@inproceedings{Apelojg2016, author = {Apelojg, Benjamin}, title = {Teachers do not make mistakes?}, series = {ATLAS.ti User Conference 2015}, booktitle = {ATLAS.ti User Conference 2015}, publisher = {Universit{\"a}tsverlag der TU-Berlin}, address = {Berlin}, isbn = {978-3-7983-2822-8}, doi = {10.14279/depositonce-5159}, pages = {1 -- 9}, year = {2016}, abstract = {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.}, language = {en} } @article{SeyfriedReith2019, author = {Seyfried, Markus and Reith, Florian}, title = {The seven deadly sins of quality management: trade-offs and implications for further research}, series = {Quality in higher education}, volume = {25}, journal = {Quality in higher education}, number = {3}, publisher = {Routledge, Taylor \& Francis Group}, address = {Abingdon}, issn = {1353-8322}, doi = {10.1080/13538322.2019.1683943}, pages = {289 -- 303}, year = {2019}, abstract = {Quality management in higher education is generally discussed with reference to commendable outcomes such as success, best practice, improvement or control. This paper, though, focuses on the problems of organising quality management. It follows the narrative of the seven deadly sins, with each 'sin' illustrating an inherent trade-off or paradox in the implementation of internal quality management in teaching and learning in higher education institutions. Identifying the trade-offs behind these sins is essential for a better understanding of quality management as an organisational problem.}, language = {en} } @article{BoernertRinglebWestphalZarubaetal.2020, author = {B{\"o}rnert-Ringleb, Moritz and Westphal, Andrea and Zaruba, Nicole and Gutmann, Franziska and Vock, Miriam}, title = {The relationship between attitudes toward inclusion, beliefs about teaching and learning, and subsequent automatic evaluations amongst student teachers}, series = {Frontiers in education}, volume = {5}, journal = {Frontiers in education}, publisher = {Frontiers Media}, address = {Lausanne}, issn = {2504-284X}, doi = {10.3389/feduc.2020.584464}, pages = {11}, year = {2020}, abstract = {Teachers' attitudes toward inclusion are frequently cited as being an important predictor of how successfully a given inclusive school system is implemented. At the same time, beliefs about the nature of teaching and learning are discussed as a possible predictor of attitudes toward inclusion. However, more recent research emphasizes the need of considering implicit processes, such as automatic evaluations, when describing attitudes and beliefs. Previous evidence on the association of attitudes toward inclusion and beliefs about teaching and learning is solely based on explicit reports. Therefore, this study aims to examine the relationship between attitudes toward inclusion, beliefs about teaching and learning, and the subsequent automatic evaluations of pre-service teachers (N = 197). The results revealed differences between pre-service teachers' explicit attitudes/beliefs and their subsequent automatic evaluations. Differences in the relationship between attitudes toward inclusion and beliefs about teaching and learning occur when teachers focus either on explicit measures or automatic evaluations. These differences might be due to different facets of the same attitude object being represented. Relying solely on either explicit measures or automatic evaluations at the exclusion of the other might lead to erroneous assumptions about the relation of attitudes toward inclusion and beliefs about teaching and learning.