TY - THES A1 - Ansel, Simon T1 - Die Diffusion von Innovationen in deutschen Kommunen T1 - Diffusion of e-government at the local level BT - eine Untersuchung zu Komponenten des E-Governement BT - empirical evidence from German municipalities N2 - Die fortschreitende Diffusion von E-Government ist ein Phänomen, dem in der internationa-len Forschungsliteratur bereits viel Aufmerksamkeit zu Teil wurde. Erstaunlich wenige Studien widmen sich bislang jedoch dezidiert dem Faktor Interdependenz, der eigentlichen Ursache von Diffusionsprozessen. In dieser Arbeit werden Interdependenzbeziehungen anhand dreier spezifischer Mechanismen der Diffusion, namentlich „Nachahmung“, „Wettbewerb“ und „Lernen“, untersucht. Auf Basis einer empirischen Analyse mit Daten zur Einführung von E-Government-Komponenten in 183 deutschen Städten über den Zeitraum von 1995 bis 2014 konnte ein Einfluss der Mechanismen „Nachahmung“ und „Lernen“ auf das Innovationsverhalten von Kommunen festgestellt werden. Für das Vorliegen von Wettbe-werbsdynamiken ließen sich demgegenüber keine Anhaltspunkte finden. Für zukünftige Forschungen zur Diffusion von Innovationen wird angeregt, verstärkt an die mechanismen- und prozessbasierte Perspektive von Diffusion als theoretischem Rahmenkonzept anzuknüpfen. N2 - The ongoing diffusion of e-government is a phenomenon that has already attracted consid-erable attention in the international research literature. However, few studies have so far focused on the factor of interdependence, the root cause of diffusion processes. This paper deals with interdependence by specifying three causal mechanisms of diffusion, namely "imitation", "competition" and "learning". Drawing upon data collected on the introduction of e-government in 183 German cities over the period from 1995-2014, the empirical analysis identified "imitation" and "learning" as predictors of municipal innovative behavior. Furthermore, no evidence was found supporting the role of “competition”. With regard to future research on innovation diffusion, it is suggested to incorporate the mechanism- and process-based perspective of diffusion as a theoretical framework. T3 - Schriftenreihe für Public und Nonprofit Management - 20 KW - Diffusion KW - E-Government KW - eGovernment KW - öffentlicher Sektor KW - Kommune KW - kommunal KW - diffusion KW - e-government KW - electronic government KW - public sector KW - local KW - municipal KW - Nachahmung KW - Wettbewerb KW - Lernen KW - imitation KW - competition KW - learning Y1 - 2015 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-80370 SN - 2190-4561 ER - TY - CHAP A1 - Apelojg, Benjamin T1 - Teachers do not make mistakes? BT - two exploratives case studies ; Relationships between biographical aspects, thinking, behavioral patterns and experiences in classes ; First results of a qualitative study on the aspect of dealing with mistakes T2 - ATLAS.ti User Conference 2015 N2 - This article provides some insights into the complex relationships between thinking and behavioral patterns, bio­ graphical aspects and teaching style. The data was analyzed in the Grounded Theory tradition and with the help of ATLAS.ti. The results presented here offer preliminary findings only since the research is still ongoing. The focus is on the ways teachers deal with mistakes. Based on two case examples, it will be shown how the fear of making mistakes can lead to teacher-centered lessons, and thereby limiting pupils' possibilities to learn autonomously. KW - Umgang mit Fehlern KW - Didaktik KW - persönliche Entwicklung KW - Lernen KW - Auswirkungen auf Schüler KW - Dealing with mistakes KW - personal development KW - learning KW - teaching KW - effects on pupils KW - ATLAS.t Y1 - 2016 SN - 978-3-7983-2822-8 U6 - https://doi.org/10.14279/depositonce-5159 SP - 1 EP - 9 PB - Universitätsverlag der TU-Berlin CY - Berlin ER - TY - JOUR A1 - Ay-Bryson, Destina Sevde A1 - Weck, Florian A1 - Heinze, Peter Eric A1 - Lang, Thomas A1 - Kühne, Franziska T1 - Can psychotherapy trainees distinguish standardized patients from real patients? T1 - Können Psychotherapeut*innen in Ausbildung standardisierte Patient*innen von realen Patient*innen unterscheiden? BT - a pilot study BT - Ergebnisse einer Pilotstudie JF - Zeitschrift für Klinische Psychologie und Psychotherapie N2 - Background: Under the new psychotherapy law in Germany, standardized patients (SPs) are to become a standard component inpsychotherapy training, even though little is known about their authenticity.Objective:The present pilot study explored whether, followingan exhaustive two-day SP training, psychotherapy trainees can distinguish SPs from