TY - JOUR A1 - Bender, Benedict A1 - Teichmann, Malte A1 - Ullrich, Andre T1 - Mobile IIoT-Technologien als Erfolgsfaktor für Fertigung und Lernszenarien JF - Industrial Internet of Things in der Arbeits- und Betriebsorganisation Y1 - 2017 SN - 978-3-95545-225-4 SP - 235 EP - 257 PB - Gito CY - Berlin ER - TY - JOUR A1 - Teichmann, Malte A1 - Ullrich, André A1 - Wenz, Julian A1 - Gronau, Norbert T1 - Herausforderungen und Handlungsempfehlungen betrieblicher Weiterbildungspraxis in Zeiten der Digitalisierung T1 - Challenges and recommended actions for in-company vocational training in times of digitization JF - HMD Praxis der Wirtschaftsinformatik N2 - Die Digitalisierung von Produktionsprozessen schreitet mit einer hohen Intensität voran. Weiterbildung hat eine hohe Relevanz für betriebliche Transformationsprozesse. Die betriebliche Weiterbildungspraxis ist den aktuellen Herausforderungen der Digitalisierung jedoch nicht gewachsen. Herausforderungen sind Kompetenzlücken der Mitarbeiter, ungewisse Anforderungsprofile und Tätigkeitstypen, demographischer Wandel sowie veraltete didaktische Ansätze. Zudem wird bestehender inhaltlicher und pädagogischer Freiraum bei der Gestaltung von Weiterbildung oftmals nur unzureichend ausgenutzt. Die skizzierte Situation führt dazu, dass der Mehrwert gegenwärtiger Qualifizierungsangebote sowohl für Unternehmen als auch Beschäftigte nicht ausgeschöpft wird. Ausgehend von Veränderungen durch Digitalisierung in der Produktion und deren Auswirkungen auf die Kompetenzentwicklung diskutiert dieser Beitrag Herausforderungen gegenwärtiger betrieblicher Weiterbildung. Er leitet Handlungsempfehlungen ab, die mithilfe von Beispielen gewerkschaftlich unterstützter Weiterbildungspraxis illustriert werden. Im Ergebnis erhalten Interessierte einen Überblick über gegenwärtige Herausforderungen und Handlungsempfehlungen für die Gestaltung und Durchführung von Weiterbildung in Zeiten der Digitalisierung. N2 - The digital transformation of production processes is constantly progressing. The human workforce is a central success factor, but employees must be prepared for the requirements induced by change, using inter alia competence development. In reality, however, the content-related and pedagogical freedom to design vocational training is often inadequately addressed. Based on the changes trough digitization in production processes, the challenges of current continuing vocational training in enterprises are discussed. Recommendations for action are then derived and illustrated by examples. The recommendations for action can serve as a basis for the design and implementation of their further vocational training practice. KW - betriebliche Weiterbildungspraxis KW - Digitalisierung von Produktionsprozessen KW - gewerkschaftlich unterstützte Weiterbildungspraxis KW - Kompetenzentwicklung KW - vocational training KW - digitization of production processes KW - labour union education KW - competence development Y1 - 2020 U6 - https://doi.org/10.1365/s40702-020-00614-x SN - 1436-3011 SN - 2198-2775 VL - 57 SP - 512 EP - 527 PB - Springer Vieweg CY - Wiesbaden ER - TY - JOUR A1 - Gronau, Norbert A1 - Teichmann, Malte T1 - ERP-Auswahl für ein Professional Services Unternehmen JF - ERP-Management : Auswahl, Einführung und Betrieb von ERP-Systemen N2 - 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 mittelständischen Ingenieurdienstleisters auf typische Anforderungen dieser Branche, infrage kommende Systeme und das Vorgehen zur Auswahl ein. KW - ERP-Systeme KW - ERP-Auswahl KW - Auswahlvorgehen KW - Professional Services Unternehmen Y1 - 2020 U6 - https://doi.org/10.30844/ERP_20-2_31-35 SN - 1860-6725 VL - 16 IS - 2 SP - 31 EP - 35 PB - Gito mbh Verlag für Industrielle Informationstechnik und Organisation CY - Berlin ER - TY - JOUR A1 - Vladova, Gergana A1 - Heuts, Alexander A1 - Teichmann, Malte T1 - Dem Mitarbeiter zu Diensten T1 - At the