}, language = {en} } @book{ChristiansMoeringDistelmeyeretal.2020, author = {Christians, Heiko and M{\"o}ring, Sebastian and Distelmeyer, Jan and Pohl, Manuela and Riemer, Nathanael and Ernst, Sebastian and Brendel, Heiko and Thiele-Schwez, Martin and Czauderna, Andr{\´e} and G{\"u}nzel, Stephan}, title = {Videospiele als didaktische Herausforderung}, series = {DIGAREC Series}, journal = {DIGAREC Series}, number = {08}, editor = {Riemer, Nathanael and M{\"o}ring, Sebastian}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-467-8}, issn = {1867-6219}, doi = {10.25932/publishup-42932}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-429329}, publisher = {Universit{\"a}t Potsdam}, pages = {306}, year = {2020}, abstract = {Mit zunehmender Schnelligkeit etablieren sich neue Medien, Kommunikationsmittel und Kunstformen innerhalb unserer Gesellschaften. Oft sind es Jugendliche, die sich als „digital natives" unbefangen auf diese Entwicklungen einlassen k{\"o}nnen. Der Ruf nach einem kritischen Umgang mit Medien, einer systematischen Medienerziehung und Medienbildung wird seit geraumer Zeit formuliert. Allerdings existieren bisher wenige Bem{\"u}hungen die angehenden P{\"a}dagoginnen und P{\"a}dagogen mit entsprechenden Methoden, Ideen und Materialien auszustatten. Der vorliegende Band der DIGAREC Series enth{\"a}lt Beitr{\"a}ge der interdisziplin{\"a}ren Ringvorlesung „Videospiele als didaktische Herausforderung", die im Sommersemester 2017 an der Philosophischen Fakult{\"a}t der Universit{\"a}t Potsdam durchgef{\"u}hrt wurde. Die Beitr{\"a}ge machen Vorschl{\"a}ge zum Einsatz von Computer- und Videospielen im schulischen Unterricht und f{\"u}r Aktivit{\"a}ten in außerschulischen Jugendeinrichtungen. Die Autorinnen und Autoren er{\"o}rtern aus den jeweiligen Perspektiven ihrer Fachdisziplinen konkrete Methoden und Anwendungsm{\"o}glichkeiten anhand von ausgew{\"a}hlten Computerspielen. Schwerpunkt des Interesses bilden dabei Videospiele, die in erster Linie zur Unterhaltung eingesetzt werden, da der Einsatz von „Serious Games"/"Educational Games" in j{\"u}ngster Zeit schon breiter wahrgenommen wird.}, language = {de} } @article{SeyfriedReith2020, author = {Seyfried, Markus and Reith, Florian}, title = {Strength of weakness}, series = {Journal of higher education policy and management}, volume = {43}, journal = {Journal of higher education policy and management}, number = {3}, publisher = {Routledge, Taylor \& Francis Group}, address = {Abingdon}, issn = {1360-080X}, doi = {10.1080/1360080X.2020.1812802}, pages = {298 -- 314}, year = {2020}, abstract = {The paper investigates quality management in teaching and learning in higher education institutions from a principal-agent perspective. Based on data gained from semi-structured interviews and from a nation-wide survey with quality managers of German higher education institutions, the study shows how quality managers position themselves in relation to their perception of the interests of other actors in higher education institutions. The paper describes the various interests and discusses the main implications of this constellation of actors. It argues that quality managers, although they may be considered as rather weak actors within the higher education institution, may be characterised as having a strength of weakness due to diverging interests of their principals.}, language = {en} } @masterthesis{Dahl2021, type = {Bachelor Thesis}, author = {Dahl, Dorothee Sophie}, title = {Let's have FUN! Gamification im Mathematikunterricht}, doi = {10.25932/publishup-51593}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-515937}, school = {Universit{\"a}t Potsdam}, pages = {78}, year = {2021}, abstract = {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 f{\"u}r den p{\"a}dagogischen Kontext wenig klassifiziert und f{\"u}r Lehrende kaum zug{\"a}nglich gemacht worden. Daher zielt diese Bachelorarbeit darauf ab, eine systematische Strukturierung und Aufarbeitung von Gamification sowie innovative Ans{\"a}tze f{\"u}r die Verwendung spieltypischer Elemente im Unterricht, konkret dem Mathematikunterricht, zu pr{\"a}sentieren. Dies kann eine Grundlage f{\"u}r andere Fachgebiete, aber auch andere Lehrformen bieten und so die Umsetzbarkeit von Gamification in eigenen Lehrveranstaltungen aufzeigen. In der Arbeit wird begr{\"u}ndet, weshalb und mithilfe welcher Elemente Gamification