real patients. Methods: Twenty-eight psychotherapytrainees (M= 28.54 years of age,SD= 3.19) participated as blind raters. They evaluated six video-recorded therapy segments of trained SPsand real patients using the Authenticity of Patient Demonstrations Scale. Results: The authenticity scores of real patients and SPs did notdiffer (p= .43). The descriptive results indicated that the highest score of authenticity was given to an SP. Further, the real patients did notdiffer significantly from the SPs concerning perceived impairment (p= .33) and the likelihood of being a real patient (p= .52). Conclusions: The current results suggest that psychotherapy trainees were unable to distinguish the SPs from real patients. We therefore stronglyrecommend incorporating training SPs before application. Limitations and future research directions are discussed. N2 - Theoretischer Hintergrund: Mit dem neu eingeführten Direktstudium für zukünftige Psychotherapeut_innen (PiA) wirdder Einsatz von standardisierten Patient_innen (SP) in der Lehre zunehmen, obwohl die Authentizität der Rollendarstellungen durch SPempirisch bislang kaum untersucht wurde. Ziel der vorliegenden Studie war es daher zu untersuchen, ob SP trainiert werden können, dassPsychotherapeut_innen in Ausbildung (PiA) SP von realen Patient_innen nicht unterscheiden können. Methode: Insgesamt nahmen 28 PiA(M= 28.54 Jahre,SD= 3.19) als verblindete Rater teil. Sie haben sechs Therapiesitzungen von trainierten SP und realen Patient_innen mitder Skala Authentizität von Patientendarstellungen bewertet. Ergebnisse: Die Authentizitätswerte von SP unterschieden sich nicht signifi-kant von realen Patient_innen (p= .43). Deskriptive Ergebnisse legen nahe, dass ein SP im Schnitt am authentischsten bewertet wurde.Darüber hinaus unterschieden sich SP und reale Patient_innen nicht hinsichtlich der wahrgenommenen Beeinträchtigung (p= .33) sowie derWahrscheinlichkeit, als reale/r Patient_in bewertet zu werden (p= .52). Fazit: Die vorliegenden Ergebnisse legen nahe, dass PiA SP vonrealen Patient_innen nicht unterscheiden konnten. Daher legen wir ein ausführliches Training der SP nahe, bevor sie für Studium und Lehreeingesetzt werden. Die Limitationen sowie zukünftige Forschungsideen werden diskutiert. KW - evidence-based training KW - learning KW - simulated patients KW - simulation-based KW - education KW - therapist competence KW - evidenzbasiertes Training KW - Lernen KW - Simulationspatient_innen KW - simulationsbasierte Lehre KW - therapeutische KW - Kompetenz Y1 - 2020 U6 - https://doi.org/10.1026/1616-3443/a000594 SN - 1616-3443 SN - 2190-6297 VL - 49 IS - 3 SP - 182 EP - 190 PB - Hogrefe CY - Göttingen ER - TY - JOUR A1 - Bin Tareaf, Raad A1 - Berger, Philipp A1 - Hennig, Patrick A1 - Meinel, Christoph T1 - Cross-platform personality exploration system for online social networks BT - Facebook vs. Twitter JF - Web intelligence N2 - Social networking sites (SNS) are a rich source of latent information about individual characteristics. Crawling and analyzing this content provides a new approach for enterprises to personalize services and put forward product recommendations. In the past few years, commercial brands made a gradual appearance on social media platforms for advertisement, customers support and public relation purposes and by now it became a necessity throughout all branches. This online identity can be represented as a brand personality that reflects how a brand is perceived by its customers. We exploited recent research in text analysis and personality detection to build an automatic brand personality prediction model on top of the (Five-Factor Model) and (Linguistic Inquiry and Word Count) features extracted from publicly available benchmarks. Predictive evaluation on brands' accounts reveals that Facebook platform provides a slight advantage over Twitter platform in offering more self-disclosure for users' to express their emotions especially their demographic and psychological traits. Results also confirm the wider perspective that the same social media account carry a quite similar and comparable personality scores over different social media platforms. For evaluating our prediction results on actual brands' accounts, we crawled the Facebook API and Twitter API respectively for 100k posts from the most valuable brands' pages in the USA and we visualize exemplars of comparison results and present suggestions for future directions. KW - Big Five model KW - personality prediction KW - brand personality KW - machine KW - learning KW - social media analysis Y1 - 2020 U6 - https://doi.org/10.3233/WEB-200427 SN - 2405-6456 SN - 2405-6464 