@inproceedings{RuedianHaasePinkwart2021, author = {R{\"u}dian, Sylvio Leo and Haase, Jennifer and Pinkwart, Niels}, title = {The relation of convergent thinking and trace data in an online course}, series = {Die 19. Fachtagung Bildungstechnologien (DELFI) / Lecture Notes in Informatics (LNI)}, booktitle = {Die 19. Fachtagung Bildungstechnologien (DELFI) / Lecture Notes in Informatics (LNI)}, publisher = {Gesellschaft f{\"u}r Informatik}, address = {Bonn}, pages = {181 -- 186}, year = {2021}, abstract = {Many prediction tasks can be done based on users' trace data. In this paper, we explored convergent thinking as a personality-related attribute and its relation to features gathered in interactive and non-interactive tasks of an online course. This is an under-utilized attribute that could be used for adapting online courses according to the creativity level to enhance the motivation of learners. Therefore, we used the logfile data of a 60 minutes Moodle course with N=128 learners, combined with the Remote Associates Test (RAT). We explored the trace data and found a weak correlation between interactive tasks and the RAT score, which was the highest considering the overall dataset. We trained a Random Forest Regressor to predict convergent thinking based on the trace data and analyzed the feature importance. The result has shown that the interactive tasks have the highest importance in prediction, but the accuracy is very low. We discuss the potential for personalizing online courses and address further steps to improve the applicability.}, language = {en} } @inproceedings{HaaseMatthiesenSchueffleretal.2020, author = {Haase, Jennifer and Matthiesen, Julia and Sch{\"u}ffler, Arnulf and Kluge, Annette}, title = {Retentivity beats prior knowledge as predictor for the acquisition and adaptation of new production processes}, series = {Proceedings of the 53rd Hawaii International Conference on System Sciences}, volume = {53}, booktitle = {Proceedings of the 53rd Hawaii International Conference on System Sciences}, publisher = {Western Periodicals Co.}, address = {North Hollywood, Calif.}, doi = {10125/64331}, pages = {4797 -- 4805}, year = {2020}, abstract = {In the time of digitalization the demand for organizational change is rising and demands ways to cope with fundamental changes on the organizational as well as individual level. As a basis, learning and forgetting mechanisms need to be understood in order to guide a change process efficiently and successfully. Our research aims to get a better understanding of individual differences and mechanisms in the change context by performing an experiment where individuals learn and later re-learn a complex production process using a simulation setting. The individual's performance, as well as retentivity and prior knowledge is assessed. Our results show that higher retentivity goes along with better learning and forgetting performances. Prior knowledge did not reveal such relation to the learning and forgetting performances. The influence of age and gender is discussed in detail.}, language = {en} } @inproceedings{Haase2020, author = {Haase, Jennifer}, title = {How games spoil creativity}, series = {International conference of ISPIM / International Society for Professional Innovation Management : papers / Graduate School of Industrial Engineering and Management Science, Eindhoven University of Technology}, booktitle = {International conference of ISPIM / International Society for Professional Innovation Management : papers / Graduate School of Industrial Engineering and Management Science, Eindhoven University of Technology}, publisher = {International Society for Professional Innovation Management}, address = {Manchester}, pages = {1 -- 12}, year = {2020}, abstract = {The demand for a creative workforce is every growing and effective measures to improve individual creativity are searched for. This study analyzes the possibility to use games as a prime for a creative mindset. Two short entertainment games, plus a no-game-comparison condition were set up in three versions of an online-study, along with two creativity tasks and scales to assess the individual creative mindset (fixed-vs-growth, creative self-efficacy and affect). Results indicate priming effects of the games, but in the opposite intended direction: gaming diminished the creative test performances. Those playing the games reported more ideas in the open-ended creative problem task, but those answers were of less quality and they solved less closed-problem items compared to those not playing. An impact of further mindset differences could be ruled out.}, language = {en} } @inproceedings{HaaseThimBender2021, author = {Haase, Jennifer and Thim, Christof and Bender, Benedict}, title = {Expanding modeling notations}, series = {Business Process Management Workshops. BPM 2021 / Lecture Notes in Business Information Processing}, booktitle = {Business Process Management Workshops. BPM 2021 / Lecture Notes in Business Information Processing}, number = {436}, publisher = {Springer}, address = {Cham}, isbn = {978-3-030-94342-4}, doi = {10.1007/978-3-030-94343-1_15}, pages = {193 -- 196}, year = {2021}, abstract = {Creativity is a common aspect of business processes and thus needs a proper representation through process modeling notations. However, creative processes constitute highly flexible process elements, as new and unforeseeable outcome is developed. This presents a challenge for modeling languages. Current methods representing creative-intensive work are rather less able to capture creative specifics which are relevant to successfully run and manage these processes. We outline the concept of creative-intensive processes and present an example from a game design process in order to derive critical process aspects relevant for its modeling. Six aspects are detected, with first and foremost: process flexibility, as well as temporal uncertainty, experience, types of creative problems, phases of the creative process and individual criteria. By first analyzing what aspects of creative work modeling notations already cover, we further discuss which modeling extensions need to be developed to better represent creativity within business processes. We argue that a proper representation of creative work would not just improve the management of those processes, but can further enable process actors to more efficiently run these creative processes and adjust them to better fit to the creative needs.}, language = {en} } @inproceedings{GronauWeberHeinze2011, author = {Gronau, Norbert and Weber, Edzard and Heinze, Priscilla}, title = {Cyclic process model transformation}, series = {Proceedings of the 12th European Conference on Knowledge Management}, booktitle = {Proceedings of the 12th European Conference on Knowledge Management}, number = {2}, publisher = {Academic Conferences Ltd.}, address = {Reading}, isbn = {978-1-908272-09-6}, pages = {349 -- 359}, year = {2011}, abstract = {Process analysis usually focuses only on single and selected processes. It is either existent processes that are recorded and analysed or reference processes that are implemented. So far no evident effort has been put into generalising specific process aspects into patterns and comparing those patterns with regard to their efficiency and effectiveness. This article focuses on the combination of dynamic and holistic analytical elements in enterprise architectures. Our goal is to outline an approach to analyse the development of business processes in a cyclical matter and demonstrate this approach based on an existent modelling language. We want to show that organisational learning can derive from the systematic analysis of past and existent processes from which patterns of successful problem solving can be deducted.}, language = {en} } @inproceedings{VladovaJenniferStricker2022, author = {Vladova, Gergana and Jennifer, Haase and Stricker, Dennis}, title = {Acceptance in Human-Robot Interaction}, address = {Sydney}, year = {2022}, abstract = {This paper aims to contribute to exploring the design possibilities of robots for use in human-robot interaction. In an experiment, we investigate the influence of the human's personality and the robot's design, especially its humanization, on its acceptance. We use the Almere model, the Big 5 personality traits, and the anthropomorphic gestalt variants to build the foundation for our investigation. The assumption that an anthropomorphized robot variant would, in principle, be preferred to the standard variant when a natural choice is enforced could not be evidenced in our experiment. This allows for the interpretation that anthropomorphism does not necessarily lead to intentional perception and, consequently, does not guarantee that it can automatically generate acceptance.}, language = {en} }