die Motivation und Leistungsbereitschaft der Lernenden langfristig erh{\"o}hen, die Sozial- und Personalkompetenzen f{\"o}rdern sowie die Lernenden zu mehr Aktivit{\"a}t anregen kann. Zudem wird Gamification explizit mit grundlegenden mathematikdidaktischen Prinzipien in Verbindung gesetzt und somit die Relevanz f{\"u}r den Mathematikunterricht hervorgehoben. Anschließend werden die einzelnen Elemente von Gamification wie Punkte, Level, Abzeichen, Charaktere und Rahmengeschichte entlang einer eigens f{\"u}r den p{\"a}dagogischen Kontext entwickelten Klassifikation „FUN" (Feedback - User specific elements - Neutral elements) schematisch beschrieben, ihre Funktionen und Wirkung dargestellt sowie Einsatzm{\"o}glichkeiten im Unterricht aufgezeigt. Dies beinhaltet Ideen zu lernf{\"o}rderlichem Feedback, Differenzierungsm{\"o}glichkeiten und Unterrichtsrahmengestaltung, die in Lehrveranstaltungen aller Art umsetzbar sein k{\"o}nnen. Die Bachelorarbeit umfasst zudem ein spezifisches Beispiel, einen Unterrichtsentwurf einer gamifizierten Mathematikstunde inklusive des zugeh{\"o}rigen Arbeitsmaterials, anhand dessen die Verwendung von Gamification deutlich wird. Gamification offeriert oftmals Vorteile gegen{\"u}ber dem traditionellen Unterricht, muss jedoch wie jede Methode an den Inhalt und die Zielgruppe angepasst werden. Weiterf{\"u}hrende Forschung k{\"o}nnte sich mit konkreten motivationalen Strukturen, personenspezifischen Unterschieden sowie mit mathematischen Inhalten wie dem Probleml{\"o}sen oder dem Wechsel zwischen verschiedenen Darstellungen hinsichtlich gamifizierter Lehrformen besch{\"a}ftigen.}, language = {de} } @article{HuangRichterKleickmannetal.2021, author = {Huang, Yizhen and Richter, Eric and Kleickmann, Thilo and Wiepke, Axel and Richter, Dirk}, title = {Classroom complexity affects student teachers' behavior in a VR classroom}, series = {Computers \& education : an international journal}, volume = {163}, journal = {Computers \& education : an international journal}, publisher = {Elsevier}, address = {Oxford}, issn = {0360-1315}, doi = {10.1016/j.compedu.2020.104100}, pages = {15}, year = {2021}, abstract = {Student teachers often struggle to keep track of everything that is happening in the classroom, and particularly to notice and respond when students cause disruptions. The complexity of the classroom environment is a potential contributing factor that has not been empirically tested. In this experimental study, we utilized a virtual reality (VR) classroom to examine whether classroom complexity affects the likelihood of student teachers noticing disruptions and how they react after noticing. Classroom complexity was operationalized as the number of disruptions and the existence of overlapping disruptions (multidimensionality) as well as the existence of parallel teaching tasks (simultaneity). Results showed that student teachers (n = 50) were less likely to notice the scripted disruptions, and also less likely to respond to the disruptions in a comprehensive and effortful manner when facing greater complexity. These results may have implications for both teacher training and the design of VR for training or research purpose. This study contributes to the field from two aspects: 1) it revealed how features of the classroom environment can affect student teachers' noticing of and reaction to disruptions; and 2) it extends the functionality of the VR environment-from a teacher training tool to a testbed of fundamental classroom processes that are difficult to manipulate in real-life.