VL - 18 IS - 1 SP - 35 EP - 51 PB - IOS Press CY - Amsterdam ER - TY - JOUR A1 - Busching, Robert A1 - Krahé, Barbara T1 - Charging neutral cues with aggressive meaning through violent video game play JF - Societies N2 - When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment) or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions. KW - media violence KW - aggressive cognitions KW - associative networks KW - learning Y1 - 2013 U6 - https://doi.org/10.3390/soc3040445 SN - 2075-4698 VL - 3 IS - 4 SP - 445 EP - 456 PB - MDPI CY - Basel ER - TY - GEN A1 - Busching, Robert A1 - Krahé, Barbara T1 - Charging neutral cues with aggressive meaning through violent video game play T2 - Postprints der Universität Potsdam : Humanwissenschaftliche Reihe N2 - When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment) or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions. T3 - Zweitveröffentlichungen der Universität Potsdam : Humanwissenschaftliche Reihe - 678 KW - media violence KW - aggressive cognitions KW - associative networks KW - learning Y1 - 2020 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-476181 SN - 1866-8364 IS - 678 ER - TY - JOUR A1 - Chromik, Jonas A1 - Pirl, Lukas A1 - Beilharz, Jossekin Jakob A1 - Arnrich, Bert A1 - Polze, Andreas T1 - Certainty in QRS detection with artificial neural networks JF - Biomedical signal processing and control N2 - Detection of the QRS complex is a long-standing topic in the context of electrocardiography and many algorithms build upon the knowledge of the QRS positions. Although the first solutions to this problem were proposed in the 1970s and 1980s, there is still potential for improvements. Advancements in neural network technology made in recent years also lead to the emergence of enhanced QRS detectors based on artificial neural networks. In this work, we propose a method for assessing the certainty that is in each of the detected QRS complexes, i.e. how confident the QRS detector is that there is, in fact, a QRS complex in the position where it was detected. We further show how this metric can be utilised to distinguish correctly detected QRS complexes from false detections. KW - QRS detection KW - Electrocardiography KW - Artificial neural networks KW - Machine KW - learning KW - Signal-to-noise ratio Y1 - 2021 U6 - https://doi.org/10.1016/j.bspc.2021.102628 SN - 1746-8094 SN - 1746-8108 VL - 68 PB - Elsevier CY - Oxford ER - TY - THES A1 - Dahl, Dorothee Sophie T1 - Let's have FUN! Gamification im Mathematikunterricht N2 - Spiele und spieltypische Elemente wie das Sammeln von Treuepunkten sind aus dem Alltag kaum wegzudenken. Zudem werden sie zunehmend in Unternehmen oder in Lernumgebungen eingesetzt. Allerdings ist die Methode Gamification bisher für den pädagogischen Kontext wenig klassifiziert und für Lehrende kaum zugänglich gemacht worden. Daher zielt diese Bachelorarbeit darauf ab, eine systematische Strukturierung und Aufarbeitung von Gamification sowie innovative Ansätze für die Verwendung spieltypischer Elemente im Unterricht, konkret dem Mathematikunterricht, zu präsentieren. Dies kann eine Grundlage für andere Fachgebiete, aber auch andere Lehrformen bieten und so die Umsetzbarkeit von Gamification in eigenen Lehrveranstaltungen aufzeigen. In der Arbeit wird begründet, weshalb und mithilfe welcher Elemente Gamification die Motivation und Leistungsbereitschaft der Lernenden langfristig erhöhen, die Sozial- und Personalkompetenzen fördern sowie die Lernenden zu mehr Aktivität anregen kann. Zudem wird Gamification explizit mit grundlegenden mathematikdidaktischen Prinzipien in Verbindung gesetzt und somit die Relevanz für den Mathematikunterricht hervorgehoben. Anschließend werden die einzelnen Elemente von Gamification wie Punkte, Level, Abzeichen, Charaktere und Rahmengeschichte entlang einer eigens für den pädagogischen Kontext entwickelten Klassifikation „FUN“ (Feedback – User specific elements – Neutral elements) schematisch beschrieben, ihre Funktionen und Wirkung dargestellt sowie Einsatzmöglichkeiten im Unterricht aufgezeigt. Dies beinhaltet Ideen zu lernförderlichem Feedback, Differenzierungsmöglichkeiten und Unterrichtsrahmengestaltung, die in Lehrveranstaltungen aller Art umsetzbar sein können. Die Bachelorarbeit umfasst zudem ein spezifisches Beispiel, einen Unterrichtsentwurf einer gamifizierten Mathematikstunde inklusive des zugehörigen Arbeitsmaterials, anhand dessen die Verwendung von Gamification deutlich wird. Gamification offeriert oftmals Vorteile gegenüber dem traditionellen Unterricht, muss jedoch wie jede Methode an den Inhalt und die Zielgruppe angepasst werden. Weiterführende