TY - JOUR A1 - Theeraroungchaisri, Anuchai A1 - Thammetar, Thapanee A1 - Duangchinda, Vorasuang A1 - Khlaisang, Jintavee ED - Meinel, Christoph ED - Schweiger, Stefanie ED - Staubitz, Thomas ED - Conrad, Robert ED - Alario Hoyos, Carlos ED - Ebner, Martin ED - Sancassani, Susanna ED - Żur, Agnieszka ED - Friedl, Christian ED - Halawa, Sherif ED - Gamage, Dilrukshi ED - Scott, Jeffrey ED - Kristine Jonson Carlon, May ED - Deville, Yves ED - Gaebel, Michael ED - Delgado Kloos, Carlos ED - von Schmieden, Karen T1 - Thai MOOC academy BT - extending the platform towards a sandbox for the National Credit Bank System in Thailand JF - EMOOCs 2023 : Post-Covid Prospects for Massive Open Online Courses - Boost or Backlash? N2 - Thai MOOC Academy is a national digital learning platform that has been serving as a mechanism for promoting lifelong learning in Thailand since 2017. It has recently undergone significant improvements and upgrades, including the implementation of a credit bank system and a learner’s eportfolio system interconnected with the platform. Thai MOOC Academy is introducing a national credit bank system for accreditation and management, which allows for the transfer of expected learning outcomes and educational qualifications between formal education, non-formal education, and informal education. The credit bank system has five distinct features, including issuing forgery-prevented certificates, recording learning results, transferring external credits within the same wallet, accumulating learning results, and creating a QR code for verification purposes. The paper discusses the features and future potential of Thai MOOC Academy, as it is extended towards a sandbox for the national credit bank system in Thailand. KW - Digitale Bildung KW - Kursdesign KW - MOOC KW - Micro Degree KW - Online-Lehre KW - Onlinekurs KW - Onlinekurs-Produktion KW - digital education KW - e-learning KW - micro degree KW - micro-credential KW - online course creation KW - online course design KW - online teaching Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-624212 SP - 163 EP - 169 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - JOUR A1 - Kennedy, Eileen A1 - Laurillard, Diana A1 - Zeitoun, Samar ED - Meinel, Christoph ED - Schweiger, Stefanie ED - Staubitz, Thomas ED - Conrad, Robert ED - Alario Hoyos, Carlos ED - Ebner, Martin ED - Sancassani, Susanna ED - Żur, Agnieszka ED - Friedl, Christian ED - Halawa, Sherif ED - Gamage, Dilrukshi ED - Scott, Jeffrey ED - Kristine Jonson Carlon, May ED - Deville, Yves ED - Gaebel, Michael ED - Delgado Kloos, Carlos ED - von Schmieden, Karen T1 - The Comooc model for global professional collaboration on sustainability JF - EMOOCs 2023 : Post-Covid Prospects for Massive Open Online Courses - Boost or Backlash? N2 - This paper presents a new design for MOOCs for professional development of skills needed to meet the UN Sustainable Development Goals – the CoMOOC or Co-designed Massive Open Online Collaboration. The CoMOOC model is based on co-design with multiple stakeholders including end-users within the professional communities the CoMOOC aims to reach. This paper shows how the CoMOOC model could help the tertiary sector deliver on the UN Sustainable Development Goals (UNSDGs) – including but not limited to SDG 4 Education – by providing a more effective vehicle for professional development at a scale that the UNSDGs require. Interviews with professionals using MOOCs, and design-based research with professionals have informed the development of the Co-MOOC model. This research shows that open, online, collaborative learning experiences are highly effective for building professional community knowledge. Moreover, this research shows that the collaborative learning design at the heart of the CoMOOC model is feasible cross-platform Research with teachers working in crisis contexts in Lebanon, many of whom were refugees, will be presented to show how this form of large scale, co-designed, online learning can support professionals, even in the most challenging contexts, such as mass displacement, where expertise is urgently required. KW - Digitale Bildung KW - Kursdesign KW - MOOC KW - Micro Degree KW - Online-Lehre KW - Onlinekurs KW - Onlinekurs-Produktion KW - digital education KW - e-learning KW - micro degree KW - micro-credential KW - online course creation KW - online course design KW - online teaching Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-624803 SP - 291 EP - 303 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - JOUR A1 - Trilla, Irene A1 - Drimalla, Hanna A1 - Bajbouj, Malek A1 - Dziobek, Isabel T1 - The influence of reward on facial mimicry BT - no