Service of the Employee BT - Weiterbildung und Qualifizierung als Personennahe Dienstleistung BT - Further Training and Qualification as a Personal Service JF - HMD : Praxis der Wirtschaftsinformatik N2 - Die Weiterbildung und Qualifizierung der Mitarbeiter sind zentrale Erfolgsfaktoren des digitalen Wandels. Die zentrale Herausforderung besteht darin, diese maßgeschnitten anzubieten sowie notwendige Akzeptanz nicht vorauszusetzen, sondern ebenso als Zielgröße anzusehen. Dies geschieht jedoch nur, wenn die Mitarbeiter als Partner gesehen werden, deren Bedürfnisse und Verständnis nachhaltig berücksichtigt werden. Dieser Beitrag schlägt vor diesem Hintergrund einen Ansatz vor, Weiterbildung als Personennahe Dienstleistung zu realisieren. Dafür wird zuerst ein skizzenhafter Überblick über grundlegende Kompetenzanforderungen des digitalen Wandels gegeben. Danach wird die aktuelle Situation betrieblicher Weiterbildung in der digitalen Transformation beleuchtet. Hierzu wurde in einem Zeitraum von sechs Monaten im Rahmen einer quantitativen Untersuchung erhoben, wie Beschäftigte die digitale Transformation ihres Unternehmens und daraus resultierende Bedarfe betrieblicher Weiterbildung wahrnehmen. Darauf basierend werden drei aktuelle Paradoxe abgeleitet, die mit einer Durchführung von Weiterbildung als Personennahe Dienstleistung verhindert werden können. Empfehlungen und Lösungsansätze werden hierzu diskutiert und weiterer Forschungsbedarf abgeleitet. N2 - The further training and qualification of employees are central success factors of digital change. The central challenge is to offer these customized services and not to presuppose acceptance, but rather to regard it as a target value. However, this will only happen if the employees are seen as partners and their needs and understanding are taken into account in the long term. Against this background, this article proposes an approach to realize further education as a personal service. For this purpose, a brief outline of the basic competence requirements of digital change is given first. Afterwards, the current situation of in-company continuing training in the digital transformation will be examined. A quantitative survey was conducted over a period of six months to determine how employees perceive the digital transformation of their company and the resulting needs for continuing vocational training. Based on this, three current paradoxes are derived, which can be prevented by conducting continuing education as personal service. Recommendations and solutions will be discussed and further research is needed. KW - Digitale Transformation KW - Kompetenzentwicklung KW - Weiterbildung KW - Industrie 4.0 KW - Personalisierung KW - Personennahe Dienstleistungen KW - Digital transformation KW - Competence development KW - Further education KW - Industry 4.0 KW - Personalization KW - Personal service Y1 - 2021 U6 - https://doi.org/doi.org/10.1365/s40702-020-00626-7 SN - 1436-3011 SN - 2198-2775 IS - 57 SP - 710 EP - 721 PB - Springer CY - Wiesbaden ER - TY - CHAP A1 - Langemeyer, Ines A1 - Gronau, Norbert A1 - Schmid-Walz, Sabrina A1 - Kotarski, David A1 - Reimann, Daniela A1 - Teichmann, Malte T1 - From employee to expert BT - towards a corona-sensitive approach for data collection T2 - 2021 Crossing Boundaries Muttenz/Basel and Bern : 4th International VET Conference Crossing Boundaries 8 to 9 April 2021, online, Muttenz and Bern, Switzerland N2 - 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. KW - cross self-confrontation KW - recording of workplaces KW - corona-sensitive data collection KW - age-appropriate vocational training KW - augmented reality Y1 - 2021 U6 - https://doi.org/10.5281/zenodo.4590196 SP - 226 EP - 231 ER - TY - JOUR A1 - Teichmann, Malte A1 - Vladova, Gergana A1 - Gronau, Norbert T1 - Conception of subject-oriented learning BT - ameso-didactic design framework for learning scenarios