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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New Pub: Analysis of the “D’oh!” moments.

New Pub: Analysis of the “D’oh!” moments.

Artificial Intelligence, Conference, Conference, Further Education, Higher Education, Lifelong Learning, Multimodal Learning Analytics, Publication
“Soul and body, I suggest reacting sympathetically upon each other. A change in the state of the soul produces a change in the shape of the body and conversely, a change in the shape of the body produces a change in the state of the soul.” To test this hypothesis proposed by Aristotle, our bachelor student Tetiana Buraha investigated the physiology of students performing task-switching exercises. The physiological data were collected using an Empatica E4 band. The performances of the students were compared against the physiological data using descriptive statistics and machine learning techniques. The analysis of Tetiana enabled the identification of interesting correlations between galvanic skin response and performance, and models to predict performance based on the physiological data. Results of her excellent thesis were published and presented at…
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New Pub: Get your Back Straight!

New Pub: Get your Back Straight!

Conference, Conference, Game, Lifelong Learning, Multimodal Learning Analytics, Publication
“Mens sana in corpore sano” is a phrase that we all have heard multiple times in our life. We know all the positive effects of Sports and Exercise. However, let’s face it! Physical activity is not always fun and when doing it incorrectly without any guidance or feedback it is difficult to see improvements or even worse, we can face the risk of injury. To address these issues Anna Meik for her bachelor thesis developed the Pilates correction App. An application designed to support the practice of the “Kneeling Arm and Leg Reach” Pilates exercise in a gamified way, where the user helps a virtual rocket to reach high scores through the stability of their lower backs. Meik, A., Schneider, J., & Schiffner, D. (2021). Get your back straight! Learn…
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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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New MMLA Pub: Get your back straight! Learn Pilates with the Pilates Correction App

New MMLA Pub: Get your back straight! Learn Pilates with the Pilates Correction App

Conference, General education, Multimodal Learning Analytics, Open access, Publication
Currently, a vast number of the population faces several barriers like the lack of motivation and guidance that impede them from practicing physical activities. Thus, we developed the Pilates Correction Game (PCG), a gamified application designed to support learners with the practice of Pilates. The PCG is composed of two applications: a smartphone application that tracks the learner’s back posture and a PC game that steers a rocket and calculates a score based on the smartphone's information. In this paper, we present a user experience evaluation on the PCG. Our results show that PCG was positively perceived by participants and in most cases helped them to improve their posture while doing the Pilates exercise. Furthermore, it is also motivating them to continue with the training. Reference: Meik, A., Schneider, J.,…
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New Pub: The Design Cycle for Education (DC4E)

New Pub: The Design Cycle for Education (DC4E)

Conference, General education, Learning Design, Open access, Publication
The need for more and better online and blended education has lately become even more apparent. Many educational institutions had to pivot to emergency remote teaching. While online learning in itself is nothing new, the scope, suddenness and speed of this shift certainly was. However, courses and modules created for face-to-face settings, cannot simply be turned into blended or fully online ones easily. Learning design models can provide guidelines and guidance. Often, however, they are not constructed in a comprehensive way and are mainly conceptual. We thus created a procedural design model enriched with templates, tools, information and design examples to specifically support and facilitate the (re)design of blended and online learning and teaching and to thus provide quality education: the Design Cycle for Education (DC4E). Reference: Scheffel, M., Schmitz,…
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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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New Pub: A short history, emerging challenges and co-operation structures for Artificial Intelligence in education

New Pub: A short history, emerging challenges and co-operation structures for Artificial Intelligence in education

Artificial Intelligence, Higher Education, Journal, Lifelong Learning, Publication, School
To accompany the special issue in Artificial Intelligence and Education, this article presents a short history of research in the field and summarises emerging challenges. We highlight key paradigm shifts that are becoming possible but also the need to pay attention to theory, implementation and pedagogy while adhering to ethical principles. We conclude by drawing attention to international co-operation structures in the field that can support the interdiscipniary perspectives and methods required to undertake research in the area. Reference: Mavrikis, M., Cukurova, M.,  Di Mitri, D., Schneider, J., & Drachsler, H. (2021). A short history, emerging challenges and co-operation structures for Artificial Intelligence in education. Bildung und Erziehung 2021 74:3, 249-263. https://doi.org/10.13109/buer.2021.74.3.249.
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New Pub: Literature Review on Co-Located Collaboration Modeling Using Multimodal Learning Analytics—Can We Go the Whole Nine Yards?

New Pub: Literature Review on Co-Located Collaboration Modeling Using Multimodal Learning Analytics—Can We Go the Whole Nine Yards?

General education, Journal, Literature review, Multimodal Learning Analytics, Open access, Publication
Collaboration is one of the important 21st-century skills. It can take place in remote or co-located settings. Co-located collaboration (CC) is a very complex process that involves subtle human interactions that can be described with indicators like eye gaze, speaking time, pitch, and social skills from different modalities. With the advent of sensors, multimodal learning analytics has gained momentum to detect CC quality. Indicators (or low-level events) can be used to detect CC quality with the help of measurable markers (i.e., indexes composed of one or more indicators) which give the high-level collaboration process definition. However, this understanding is incomplete without considering the scenarios (such as problem solving or meetings) of CC. The scenario of CC affects the set of indicators considered: for instance, in collaborative programming, grabbing the mouse…
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New Pub: Are We There Yet? – A Systematic Literature Review on Chatbots in Education

New Pub: Are We There Yet? – A Systematic Literature Review on Chatbots in Education

Artificial Intelligence, General education, Journal, Learning Analytics, Literature review, Open access, Publication
Are We There Yet? - A Systematic Literature Review on Chatbots in Education Chatbots are a promising technology with the potential to enhance workplaces and everyday life. In terms of scalability and accessibility, they also offer unique possibilities as communication and information tools for digital learning. In this work, we present a systematic literature review investigating the areas of education where chatbots have already been applied, explore the pedagogical roles of chatbots, the use of chatbots for mentoring purposes, and their potential to personalize education. We conducted a preliminary analysis of 2,678 publications to perform this literature review, which allowed us to identify 74 relevant publications for chatbots’ application in education. Through this, we address five research questions that, together, allow us to explore the current state-of-the-art of this educational…
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