evidence for a significant effect of oxytocin JF - Frontiers in behavioral neuroscience N2 - Recent findings suggest a role of oxytocin on the tendency to spontaneously mimic the emotional facial expressions of others. Oxytocin-related increases of facial mimicry, however, seem to be dependent on contextual factors. Given previous literature showing that people preferentially mimic emotional expressions of individuals associated with high (vs. low) rewards, we examined whether the reward value of the mimicked agent is one factor influencing the oxytocin effects on facial mimicry. To test this hypothesis, 60 male adults received 24 IU of either intranasal oxytocin or placebo in a double-blind, between-subject experiment. Next, the value of male neutral faces was manipulated using an associative learning task with monetary rewards. After the reward associations were learned, participants watched videos of the same faces displaying happy and angry expressions. Facial reactions to the emotional expressions were measured with electromyography. We found that participants judged as more pleasant the face identities associated with high reward values than with low reward values. However, happy expressions by low rewarding faces were more spontaneously mimicked than high rewarding faces. Contrary to our expectations, we did not find a significant direct effect of intranasal oxytocin on facial mimicry, nor on the reward-driven modulation of mimicry. Our results support the notion that mimicry is a complex process that depends on contextual factors, but failed to provide conclusive evidence of a role of oxytocin on the modulation of facial mimicry. KW - oxytocin KW - facial mimicry KW - reward KW - EMG KW - social modulation KW - null results Y1 - 2020 U6 - https://doi.org/10.3389/fnbeh.2020.00088 SN - 1662-5153 VL - 14 PB - Frontiers Media CY - Lausanne ER - TY - JOUR A1 - Maldonado-Mahauad, Jorge A1 - Valdiviezo, Javier A1 - Carvallo, Juan Pablo A1 - Samaniego-Erazo, Nicolay T1 - The MOOC-CEDIA Observatory BT - Study of the Current Situation of MOOCs and Recommendations To Improve Their Adoption in Ecuadorian Universities JF - EMOOCs 2021 N2 - In the last few years, an important amount of Massive Open Online Courses (MOOCS) has been made available to the worldwide community, mainly by European and North American universities (i.e. United States). Since its emergence, the adoption of these educational resources has been widely studied by several research groups and universities with the aim of understanding their evolution and impact in educational models, through the time. In the case of Latin America, data from the MOOC-UC Observatory (updated until 2018) shows that, the adoption of these courses by universities in the region has been slow and heterogeneous. In the specific case of Ecuador, although some data is available, there is lack of information regarding the construction, publication and/or adoption of such courses by universities in the country. Moreover, there are not updated studies designed to identify and analyze the barriers and factors affecting the adoption of MOOCs in the country. The aim of this work is to present the MOOC-CEDIA Observatory, a web platform that offers interactive visualizations on the adoption of MOOCs in Ecuador. The main results of the study show that: (1) until 2020 there have been 99 MOOCs in Ecuador, (2) the domains of MOOCs are mostly related to applied sciences, social sciences and natural sciences, with the humanities being the least covered, (3) Open edX and Moodle are the most widely used platforms to deploy such courses. It is expected that the conclusions drawn from this analysis, will allow the design of recommendations aimed to promote the creation and use of quality MOOCs in Ecuador and help institutions to chart the route for their adoption, both for internal use by their community but also by society in general. Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-517153 SN - 978-3-86956-512-5 VL - 2021 SP - 143 EP - 158 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - JOUR A1 - Hagedorn, Christiane A1 - Serth, Sebastian A1 - Meinel, Christoph T1 - The mysterious adventures of Detective Duke BT - how storified programming MOOCs support learners in achieving their learning goals JF - Frontiers in education N2 - About 15 years ago, the first Massive Open Online Courses (MOOCs) appeared and revolutionized online education with more interactive and engaging course designs. Yet, keeping learners motivated and ensuring high satisfaction is one of the challenges today's course designers face. Therefore, many MOOC providers employed gamification elements that only