@article{BenderTeichmannUllrich2017, author = {Bender, Benedict and Teichmann, Malte and Ullrich, Andre}, title = {Mobile IIoT-Technologien als Erfolgsfaktor f{\"u}r Fertigung und Lernszenarien}, series = {Industrial Internet of Things in der Arbeits- und Betriebsorganisation}, journal = {Industrial Internet of Things in der Arbeits- und Betriebsorganisation}, publisher = {Gito}, address = {Berlin}, isbn = {978-3-95545-225-4}, pages = {235 -- 257}, year = {2017}, language = {de} } @inproceedings{BrandenburgerTeichmann2022, author = {Brandenburger, Bonny and Teichmann, Malte}, title = {Looking for participation}, series = {12th Conference on Learning Factories}, booktitle = {12th Conference on Learning Factories}, publisher = {Social Science Electronic Publing}, address = {[Erscheinungsort nicht ermittelbar]}, issn = {1556-5068}, pages = {1 -- 6}, year = {2022}, abstract = {A stronger learner orientation through participatory learning increases learning motivation and results. But what does participatory learning mean? Where do learning factories and fabrication laboratories (FabLabs) stand in this context, and how can didactic implementation be improved in this respect? Using a newly developed analytical framework, which contains elements of the stage model of participation and general media didactics, we compare a FabLab and a learning factory example concerning the degree of participation. From this, we derive guidelines for designing participative teaching and learning processes in learning factories. We explain how FabLabs can be an inspiration for the didactic design of learning factories.}, language = {en} } @inproceedings{GonnermannTeichmann2023, author = {Gonnermann, Jana and Teichmann, Malte}, title = {Influence of pre-experience on learning, usability and cognitive load in a virtual learning environment}, series = {Americas conference on information systems}, booktitle = {Americas conference on information systems}, number = {1871}, publisher = {AIS}, address = {Atlanta}, year = {2023}, abstract = {Virtual reality can have advantages for education and learning. However, it must be adequately designed so that the learner benefits from the technological possibilities. Understanding the underlying effects of the virtual learning environment and the learner's prior experience with virtual reality or prior knowledge of the content is necessary to design a proper virtual learning environment. This article presents a pre-study testing the design of a virtual learning environment for engineering vocational training courses. In the pre-study, 12 employees of two companies joined the training course in one of the two degrees of immersion (desktop VR and VR HMD). Quantitative results on learning success, cognitive load, usability, and motivation and qualitative learning process data were presented. The qualitative data assessment shows that overall, the employees were satisfied with the learning environment regardless of the level of immersion and that the participants asked for more guidance and structure accompanying the learning process. Further research is needed to test for solid group differences.}, language = {en} } @article{GronauTeichmann2020, author = {Gronau, Norbert and Teichmann, Malte}, title = {ERP-Auswahl f{\"u}r ein Professional Services Unternehmen}, series = {ERP-Management : Auswahl, Einf{\"u}hrung und Betrieb von ERP-Systemen}, volume = {16}, journal = {ERP-Management : Auswahl, Einf{\"u}hrung und Betrieb von ERP-Systemen}, number = {2}, publisher = {Gito mbh Verlag f{\"u}r Industrielle Informationstechnik und Organisation}, address = {Berlin}, issn = {1860-6725}, doi = {10.30844/ERP_20-2_31-35}, pages = {31 -- 35}, year = {2020}, abstract = {Die Branche der Dienstleistungsunternehmen (Professional Services) hat einige Anforderungen, die sie von den „klassischen" ERP-Branchen Industrie und Handel unterscheidet. Dieser Beitrag beschreibt einige der aktuellen Herausforderungen dieses immer wichtiger werdenden Wirtschaftszweigs und geht dann am Beispiel eines mittelst{\"a}ndischen Ingenieurdienstleisters auf typische Anforderungen dieser Branche, infrage kommende Systeme und das Vorgehen zur Auswahl ein.}, language = {de} } @incollection{GronauTeichmannWeber2023, author = {Gronau, Norbert and Teichmann, Malte and Weber, Edzard}, title = {Serious game-based haptic modeling}, series = {Business modeling and software design}, booktitle = {Business modeling and software design}, editor = {Shishkov, Boris}, publisher = {Springer Nature}, address = {Cham}, isbn = {978-3-031-36756-4}, doi = {10.1007/978-3-031-36757-1_3}, pages = {32 -- 55}, year = {2023}, abstract = {The authors propose that while tacit knowledge is a valuable resource for developing new business models, its externalization presents several challenges. One major challenge is that individuals often don't recognize their tacit knowledge resources, while another is the reluctance to share one's knowledge with others. Addressing these challenges, the authors