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Forschung 2018
(2018)
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.
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.
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.
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.
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
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.
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.
Tutorial on Software Engineering Education in Co-Located Multi-User Eye-Tracking-Environments
(2020)
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.