Forschung könnte sich mit konkreten motivationalen Strukturen, personenspezifischen Unterschieden sowie mit mathematischen Inhalten wie dem Problemlösen oder dem Wechsel zwischen verschiedenen Darstellungen hinsichtlich gamifizierter Lehrformen beschäftigen. N2 - Games and game-typical elements such as collecting points are an indispensable part of everyday life. In addition, they are used increasingly in companies or in learning environments. However, the method of gamification has been little classified for the pedagogical context and it has hardly been made accessible to teachers so far. Therefore, this bachelor’s thesis aims to present a systematic structure and reconditioning of gamification as well as innovative approaches for the implementation of game-typical elements in educational contexts, specifically in teaching mathematics. This thesis can provide a basis for other subject areas, but also for other forms of teaching and thus demonstrate the feasibility of gamification in own courses. The paper explains why and with which elements gamification can increase learners' motivation and willingness to perform in the long term, promote social and personal competences and encourage learners to become more active. Moreover, gamification is explicitly linked to basic mathematics didactic principles and thus emphasizes its relevance for mathematics teaching. Afterwards the individual elements of gamification such as points, levels, badges, characters and frame story are described schematically according to the classification “FUN” (Feedback – User specific elements – Neutral elements), developed especially for the educational context in the thesis. This includes ideas for learn-enhancing feedback, opportunities for differentiation and the design of teaching frameworks that can be implemented in courses of all kinds. The bachelor’s thesis also includes a specific example, a lesson plan for a gamified mathematics lesson including the associated working material, which illustrates the use of gamification. Gamification often offers advantages over traditional teaching, but like any method, it must be adapted to the content and the target group. Further research could focus on specific motivational structures, individual differences of students, and mathematical contents such as problem solving or changing representations regarding gamified teaching. KW - Gamification KW - Spiel KW - Motivation KW - Methode KW - Unterrichtsmethode KW - Feedback KW - Innovation KW - Lernen KW - Mathematikdidaktik KW - Mathematikunterricht KW - gamification KW - game KW - game-based KW - motivation KW - learning KW - feedback KW - method KW - teaching KW - teaching methods KW - didactics of mathematics Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-515937 ER - TY - JOUR A1 - Elsner, Birgit A1 - Schellhas, Bernd T1 - The acquisition of flexible tool use in preschoolers the impact of prior experience JF - Zeitschrift für Psychologie = Journal of psychology N2 - To investigate how preschoolers acquire a tool use strategy and how they adapt their tool use to a changed situation, 2- to 4-year-olds were asked to retrieve chips from a transparent box with a rod, either by stabbing and lifting through a top opening or by pushing through a front and a back opening. In both conditions, about 40% of the children acquired effective tool use by individual learning, and 90% of the other children learned this by observing only one demonstration. When confronted with a changed situation (i.e., previous opening covered, alternative opening uncovered), children perseverated with the recently learned, but now ineffective tool use strategy. Neither age nor acquisition type of the first strategy affected preschoolers' perseverations. Results indicate that prior tool use experiences have differential effects in situations that require either transferring known functions to novel objects or using a familiar tool for an alternative purpose. KW - tool use KW - preschoolers (2-4 years) KW - learning KW - transfer KW - action planning Y1 - 2012 U6 - https://doi.org/10.1027/2151-2604/a000090 SN - 2190-8370 VL - 220 IS - 1 SP - 44 EP - 49 PB - Hogrefe CY - Göttingen ER - TY - GEN A1 - Galetzka, Cedric T1 - Commentary on: Radesky, Jenny S.; Schumacher, Jayna ; Zuckerman, Barry: Mobile and interactive media use by young children: the good, the bad, and the unknown. - Pediatrics. - 135 (2015), 1, S. 1 - 3. - doi: 10.1542/peds.2014-2251 T2 - Frontiers in psychology KW - learning KW - smartphones Y1 - 2017 U6 - https://doi.org/10.3389/fpsyg.2017.00461 SN - 1664-1078 VL - 8 PB - Frontiers Research Foundation CY - Lausanne ER -