present an application-oriented serious game-based haptic modeling approach for externalize tacit knowledge, which can be used to develop the first versions of business models based on tacit knowledge. Both conceptual and practical design fundamentals are presented based on elaborated theoretical approaches, which were developed with the help of a design science approach. The development of the research process is presented step by step, whereby we focused on the high accessibility of the presented research. Practitioners are presented with guidelines for implementing their serious game projects. Scientists benefit from starting points for their research topics of externalization, internalization, and socialization of tacit knowledge, development of business models, and serious games or gamification. The paper concludes with open research desiderata and questions from the presented research process.}, language = {en} } @misc{GronauUllrichTeichmann2017, author = {Gronau, Norbert and Ullrich, Andr{\´e} and Teichmann, Malte}, title = {Development of the industrial IoT competences in the areas of organization, process, and interaction based on the learning factory concept}, series = {Procedia manufacturing}, volume = {9}, journal = {Procedia manufacturing}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2351-9789}, doi = {10.1016/j.promfg.2017.04.029}, pages = {254 -- 261}, year = {2017}, abstract = {Lately, first implementation approaches of Internet of Things (IoT) technologies penetrate industrial value-adding processes. Within this, the competence requirements for employees are changing. Employees' organization, process, and interaction competences are of crucial importance in this new IoT environment, however, in students and vocational training not sufficiently considered yet. On the other hand, conventional learning factories evolve and transform to digital learning factories. Nevertheless, the integration of IoT technology and its usage for training in digital learning factories has been largely neglected thus far. Existing learning factories do not explicitly and properly consider IoT technology, which leads to deficiencies regarding an appropriate development of employees' Industrial IoT competences. The goal of this contribution is to point out a didactic concept that enables development and training of these new demanded competences by using an IoT laboratory. For this purpose, a design science approach is applied. The result of this contribution is a didactic concept for the development of Industrial IoT competences in an IoT laboratory.}, language = {en} } @incollection{LangemeyerGronauSchmidWalzetal.2021, author = {Langemeyer, Ines and Gronau, Norbert and Schmid-Walz, Sabrina and Kotarski, David and Reimann, Daniela and Teichmann, Malte}, title = {From employee to expert}, series = {2021 Crossing Boundaries Muttenz/Basel and Bern : 4th International VET Conference Crossing Boundaries 8 to 9 April 2021, online, Muttenz and Bern, Switzerland}, booktitle = {2021 Crossing Boundaries Muttenz/Basel and Bern : 4th International VET Conference Crossing Boundaries 8 to 9 April 2021, online, Muttenz and Bern, Switzerland}, doi = {10.5281/zenodo.4590196}, pages = {226 -- 231}, year = {2021}, abstract = {In the context of the collaborative project Ageing-appropriate, process-oriented and interactive further training in SME (API-KMU), innovative solutions for the challenges of demographic change and digitalisation are being developed for SMEs. To this end, an approach to age-appropriate training will be designed with the help of AR technology. In times of the corona pandemic, a special research design is necessary for the initial survey of the current state in the companies, which will be systematically elaborated in this paper. The results of the previous methodological considerations illustrate the necessity of a mix of methods to generate a deeper insight into the work processes. Video-based retrospective interviews seem to be a suitable instrument to adequately capture the employees' interpretative perspectives on their work activities. In conclusion, the paper identifies specific challenges, such as creating acceptance among employees, open questions, e.g., how a transfer or generalization of the results can succeed, and hypotheses that will have to be tested in the further course of the research process.