#Hackathon Game Design – Winner & Games

#Hackathon Game Design – Winner & Games

Award, Digitalisation, Event, Further Education, Game, School, Team
Der EduTec Hackathon 2021 für MINT-Lernspiele dieses Wochenende ist gerade mit 8 fertigen Spielideen für 45 Minuten Mathe, Bio, Physik oder Informatik Lernen auf spielerische Art und Weise in VR & AR geendet! Das Gewinnerteam nimmt und einmal mit zum Mond Wir sind sehr stolz und glücklich, wie grandios dieses Wochenende war. Haben akuten Schlafmangel, aber viel mit unseren Partnerschulen auszuprobieren in Zukunft und danken unseren tollen Mädels und Jungs der GU, UAS in Frankfurt und TU Darmstadt für 72 Stunden Einsatz, Energie und Kreativität im Team! #happy #MINT #STEM #augmentedreality #Gaming #education #Bildung #bildungsgerechtigkeit #bildungswissenschaften #technologie #futureoflearning #firstplace Euer EduTec Team [video width="3840" height="2160" mp4="https://edutec.science/wp-content/uploads/2021/10/zoom_0_Trim.mp4"][/video]
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New Pub: Personality and Social Presence

New Pub: Personality and Social Presence

Higher Education, Journal, Publication
Social presence is an important and well-established construct in learning scenarios that make use of online-based technology to mediate learning activities and communication among students, like online learning and distance education. Researchers and practitioners refer to social presence to better understand the socio-emotional dimension of these learning scenarios and/or improve the quality of the experience. As a construct that has emerged out of a socio-psychological research tradition, social presence has mostly been understood as a state variable, the result of situative/contextual factors, like the communication media, group size, or instructional design. What has been entirely overlooked is the possibility that some students are inherently more prone to experiencing social presence, while others may be less inclined to these perceptions. This study published in Open Education Studies, authored by Joshua Weidlich,…
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New Pub: EDMEDIA 2021 Conference Paper

New Pub: EDMEDIA 2021 Conference Paper

Conference, Learning Analytics, Publication
Our conference article has been published at EDMEDIA 2021 relating to the preliminary findings based on a systematic review on teaching analytics (see abstract below) and we are currently working on extending these findings for a journal article…… Title: Utilising learning analytics for teaching success Authors: Jane Yau & Dirk Ifenthaler Abstract: Learning analytics are utilized to support learners’ educational needs as well as to enhance their study success, for example, via the use of real-time prompts, motivational dashboards, appropriate learning interventions, which have been shown to increase students’ academic performance as well as their course retention rates. The combination of student, learning and curriculum profiles consisting of static and dynamic parameters enable analytics to be computed and academic interventions to take place. In this paper, we present the results of a systematic…
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New Pub: Mobile Sensing with Smart Wearables of the Physical Context of Distance Learning Students to Consider Its Effects on Learning

New Pub: Mobile Sensing with Smart Wearables of the Physical Context of Distance Learning Students to Consider Its Effects on Learning

General education, Journal, Learning Analytics, Lifelong Learning, Multimodal Learning Analytics, Open access, Project, Publication, Research topic, Target group, Technical paper
Research shows that various contextual factors can have an impact on learning. Some of these factors can originate from the physical learning environment (PLE) in this regard. When learning from home, learners have to organize their PLE by themselves. This paper is concerned with identifying, measuring, and collecting factors from the PLE that may affect learning using mobile sensing. More specifically, this paper first investigates which factors from the PLE can affect distance learning. The results identify nine types of factors from the PLE associated with cognitive, physiological, and affective effects on learning. Subsequently, this paper examines which instruments can be used to measure the investigated factors. The results highlight several methods involving smart wearables (SWs) to measure these factors from PLEs successfully. Third, this paper explores how software infrastructure…
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New Pub: Social Presence: Conceptualization and Measurement

New Pub: Social Presence: Conceptualization and Measurement

Empirical Study, Journal, Literature review, Publication
Social presence is an important and well-established construct for learning scenarios that make use of online-based technology to mediate learning activities and communication among students. Researchers and practitioners refer to social presence to better understand the socio-emotional dimension of these learning scenarios and/or improve the quality of the experience. However, many researchers in the past have pointed to the shaky foundation that is the conceptualization and measurement of social presence. In other words, there is no agreement on what social presence actually *is* and, consequently, how it should be measured. This makes it difficult to cumulatively build on prior research, possibly explaining the conflicting findings and the rather slow progress this field of research has been making. Our publication in Educational Psychology Review, authored by Karel Kreijns, Kate Xu, and…
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#Hackathon Game Design – Agenda (29.-31.10.2021)

#Hackathon Game Design – Agenda (29.-31.10.2021)