boost extrinsic motivation briefly and are limited to platform support. In this article, we introduce and evaluate a gameful learning design we used in several iterations on computer science education courses. For each of the courses on the fundamentals of the Java programming language, we developed a self-contained, continuous story that accompanies learners through their learning journey and helps visualize key concepts. Furthermore, we share our approach to creating the surrounding story in our MOOCs and provide a guideline for educators to develop their own stories. Our data and the long-term evaluation spanning over four Java courses between 2017 and 2021 indicates the openness of learners toward storified programming courses in general and highlights those elements that had the highest impact. While only a few learners did not like the story at all, most learners consumed the additional story elements we provided. However, learners' interest in influencing the story through majority voting was negligible and did not show a considerable positive impact, so we continued with a fixed story instead. We did not find evidence that learners just participated in the narrative because they worked on all materials. Instead, for 10-16% of learners, the story was their main course motivation. We also investigated differences in the presentation format and concluded that several longer audio-book style videos were most preferred by learners in comparison to animated videos or different textual formats. Surprisingly, the availability of a coherent story embedding examples and providing a context for the practical programming exercises also led to a slightly higher ranking in the perceived quality of the learning material (by 4%). With our research in the context of storified MOOCs, we advance gameful learning designs, foster learner engagement and satisfaction in online courses, and help educators ease knowledge transfer for their learners. KW - gameful learning KW - storytelling KW - programming KW - learner engagement KW - course design KW - MOOCs KW - content gamification KW - narrative Y1 - 2023 U6 - https://doi.org/10.3389/feduc.2022.1016401 SN - 2504-284X VL - 7 PB - Frontiers Media CY - Lausanne ER - TY - JOUR A1 - Casiraghi, Daniela A1 - Sancassani, Susanna A1 - Brambilla, Federica T1 - The Role of MOOCs in the New Educational Scenario BT - An Integrated Strategy for Faculty Development JF - EMOOCs 2021 N2 - The COVID-19 pandemic emergency has forced a profound reshape of our lives. Our way of working and studying has been disrupted with the result of an acceleration of the shift to the digital world. To properly adapt to this change, we need to outline and implement new urgent strategies and approaches which put learning at the center, supporting workers and students to further develop “future proof” skills. In the last period, universities and educational institutions have demonstrated that they can play an important role in this context, also leveraging on the potential of Massive Open Online Courses (MOOCs) which proved to be an important vehicle of flexibility and adaptation in a general context characterised by several constraints. From March 2020 till now, we have witnessed an exponential growth of MOOCs enrollments numbers, with “traditional” students interested in different topics not necessarily integrated to their curricular studies. To support students and faculty development during the spreading of the pandemic, Politecnico di Milano focused on one main dimension: faculty development for a better integration of digital tools and contents in the e-learning experience. The current discussion focuses on how to improve the integration of MOOCs in the in-presence activities to create meaningful learning and teaching experiences, thereby leveraging blended learning approaches to engage both students and external stakeholders to equip them with future job relevance skills. Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-517315 SN - 978-3-86956-512-5 VL - 2021 SP - 271 EP - 274 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - BOOK A1 - Klinke, Paula A1 - Verhoeven, Silvan A1 - Roth, Felix A1 - Hagemann, Linus A1 - Alnawa, Tarik A1 - Lincke, Jens A1 - Rein, Patrick A1 - Hirschfeld, Robert T1 - Tool support for collaborative creation of interactive storytelling media N2 - Scrollytellings are an innovative form of web content. Combining the benefits of books, images, movies, and video games, they are a tool to tell compelling stories and provide excellent learning opportunities. Due to their multi-modality, creating high-quality scrollytellings is not an easy task. Different professions, such as