}, language = {en} } @book{MoeringPohlRiemeretal.2021, author = {M{\"o}ring, Sebastian and Pohl, Manuela and Riemer, Nathanael and Distelmeyer, Jan and Lenz, Petra and Fritsch, Melanie and Lucke, Ulrike and Moebert, Tobias and Zoerner, Dietmar and Ernst, Sebastian and Wienecke, Maik and Montag, Annegret and Goetz, Ilka}, title = {Didaktik des digitalen Spielens}, series = {DIGAREC Series}, journal = {DIGAREC Series}, number = {09}, editor = {M{\"o}ring, Sebastian and Pohl, Manuela and Riemer, Nathanael}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-511-8}, issn = {1867-6219}, doi = {10.25932/publishup-50957}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-509570}, publisher = {Universit{\"a}t Potsdam}, pages = {318}, year = {2021}, abstract = {Welche Eigenschaften machen das Computerspiel zum geeigneten Medium, das den p{\"a}dagogischen Einsatz im Unterricht bereichern kann? Welche Computerspiele bieten welche M{\"o}glichkeiten zur Auseinandersetzung mit welchen Themen? Wie kann das Computerspiel auch im schulischen Umfeld den f{\"u}r den Lernprozess so wichtigen Lebensweltbezug herstellen? Diese und viele weitere Fragen beantworten die Autor*innen des Bandes „Didaktik des digitalen Spielens". Daf{\"u}r begeben sie sich in einen Dialog der Wissenschaftsdisziplinen, leiten M{\"o}glichkeiten zum Einsatz von Computerspielen ab und werten Erfahrungen mit dem Einsatz von Computerspielen - auch in der Lehrendenbildung - aus. Mit ihren verschiedenen Zug{\"a}ngen zu Fragestellungen rund um eine „Didaktik des digitalen Spielens" liefern sie einen Beitrag zu einem Diskurs, der besonders in Zeiten von Distanzunterricht notwendig und folgerichtig gef{\"u}hrt werden muss. Die im Rahmen der gleichnamigen interdisziplin{\"a}ren Ringvorlesung im Wintersemester 2018/19 an der Universit{\"a}t Potsdam gehaltenen Vortr{\"a}ge sind durch die Diskussionen mit Studierenden gepr{\"a}gt und ausgewertet worden, so dass sie in der nun ver{\"o}ffentlichten Form auf mehreren Ebenen einen mehrperspektivischen Blick auf den Gegenstand „Computerspiel im Unterricht" legen.}, language = {de} } @article{MalabarbaOliveiraMendesdeSouza2022, author = {Malabarba, Taiane and Oliveira Mendes, Anna Carolina and de Souza, Joseane}, title = {Multimodal resolution of overlapping talk in video-mediated L2 instruction}, series = {Languages : open access journal}, volume = {7}, journal = {Languages : open access journal}, number = {2}, publisher = {MDPI}, address = {Basel}, issn = {2226-471X}, doi = {10.3390/languages7020154}, pages = {22}, year = {2022}, abstract = {This paper investigates a pervasive phenomenon in video-mediated interaction (VMI), namely, simultaneous start-ups, which happen when two speakers produce a turn beginning in overlap. Based on the theoretical and methodological tenets of conversation analysis and interactional linguistics, the present study offers a multimodal and sequential account of how simultaneous start-ups are oriented to and solved in the context of English as an additional language (L2) tutoring. The micro- and sequential analysis of ten hours of screen-recorded video-mediated data from tutoring sessions between an experienced tutor and an advanced-level tutee reveals that the typical overlap resolution trajectory results in the tutor withdrawing from the interactional floor. The same analysis uncovered a range of resources, such as lip pressing and the verbal utterance 'go ahead', employed in what we call enhanced explicitness, through which the withdrawal is done. The orchestration of these resources allows the tutor to exploit the specific features of the medium to resolve simultaneous start-ups while also supporting the continuation of student talk. We maintain that this practice is used in the service of securing the learner's interactional space, and consequently in fostering the use of the language being learned. The results of the study help advance current understandings of L2 instructors' specialized work of managing participation and creating learning opportunities. Being one of the first studies to detail the practices involved in overlap resolution in the micro-context of simultaneous talk on Zoom-based L2 instruction, this study also makes a significant contribution to research on video-mediated instruction and video-mediated interaction more generally.}, language = {en} }