for manufacturing JF - SSRN eLibrary / Social Science Research Network N2 - Competence development must change at all didactic levels to meet the new requirements triggered by digitization. Unlike classic learning theories and the resulting popular approaches (e.g., sender-receiver model), future-oriented vocational training must include new learning theory impulses in the discussion about competence acquisition. On the one hand, these impulses are often very well elaborated on the theoretical side, but the transfer into innovative learning environments - such as learning factories - is often still missing. On the other hand, actual learning factory (design) approaches often concentrate primarily on the technical side. Subject-oriented learning theory enables the design of competence development-oriented vocational training projectsin learning factories in which persons can obtain relevant competencies for digitization. At the same time, such learning theory approaches assume a potentially infinite number of learning interests and reasons. Following this, competence development is always located in an institutional or organizational context. The paper conceptionally answers how this theoryimmanent challenge is synthesizable with the reality of organizationally competence development requirements. KW - subject-oriented learning KW - learning scenario for manufacturing KW - didactic framework KW - action problems KW - didactic concept Y1 - 2023 U6 - https://doi.org/10.2139/ssrn.4457995 SN - 1556-5068 PB - Social Science Electronic Publ. CY - [Erscheinungsort nicht ermittelbar] ER - TY - CHAP A1 - Gronau, Norbert A1 - Teichmann, Malte A1 - Weber, Edzard ED - Shishkov, Boris T1 - Serious game-based haptic modeling BT - an application-oriented approach for sequentially developing new business models from tacit knowledge T2 - Business modeling and software design N2 - 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. KW - serious game KW - tacit knowledge KW - business model KW - SECI-model KW - conversion sequences KW - design science Y1 - 2023 SN - 978-3-031-36756-4 U6 - https://doi.org/10.1007/978-3-031-36757-1_3 SP - 32 EP - 55 PB - Springer Nature CY - Cham ER - TY - JOUR A1 - Teichmann, Malte A1 - Ullrich, André A1 - Knost, Dennis A1 - Gronau, Norbert T1 - Serious games in learning factories BT - perpetuating knowledge in learning loops by game-based learning JF - Procedia manufacturing N2 - The usage of gamification in the contexts of commerce, consumption, innovation or eLearning in schools and universities has been extensively researched. However, the potentials of serious games to transfer and perpetuate knowledge and action patterns in learning factories have not been levered so far. The goal of this paper is to introduce a serious game as an instrument for knowledge transfer and perpetuation. Therefore, reqirements towards serious games in the context of learning factories are pointed out. As a result, that builds on these requirements, a serious learning game for the topic of Industry 4.0 is practically designed and evaluated. KW - game-based learning KW - gamification KW - serious game KW - learning factories Y1 - 2020 U6 - https://doi.org/10.1016/j.promfg.2020.04.104 SN - 2351-9789 VL - 45 SP - 259 EP - 264 PB - Elsevier CY - Amsterdam ER - TY - JOUR A1 - Teichmann, Malte A1 - Ullrich, André A1 - Kotarski, David A1 - Gronau, Norbert T1 - Facing the demographic change BT - recommendations for designing learning factories as age-appropriate teaching-learning environments for older blue-collar workers JF - SSRN eLibrary / Social Science Research Network N2 - Digitization and demographic change are enormous challenges for companies. Learning factories as innovative learning places can help prepare older employees for the digital change but must be designed and configured based on their specific learning requirements. To date, however, there