content designers, graphics designers, and developers, need to collaborate to get the best out of the possibilities the scrollytelling format provides. Collaboration unlocks great potential. However, content designers cannot create scrollytellings directly and always need to consult with developers to implement their vision. This can result in misunderstandings. Often, the resulting scrollytelling will not match the designer’s vision sufficiently, causing unnecessary iterations. Our project partner Typeshift specializes in the creation of individualized scrollytellings for their clients. Examined existing solutions for authoring interactive content are not optimally suited for creating highly customized scrollytellings while still being able to manipulate all their elements programmatically. Based on their experience and expertise, we developed an editor to author scrollytellings in the lively.next live-programming environment. In this environment, a graphical user interface for content design is combined with powerful possibilities for programming behavior with the morphic system. The editor allows content designers to take on large parts of the creation process of scrollytellings on their own, such as creating the visible elements, animating content, and fine-tuning the scrollytelling. Hence, developers can focus on interactive elements such as simulations and games. Together with Typeshift, we evaluated the tool by recreating an existing scrollytelling and identified possible future enhancements. Our editor streamlines the creation process of scrollytellings. Content designers and developers can now both work on the same scrollytelling. Due to the editor inside of the lively.next environment, they can both work with a set of tools familiar to them and their traits. Thus, we mitigate unnecessary iterations and misunderstandings by enabling content designers to realize large parts of their vision of a scrollytelling on their own. Developers can add advanced and individual behavior. Thus, developers and content designers benefit from a clearer distribution of tasks while keeping the benefits of collaboration. N2 - Scrollytellings sind innovative Webinhalte. Indem sie die Vorteile von Büchern, Bildern, Filmen und Videospielen vereinen, sind sie ein Werkzeug um Geschichten fesselnd zu erzählen und Lehrinhalte besonders effektiv zu vermitteln. Die Erstellung von Scrollytellings ist aufgrund ihrer Multimodalität keine einfache Aufgabe. Verschiedene Berufszweige wie Content-Designer:innen, Grafikdesigner:innen und Entwickler:innen müssen zusammenarbeiten, um das volle Potential des Scrollytelingformats auszuschöpfen. Jedoch können ContentDesigner:innen Scrollytellings nicht direkt selbst erstellen, sondern müssen ihre Vision stets gemeinsam mit Entwickler:innen umsetzen. Dabei können unnötige Iterationen über das Scrollytelling auftreten, wenn dieses den Visionen der Content-Designer:innen noch nicht entspricht. Außerdem können Missverständnisse entstehen. Unser Projektpartner Typeshift hat sich auf die Erstellung von, für seine Kund:innen individualisierten, Scrollytellings spezialisiert. Aufbauend auf Typeshifts Erfahrungen und Expertise haben wir einen Editor entwickelt, um Scrollytellings in der Live-Programmierumgebung lively.next zu erstellen. In lively.next wird eine graphische Oberfläche für die Erstellung von Inhalten mit weitreichenden Möglichkeiten zur Programmierung von Verhalten durch das Morphic-System kombiniert. Der Editor erlaubt es Content-Designer:innen eigenständig große Teile des Erstellungsprozesses von Scrollytellings durchzuführen, zum Beispiel das Erzeugen visueller Elemente, deren Animation sowie die Feinjustierung des gesamten Scrollytellings. So können Entwickler:innen sich auf die Erstellung von komplexen interaktiven Elementen, wie Simulationen oder Spiele, konzentrieren. Zusammen mit Typeshift haben wir die Nutzbarkeit unseres Editors durch die Nachbildung eines bereits existierenden Scrollytellings evaluiert und mögliche Verbesserungen identifiziert. Unser Editor vereinfacht den Erstellungsprozess von Scrollytellings. Content Designer:innen und Entwickler:innen können jetzt beide an demselben Scrollytelling arbeiten. Durch den Editor, der in lively.next integriert ist, können beide Parteien mit den ihnen bekannten und vertrauten Werkzeugen arbeiten. Durch den Editor verringern wir unnötige Iterationen und Missverständnisse und erlauben Content-Designer:innen große Teile ihrer Vision eines Scrollytellings eigenständig umzusetzen. Entwickler:innen können zusätzliches, individuelles Verhalten hinzufügen. So profitieren Entwickler:innen und Content-Designer:innen von einer besseren