@incollection{KiyLuckeSass2015, author = {Kiy, Alexander and Lucke, Ulrike and Sass, K.}, title = {Gewusst was: Mit einer E-Learning-Toolbox die pers{\"o}nliche virtuelle Umgebung gestalten}, series = {DeLFI 2015 - die 13. E-Learning Fachtagung Informatik der Gesellschaft f{\"u}r Informatik e.V. : 1.-4. September 2015 M{\"u}nchen, Deutschland}, booktitle = {DeLFI 2015 - die 13. E-Learning Fachtagung Informatik der Gesellschaft f{\"u}r Informatik e.V. : 1.-4. September 2015 M{\"u}nchen, Deutschland}, number = {247}, editor = {Pongratz, Hans J. and Keil, R.}, publisher = {Gesellschaft f{\"u}r Informatik e.V.}, address = {Bonn}, isbn = {978-3-88579-641-1}, issn = {1617-5468}, publisher = {Universit{\"a}t Potsdam}, pages = {43 -- 55}, year = {2015}, language = {de} } @incollection{KiyGessnerLuckeetal.2015, author = {Kiy, Alexander and Geßner, Hendrik and Lucke, Ulrike and Gr{\"u}newald, Franka}, title = {A Hybrid and Modular Framework for Mobile Campus Applications}, series = {i-com}, volume = {2015}, booktitle = {i-com}, number = {14}, publisher = {de Gruyter}, address = {Berlin}, issn = {2196-6826}, doi = {10.1515/icom-2015-0016}, publisher = {Universit{\"a}t Potsdam}, pages = {63 -- 73}, year = {2015}, abstract = {Mobile devices and associated applications (apps) are an indispensable part of daily life and provide access to important information anytime and anywhere. However, the availability of university-wide services in the mobile sector is still poor. If they exist they usually result from individual activities of students and teachers. Mobile applications can have an essential impact on the improvement of students' self-organization as well as on the design and enhancement of specific learning scenarios, though. This article introduces a mobile campus app framework, which integrates central campus services and decentralized learning applications. An analysis of strengths and weaknesses of different approaches is presented to summarize and evaluate them in terms of requirements, development, maintenance and operation. The article discusses the underlying service-oriented architecture that allows transferring the campus app to other universities or institutions at reasonable cost. It concludes with a presentation of the results as well as ongoing discussions and future work}, language = {en} } @article{LemckeHaedgeZenderetal.2015, author = {Lemcke, Stefanie and Haedge, Kora and Zender, Raphael and Lucke, Ulrike}, title = {RouteMe: a multilevel pervasive game on mobile ad hoc routing}, series = {Personal and ubiquitous computing}, volume = {19}, journal = {Personal and ubiquitous computing}, number = {3-4}, publisher = {Springer}, address = {London}, issn = {1617-4909}, doi = {10.1007/s00779-015-0843-2}, pages = {537 -- 549}, year = {2015}, abstract = {Pervasive educational games have the potential to transfer learning content to real-life experiences beyond lecture rooms, through realizing field trips in an augmented or virtual manner. This article introduces the pervasive educational game "RouteMe" that brings the rather abstract topic of routing in ad hoc networks to real-world environments. The game is designed for university-level courses and supports these courses in a motivating manner to deepen the learning experience. Students slip into the role of either routing nodes or applications with routing demands. On three consecutive levels of difficulty, they get introduced with the game concept, learn the basic routing mechanisms and become aware of the general limitations and functionality of routing nodes. This paper presents the pedagogical and technical game concept as well as findings from an evaluation in a university setting.}, language = {en} }