are no particular recommendations to ensure effective age-appropriate training of bluecollar workers in learning factories. Therefore, based on a literature review, design characteristics and attributes of learning factories and learning requirements of older employees are presented. Furthermore, didactical recommendations for realizing age-appropriate learning designs in learning factories and a conceptualized scenario are outlined by synthesizing the findings. KW - learning factory KW - vocational training KW - learning environment KW - age-appropriate competence development KW - demographic change Y1 - 2021 U6 - https://doi.org/10.2139/ssrn.3858716 SN - 1556-5068 PB - Social Science Electronic Publ. CY - [Erscheinungsort nicht ermittelbar] ER - TY - GEN A1 - Ritterbusch, Georg David A1 - Teichmann, Malte Rolf T1 - Defining the metaverse BT - A systematic literature review T2 - Zweitveröffentlichungen der Universität Potsdam : Wirtschafts- und Sozialwissenschaftliche Reihe N2 - The term Metaverse is emerging as a result of the late push by multinational technology conglomerates and a recent surge of interest in Web 3.0, Blockchain, NFT, and Cryptocurrencies. From a scientific point of view, there is no definite consensus on what the Metaverse will be like. This paper collects, analyzes, and synthesizes scientific definitions and the accompanying major characteristics of the Metaverse using the methodology of a Systematic Literature Review (SLR). Two revised definitions for the Metaverse are presented, both condensing the key attributes, where the first one is rather simplistic holistic describing “a three-dimensional online environment in which users represented by avatars interact with each other in virtual spaces decoupled from the real physical world”. In contrast, the second definition is specified in a more detailed manner in the paper and further discussed. These comprehensive definitions offer specialized and general scholars an application within and beyond the scientific context of the system science, information system science, computer science, and business informatics, by also introducing open research challenges. Furthermore, an outlook on the social, economic, and technical implications is given, and the preconditions that are necessary for a successful implementation are discussed. T3 - Zweitveröffentlichungen der Universität Potsdam : Wirtschafts- und Sozialwissenschaftliche Reihe - 159 KW - Metaverse KW - Systematics KW - Bibliometrics KW - Augmented reality KW - Taxonomy KW - Semantic Web KW - Second Life KW - Blockchains KW - Economics Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-588799 SN - 1867-5808 IS - 159 SP - 12368 EP - 12377 ER - TY - JOUR A1 - Ritterbusch, Georg David A1 - Teichmann, Malte Rolf T1 - Defining the metaverse BT - A systematic literature review JF - IEEE Access N2 - The term Metaverse is emerging as a result of the late push by multinational technology conglomerates and a recent surge of interest in Web 3.0, Blockchain, NFT, and Cryptocurrencies. From a scientific point of view, there is no definite consensus on what the Metaverse will be like. This paper collects, analyzes, and synthesizes scientific definitions and the accompanying major characteristics of the Metaverse using the methodology of a Systematic Literature Review (SLR). Two revised definitions for the Metaverse are presented, both condensing the key attributes, where the first one is rather simplistic holistic describing “a three-dimensional online environment in which users represented by avatars interact with each other in virtual spaces decoupled from the real physical world”. In contrast, the second definition is specified in a more detailed manner in the paper and further discussed. These comprehensive definitions offer specialized and general scholars an application within and beyond the scientific context of the system