}, language = {en} } @incollection{TeichmannBusseGonnermannetal.2023, author = {Teichmann, Malte and Busse, Jana and Gonnermann, Jana and Reimann, Daniela and Ritterbusch, Georg David and Langemeyer, Ines and Gronau, Norbert}, title = {Konzeption, Erstellung und Evaluation von VR-R{\"a}umen f{\"u}r die betriebliche Weiterbildung in KMU}, series = {Digitalisierung der Arbeitswelt im Mittelstand 3}, booktitle = {Digitalisierung der Arbeitswelt im Mittelstand 3}, editor = {Nitsch, Verena and Brandl, Christopher and H{\"a}ußling, Roger and Roth, Philip and Gries, Thomas and Schmenk, Bernhard}, publisher = {Springer Vieweg}, address = {Berlin}, isbn = {978-3-662-67023-1}, doi = {10.1007/978-3-662-67024-8_5}, pages = {155 -- 204}, year = {2023}, abstract = {Der Beitrag adressiert die Erstellung von Virtual-Reality gest{\"u}tzten (Lehr- und Lern-) R{\"a}umen f{\"u}r die betriebliche Weiterbildung im Rahmen eines Forschungsprojektes. Der damit verbundene Konzeptions- und Umsetzungsprozess ist mit verschiedenen Herausforderungen verbunden: einerseits ist Virtual-Reality ein vergleichsweise neues Lehr- und Lernmedium, womit wenig praktische Handreichungen zur praktischen Umsetzung existieren. Andererseits existieren theoretisch-konzeptionelle Ans{\"a}tze zur Gestaltung digitaler Lehr- und Lernarrangements, die jedoch 1) oft Gefahr laufen, an den realen Bed{\"u}rfnissen der Praxis „vorbei" zu gehen und 2) zumeist nicht konkret Virtual-Reality bzw. damit verbundene Lehr- und Lernumgebungen adressieren. In dieser Folge sind Best-Practice Beispiele basierend auf erfolgreichen Umsetzungsvorhaben, die nachfolgenden Projekten als „Wegweiser" dienen k{\"o}nnten, {\"a}ußerst rar. Der Beitrag setzt an dieser Stelle an: basierend auf zwei real existierenden betrieblichen Anwendungsf{\"a}llen aus den Bereichen Natursteinbearbeitung sowie Einzel- und Sondermaschinenbau werden Herausforderungen und L{\"o}sungswege des Erstellungsprozesses von Virtual-Reality gest{\"u}tzten (Lehr- und Lern-)R{\"a}umen beschrieben. Ebenfalls werden basierend auf den gemachten Projekterfahrungen Handlungsempfehlungen f{\"u}r die gelingende Konzeption, Umsetzung und Evaluation dieser R{\"a}ume formuliert. Betriebliche Besch{\"a}ftigte aus den Bereichen Aus- und Weiterbildung, Management oder Human Ressources, die in eigenen Projekten im Bereich Virtual Reality aktiv werden wollen, profitieren von den herausgestellten praktischen Handreichungen. Forschende Personen sollen Anregungen f{\"u}r weiterf{\"u}hrende Forschungsvorhaben erhalten.}, language = {de} } @incollection{TeichmannLassUllrichetal.2022, author = {Teichmann, Malte and Lass, Sander and Ullrich, Andr{\´e} and Gronau, Norbert}, title = {Modellfabriken als Enabler flexibler Lehr- und Lernsituationen f{\"u}r die Kompetenzentwicklung im Fabrikkontext}, series = {Faktor Mensch}, booktitle = {Faktor Mensch}, editor = {Weber, Kristin and Reinheimer, Stefan}, publisher = {Springer Fachmedien}, address = {Wiesbaden}, isbn = {978-3-658-34523-5}, doi = {10.1007/978-3-658-34524-2_10}, pages = {173 -- 196}, year = {2022}, abstract = {Dieses Kapitel diskutiert die Notwendigkeit einer st{\"a}rkeren Praxisorientierung f{\"u}r die Schaffung konkreter Lehr- und Lernr{\"a}ume in Unternehmen und zeigt die Vorteile einer Lernfabrik vor dem Hintergrund der stattfindenden Digitalisierung als Mittel zur Kompetenzentwicklung auf. Die technologiebedingt erweiterten Weiterbildungsziele erfordern die Nutzung geeigneter Konzepte und L{\"o}sungen. Dahingehend erfolgt die zielorientierte Konkretisierung der Kreation geeigneter Lehr- und Lernsituationen. Die Darstellung der Nutzbarmachung einer Modellfabrik als Lernfabrik der betrieblichen Weiterbildungspraxis zeigt nicht nur eine L{\"o}sung f{\"u}r die intendierte Bereitstellung flexibler Lehr- und Lernsituationen, sondern liefert ebenso Handlungsempfehlungen und Best-Practices f{\"u}r die erfolgreiche Kompetenzentwicklung. Insbesondere Praktiker profitieren von der Darstellung der Lernfabrik: aus dieser k{\"o}nnen sowohl betriebliche Weiterbildner als auch Gesch{\"a}ftsverantwortliche Implikationen f{\"u}r die didaktische Transformation betrieblicher Arbeitsorte in betriebliche Lern-Orte ableiten. Die detaillierte Darstellung einer Tagesschulung zum Thema Auswirkungen von Industrie 4.0 auf die Arbeit der Mitarbeiter sowie Illustration eines Lernszenarios geben reale Einblicke, wie betriebliche Weiterbildung abseits von Lehr-Lern-Kurzschluss-orientierter Didaktik gelingt.}, language = {de} } @misc{TeichmannUllrichGronau2019, author = {Teichmann, Malte and Ullrich, Andre and Gronau, Norbert}, title = {Subject-oriented learning}, series = {Procedia Manufacturing}, volume = {31}, journal = {Procedia Manufacturing}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2351-9789}, doi = {10.1016/j.promfg.2019.03.012}, pages = {72 -- 78}, year = {2019}, abstract = {The transformation to a digitized company changes not only the work but also social context for the employees and requires inter alia new knowledge and skills from them. Additionally, individual action problems arise. This contribution proposes the subject-oriented learning theory, in which the employees´ action problems are the starting point of training activities in learning factories. In this contribution, the subject-oriented learning theory is exemplified and respective advantages for vocational training in learning factories are pointed out both theoretically and practically. Thereby, especially the individual action problems of learners and the infrastructure are emphasized as starting point for learning processes and competence development.}, language = {en} }