, feature sizes decreased with each new hardware generation and consequently led to a rise of transient and permanent error frequency in memory and CPUs. In this context, researchers presented several approaches which exploit the inherent redundancy of multicore platforms to provide fault tolerance. We present a discussion of fault tolerance approaches based on redundancy at different levels of architecture regarding theirsphereofreplication,performanceaswellaserrordetection and recovery capability. Y1 - 2017 UR - https://ieeexplore.ieee.org/document/7948561 SP - 1 EP - 9 ER - TY - CHAP A1 - Reuter, Rebecca A1 - Beslmeisl, Magdalena A1 - Mottok, Jürgen T1 - Work in Progress: Teaching-Obstacles in Higher Software Engineering Education T2 - 8th IEEE Global Engineering Education Conference (EDUCON 2017), Athens, Greece N2 - Software Engineering is very abstract and complex by nature. Teaching Software Engineering in higher education is therefore still a big challenge. Although we implemented inductive teaching and learning methods in our courses for several years, we do not have a panacea. This paper aims to identify the remaining teaching obstacles in our Software Engineering courses with regard to the concrete teaching content. We present first ideas on how to overcome these teaching obstacles by the application of Augmented and/or Virtual Reality techniques with regard to the identified obstacles. Y1 - 2017 U6 - https://doi.org/10.1109/EDUCON.2017.7943067 SP - 1631 EP - 1635 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, 9th International Conference on Education and New Learning Technologies, 3-5 July, 2017, Barcelona, Spain KW - Hochschuldidaktik KW - Software Engineering Y1 - 2017 SN - 978-84-697-3777-4 U6 - https://doi.org/10.21125/edulearn.2017.0943 SN - 2340-1117 SP - 10259 EP - 10267 ER - TY - CHAP A1 - Nivala, Markus A1 - Hauser, Florian A1 - Jossberger, Helen A1 - Reiß, Markus A1 - Mottok, Jürgen A1 - Gruber, Hans T1 - Detecting errors in program flow diagrams: Comparing novices and advanced programmers T2 - EARLI Biennial Conference 2017, 17th European Association for Research on Learning and Instruction, 29 August - 2 September, 2017 - University of Tampere, Finland Y1 - 2017 ER - TY - CHAP A1 - Reuter, Rebecca A1 - Kuhn, Martina A1 - Mottok, Jürgen T1 - A Two-Sided Approach of Applying Software Engineering Perspectives in Higher Education T2 - Teaching and Learning in a Digital World, ICL 2017, Proceedings of the 20th International Conference on Interactive Collaborative Learning - Volume 1 Y1 - 2017 SP - 460 EP - 467 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 - TY - CHAP A1 - Mucha, Matthias A1 - Mottok, Jürgen A1 - Krämer, Stefan T1 - Estimation of Worst Case Response Time Boundaries in Multi-Core Real-Time Systems T2 - 2017 International Conference on Applied Electronics (AE), 5-6 Sept. 2017, Pilsen N2 - We address a novel probabilistic approach to estimate the Worst Case Response Time boundaries of tasks. Multi-core real-time systems process tasks in parallel on two or more cores. Tasks in our contribution may preempt other tasks, block tasks with semaphores to access global shared resources, or migrate to another core. The depicted task behavior is random. The shape of collected response times of a task within a processing time is multimodal. Extreme Value approaches need unimodal response time distributions to estimate the Worst Case Response Time of tasks. The new proposed method derives a set of three task set shapes from the source task set. It is used to minimize the uncertainty of random task behavior by maximizing the coverage of possible Worst Case Response Times. The case study evaluates the new proposed estimation method by the use of dynamically generated random tasks with varying task properties. Y1 - 2017 SN - 978-80-261-0641-8 U6 - https://doi.org/10.23919/ae.2017.8053598 SN - 1803-7232 SP - 1 EP - 6 PB - IEEE ER -