science, information system science, computer science, and business informatics, by also introducing open research challenges. Furthermore, an outlook on the social, economic, and technical implications is given, and the preconditions that are necessary for a successful implementation are discussed. KW - Metaverse KW - Systematics KW - Bibliometrics KW - Augmented reality KW - Taxonomy KW - Semantic Web KW - Second Life KW - Blockchains KW - Economics Y1 - 2023 U6 - https://doi.org/10.1109/ACCESS.2023.3241809 SN - 2169-3536 VL - 11 SP - 12368 EP - 12377 PB - Institute of Electrical and Electronics Engineers CY - New York, NY ER - TY - CHAP A1 - Teichmann, Malte A1 - Lass, Sander A1 - Ullrich, André A1 - Gronau, Norbert ED - Weber, Kristin ED - Reinheimer, Stefan T1 - Modellfabriken als Enabler flexibler Lehr- und Lernsituationen für die Kompetenzentwicklung im Fabrikkontext BT - die Lernfabrik des Zentrums Industrie 4.0 Potsdam T2 - Faktor Mensch N2 - Dieses Kapitel diskutiert die Notwendigkeit einer stärkeren Praxisorientierung für die Schaffung konkreter Lehr- und Lernräume 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 Lösungen. 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 Lösung für die intendierte Bereitstellung flexibler Lehr- und Lernsituationen, sondern liefert ebenso Handlungsempfehlungen und Best-Practices für die erfolgreiche Kompetenzentwicklung. Insbesondere Praktiker profitieren von der Darstellung der Lernfabrik: aus dieser können sowohl betriebliche Weiterbildner als auch Geschäftsverantwortliche Implikationen für 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. KW - betriebliche Weiterbildung KW - Digitalisierung KW - Modellfabrik KW - Lehr-Lernsituationen KW - Industrie 4.0 KW - Zentrum Industrie 4.0 Y1 - 2022 SN - 978-3-658-34523-5 SN - 978-3-658-34524-2 U6 - https://doi.org/10.1007/978-3-658-34524-2_10 N1 - vollständig überarbeiteter und erweiterter Beitrag basierend auf dem Artikel „Herausforderungen und Handlungsempfehlungen betrieblicher Weiterbildungspraxis in Zeiten der Digitalisierung“ von Malte Teichmann, André Ullrich, Julian Wenz, Norbert Gronau, HMD Heft 333, Stefan Reinheimer, Kristin Weber (Hrsg.): Faktor Mensch, Juni 2020, S. 512–527. SP - 173 EP - 196 PB - Springer Fachmedien CY - Wiesbaden ER - TY - JOUR A1 - Teichmann, Malte A1 - Ullrich, André A1 - Bender, Benedict A1 - Gronau, Norbert T1 - Mobile IIoT-Technologien in hybriden Lernfabriken T1 - Using Mobile IIoT-Technologies in Hybrid Learning Factories BT - Szenariobasierte Entwicklung von Handlungskompetenz im Anwendungszentrum Industrie 4.0 BT - a Scenario-Based Development of Acting Capability in the Application Center Industry 4.0 JF - Industrie 4.0 Management N2 - Der Wandel zur automatisierten Produktion, die fortschreitende Digitalisierung der Wertschöpfungsprozesse sowie die stetige Implementierung von mobilen Industrial Internet of Things-Technologien (IIoT) in diese zur Unterstützung der Mitarbeiter stellen betriebliche Weiterbildung vor Herausforderungen. Komple-xere Anforderungen und veränderte Tätigkeitsprofile erfordern Handlungskom-petenzen bei Mitarbeitern im Sinne der Fähigkeit, in unbekannten Situationen auf Basis eigenen Könnens handlungsfähig zu bleiben. Jene sowie dafür notwendiges umfassendes Verständnis gegenüber digitalisierten Produktions-prozessen kann jedoch durch konventionelle Lehrmethoden nicht realisiert werden, da diese der erhöhten Anforderungskomplexität und den komplexen Rückkopplungen im Rahmen der Steuer- und Regelkreise nicht gerecht werden können. Diese Aspekte aufgreifend wird im Folgenden ein szenariobasierter Wei-terbildungsansatz für eine Lernfabrik vorgestellt, der insbesondere die Potenziale mobiler IIoT-Technologien zur Ausgestaltung dieser in den Blick nimmt. N2 - Recently, implementation procedures of automatic production, digitalization and Industrial Internet of Things technologies (IIoT) play an increasing