Augmented Reality, Conference, Empirical Study, Higher Education, Project, Team, Workshop
Agenda HackathonHier findet ihr die Agenda für das #Hackathon Wochenende zu AR-Game Design. Alle wichtigen Links & Infos für das gesamte Wochenende werden Euch vorher per Mail zugeschickt. Tag 1 - Freitag 29.10.2021 (15:00-20:00 Uhr) 15 Uhr Beginn des Hackathons Willkommen Dana Kube & EduTec TeamLecture: Was ist eure Challenge? Wie nutzt man AR Games im MINT-Schulunterricht? (Ala Al-saleh)Tutorial: Spiele & Entwicklungsumgebung (Onur Karademir)16 Uhr Klärung Aufgabenstellung & Team-Sessions bis 20 Uhr 20 Uhr Drinks & Games Socializing Event bis ca. 22 Uhr Tag 2 - Samstag 30.10.2021 (ab 10:00 Uhr) 10 Uhr Welcome back - Dana Kube & EduTec Team10:15 Uhr Team-Sessions, 15:00 Uhr kurzes Feedback im Plenum ab 15 Uhr (bis open End) Fertigstellung der Spiele-(Ideen) & Vorbereitung der Präsentation Tag 3 - Sonntag 31.10.2021 (10:00-12:30 Uhr) 10 Uhr Welcome back - Dana…
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#Hackathon Game Design – Sei dabei und lerne Spieldesign und neue Leute an deiner Uni kennen!

#Hackathon Game Design – Sei dabei und lerne Spieldesign und neue Leute an deiner Uni kennen!

Augmented Reality, Digitalisation, Event, Game, Higher Education
Hey Game-Creators!Das Forschungs-Team rund um die „Educational Technologies“ der GU und des DIPF veranstalten einen Online #Hackathon: Wir suchen männliche und weibliche Studierende der Informatik ab dem 2. Semester, um am 29.-31. Oktober (halbtags, also ca. 12 Stunden insgesamt) in gemischten Teams EduGames zu entwickeln!Die Hackathon-Teams werden ein Augmented Reality (AR) Spiel für die Schule entwickeln. Ihr braucht keine Coding-Vorkenntnisse: Die Entwicklungs-Umgebung werden wir an eure Programmier-Erfahrungen anpassen, damit Erfahrene wie Anfänger gleiche Chancen und Spaß haben das beste Spiel zu designen! Das beste Spiel und Team wird ausgezeichnet (Gewinn: 1000 Euro!) und danach auf einer internationalen Konferenz präsentiert. Nutzt die Gelegenheit mit erfahrenen Programmierern in einem Projekt mehr über Game-Design und Game-Programmierung zu lernen! Wir freuen ins insbesondere über Teilnehmerinnen, da wir viele gemischte Teams kreieren wollen.Take-Aways? Ihr lernt neue…
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AR4STEAM Last phase of project in Frankfurt: Sunshine in the park and AR app testing

AR4STEAM Last phase of project in Frankfurt: Sunshine in the park and AR app testing

Augmented Reality, Digitalisation, Event, Game, Learning Design, Project, School, Team, Workshop
Augmented Reality in the Park in Frankfurt middle school students from Adornogymnasium tried out the augmented reality app in the park next to their school yesterday. a maths and physics question-based parkour in the park was tested. Objects were scanned, volumes calculated, distances estimated and calculated. We are entering the final phase of the project, where we will design a whole lesson together with AR and programme our app for it. exciting late summer leisure activity for teachers and students.
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New Pub: Digital self-control interventions for distracting media multitasking – A systematic review

New Pub: Digital self-control interventions for distracting media multitasking – A systematic review

General education, Journal, Open access, Publication
Digital distractions can interfere with goal attainment and lead to undesirable habits that are hard to get red rid of. Various digital self-control interventions promise support to alleviate the negative impact of digital distractions. These interventions use different approaches, such as the blocking of apps and websites, goal setting, or visualizations of device usage statistics. While many apps and browser extensions make use of these features, little is known about their effectiveness. This systematic review synthesizes the current research to provide insights into the effectiveness of the different kinds of interventions. The interventions showed varying degrees of effectiveness, and especially interventions that relied purely on increasing the participants' awareness were barely effective. For those interventions that sanctioned the use of distractions, the current literature indicates that the sanctions have to…
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EduTech team member finalist for Global Digital Female Leadership Award 2021

EduTech team member finalist for Global Digital Female Leadership Award 2021

Award, Digitalisation, Event, Press
EduTech team member Dana Kube is participating in the "Global Digital Female Leadership 2021 Award" finals. "I think female visibility cannot be supported enough in digital companies and branches throughout the world, also in Germany. I am happy to be a part of the #DFLA21 and also to get to know other women* and their innovative projects. Thanks for your vote and support! It is great to be a part of this."  Have a look at the DFLA 2021 and vote here: https://journeytodiversity.de/finalists21/dana-kube/
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