role in industrial manufacturing processes. Subsequently, the competence requirements for employees change. These changes cannot be anticipated by traditional learning approaches. The following contribution faces this challenge and will show a new integrated learning factory approach which combines the application of new technologies with a flexible production environment. Thus establishing production surroundings that are familiar to the learner. The contribution demonstrates this approach using a quality control process in the context of logistics. KW - Mobile IIoT-Technologie KW - Lernszenario KW - Anwendungszentrum Industrie 4.0 KW - Lernfabrik KW - mobile IIoT-technologies KW - learning scenario KW - application center Industrie 4.0 KW - digital learning factory Y1 - 2018 U6 - https://doi.org/10.30844/I40M_18-3_S21-24 SN - 2364-9208 VL - 34 IS - 3 SP - 21 EP - 24 PB - GITO CY - Berlin ER - TY - GEN A1 - Gronau, Norbert A1 - Ullrich, André A1 - Teichmann, Malte T1 - Development of the industrial IoT competences in the areas of organization, process, and interaction based on the learning factory concept T2 - Procedia manufacturing N2 - 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. KW - Digital Learning Factory KW - Industrial IoT Competences KW - Student Training KW - Vocational Training Y1 - 2017 U6 - https://doi.org/10.1016/j.promfg.2017.04.029 SN - 2351-9789 VL - 9 SP - 254 EP - 261 PB - Elsevier CY - Amsterdam ER - TY - GEN A1 - Ullrich, Andre A1 - Enke, Judith A1 - Teichmann, Malte A1 - Kress, Antonio A1 - Gronau, Norbert T1 - Audit - and then what? BT - a roadmap for digitization of learning factories T2 - Procedia Manufacturing N2 - Current trends such as digital transformation, Internet of Things, or Industry 4.0 are challenging the majority of learning factories. Regardless of whether a conventional learning factory, a model factory, or a digital learning factory, traditional approaches such as the monotonous execution of specific instructions don‘t suffice the learner’s needs, market requirements as well as especially current technological developments. Contemporary teaching environments need a clear strategy, a road to follow for being able to successfully cope with the changes and develop towards digitized learning factories. This demand driven necessity of transformation leads to another obstacle: Assessing the status quo and developing and implementing adequate action plans. Within this paper, details of a maturity-based audit of the hybrid learning factory in the Research and Application Centre Industry 4.0 and a thereof derived roadmap for the digitization of a learning factory are presented. KW - Audit KW - Digitization KW - Learning Factory KW - Roadmap Y1 - 2019 U6 - https://doi.org/10.1016/j.promfg.2019.03.025 SN - 2351-9789 VL - 31 SP - 162 EP - 168 PB - Elsevier CY - Amsterdam ER - TY - GEN A1 - Teichmann, Malte A1 - Ullrich, Andre A1 - Gronau, Norbert T1 - Subject-oriented learning BT - a new perspective for vocational training in learning factories T2 - Procedia Manufacturing N2 - 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. KW - Subject-oriented learning KW - action problems KW - vocational training KW - learning factories Y1 - 2019 U6 - https://doi.org/10.1016/j.promfg.2019.03.012 SN - 2351-9789 VL - 31 SP - 72 EP - 78 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - Gonnermann, Jana A1 - Teichmann, Malte T1 - Influence of pre-experience on learning, usability and cognitive load in a virtual learning environment T2 - Americas conference on information systems N2 - 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. KW - immersion KW - virtual learning environments KW - learner characteristics KW - vocational training KW - cognitive load theory Y1 - 2023 UR - https://aisel.aisnet.org/amcis2023/sig_ed/sig_ed/25/ IS - 1871 PB - AIS CY - Atlanta ER - TY - JOUR A1 - Ullrich, André A1 - Teichmann, Malte A1 - Gronau, Norbert T1 - Fast trainable capabilities in software engineering-skill development in learning factories JF - Ji suan ji jiao yu = Computer Education / Qing hua da xue N2 - The increasing demand for software engineers cannot completely be fulfilled by university education and conventional training approaches due to limited capacities. Accordingly, an alternative approach is necessary where potential software engineers are being educated in software engineering skills using new methods. We suggest micro tasks combined with theoretical lessons to overcome existing skill deficits and acquire fast trainable capabilities. This paper addresses the gap between demand and supply of software engineers by introducing an actionoriented and scenario-based didactical approach, which enables non-computer scientists to code. Therein, the learning content is provided in small tasks and embedded in learning factory scenarios. Therefore, different requirements for software engineers from the market side and from an academic viewpoint are analyzed and synthesized into an integrated, yet condensed skills catalogue. This enables the development of training and education units that focus on the most important skills demanded on the market. To achieve this objective, individual learning scenarios are developed. Of course, proper basic skills in coding cannot be learned over night but software programming is also no sorcery. KW - learning factory KW - programming skills KW - software engineering KW - training Y1 - 2021 U6 - https://doi.org/10.16512/j.cnki.jsjjy.2020.12.002 SN - 1672-5913 IS - 12 SP - 2 EP - 10 PB - [Verlag nicht ermittelbar] CY - Bei jing shi ER - TY - CHAP A1 - Teichmann, Malte A1 - Busse, Jana A1 - Gonnermann, Jana A1 - Reimann, Daniela A1 - Ritterbusch, Georg David A1 - Langemeyer, Ines A1 - Gronau, Norbert ED - Nitsch, Verena ED - Brandl, Christopher ED - Häußling, Roger ED - Roth, Philip ED - Gries, Thomas ED - Schmenk, Bernhard T1 - Konzeption, Erstellung und Evaluation von VR-Räumen für die betriebliche Weiterbildung in KMU BT - Erfahrungen und Handlungsempfehlungen aus dem Forschungsprojekt API-KMU T2 - Digitalisierung der Arbeitswelt im Mittelstand 3 N2 - Der Beitrag adressiert die Erstellung von Virtual-Reality gestützten (Lehr- und Lern-) Räumen für 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 Ansätze zur Gestaltung digitaler Lehr- und Lernarrangements, die jedoch 1) oft Gefahr laufen, an den realen Bedürfnissen 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 könnten, äußerst rar. Der Beitrag setzt an dieser Stelle an: basierend auf zwei real existierenden betrieblichen Anwendungsfällen aus den Bereichen Natursteinbearbeitung sowie Einzel- und Sondermaschinenbau werden Herausforderungen und Lösungswege des Erstellungsprozesses von Virtual-Reality gestützten (Lehr- und Lern-)Räumen beschrieben. Ebenfalls werden basierend auf den gemachten Projekterfahrungen Handlungsempfehlungen für die gelingende Konzeption, Umsetzung und Evaluation dieser Räume formuliert. Betriebliche Beschäftigte 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 für weiterführende Forschungsvorhaben erhalten. Y1 - 2023 SN - 978-3-662-67023-1 SN - 978-3-662-67024-8 U6 - https://doi.org/10.1007/978-3-662-67024-8_5 SP - 155 EP - 204 PB - Springer Vieweg CY - Berlin ER - TY - CHAP A1 - Brandenburger, Bonny A1 - Teichmann, Malte T1 - Looking for participation BT - adapting participatory learning oriented-didactic design elements of FabLabs in learning factories T2 - 12th Conference on Learning Factories N2 - 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. KW - participatory learning KW - FabLabs KW - subject-oriented learning KW - analytical framework Y1 - 2022 UR - https://papers.ssrn.com/sol3/papers.cfm?abstract_id=4073886 SN - 1556-5068 SP - 1 EP - 6 PB - Social Science Electronic Publing CY - [Erscheinungsort nicht ermittelbar] ER -