Aufgabenteilung, während die Vorteile von Zusammenarbeit bestehen bleiben. T3 - Technische Berichte des Hasso-Plattner-Instituts für Digital Engineering an der Universität Potsdam - 141 KW - scrollytelling KW - interactive media KW - web-based development KW - Lively Kernel KW - Scrollytelling KW - interaktive Medien KW - webbasierte Entwicklung KW - Lively Kernel Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-518570 SN - 978-3-86956-521-7 SN - 1613-5652 SN - 2191-1665 IS - 141 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - JOUR A1 - Marx, Susanne A1 - Freundlich, Heidi A1 - Klotz, Michael A1 - Kylänen, Mika A1 - Niedoszytko, Grazyna A1 - Swacha, Jakub A1 - Vollerthum, Anne T1 - Towards an Online Learning Community on Digitalization in Tourism JF - EMOOCs 2021 N2 - Information technology and digital solutions as enablers in the tourism sector require continuous development of skills, as digital transformation is characterized by fast change, complexity and uncertainty. This research investigates how a cMOOC concept could support the tourism industry. A consortium of three universities, a tourism association, and a tourist attraction investigates online learning needs and habits of tourism industry stakeholders in the field of digitalization in a cross-border study in the Baltic Sea region. The multi-national survey (n = 244) reveals a high interest in participating in an online learning community, with two-thirds of respondents seeing opportunities to contributing to such community apart from consuming knowledge. The paper demonstrates preferred ways of learning, motivational and hampering aspects as well as types of possible contributions. Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-515986 SN - 978-3-86956-512-5 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - JOUR A1 - Bethge, Joseph A1 - Serth, Sebastian A1 - Staubitz, Thomas A1 - Wuttke, Tobias A1 - Nordemann, Oliver A1 - Das, Partha-Pratim A1 - Meinel, Christoph T1 - TransPipe BT - A Pipeline for Automated Transcription and Translation of Videos JF - EMOOCs 2021 N2 - Online learning environments, such as Massive Open Online Courses (MOOCs), often rely on videos as a major component to convey knowledge. However, these videos exclude potential participants who do not understand the lecturer’s language, regardless of whether that is due to language unfamiliarity or aural handicaps. Subtitles and/or interactive transcripts solve this issue, ease navigation based on the content, and enable indexing and retrieval by search engines. Although there are several automated speech-to-text converters and translation tools, their quality varies and the process of integrating them can be quite tedious. Thus, in practice, many videos on MOOC platforms only receive subtitles after the course is already finished (if at all) due to a lack of resources. This work describes an approach to tackle this issue by providing a dedicated tool, which is closing this gap between MOOC platforms and transcription and translation tools and offering a simple workflow that can easily be handled by users with a less technical background. The proposed method is designed and evaluated by qualitative interviews with three major MOOC providers. Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-516943 VL - 2021 SP - 79 EP - 94 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - BOOK A1 - Barkowsky, Matthias A1 - Giese, Holger T1 - Triple graph grammars for multi-version models N2 - Like conventional software projects, projects in model-driven software engineering require adequate management of multiple versions of development artifacts, importantly allowing living with temporary inconsistencies. In the case of model-driven software engineering, employed versioning approaches also have to handle situations where different artifacts, that is, different models, are linked via automatic model transformations. In this report, we propose a technique for jointly handling the transformation of multiple versions of a source model into corresponding versions of a target model, which enables the use of a more compact representation that may afford improved execution time of both the transformation and further analysis operations. Our approach is based on the well-known formalism of triple graph grammars and a previously introduced encoding of model version histories called multi-version models. In addition to showing the correctness of our approach with respect to the standard semantics of triple graph grammars, we conduct an empirical evaluation that demonstrates the potential benefit regarding execution time performance. N2 - Ähnlich zu konventionellen Softwareprojekten erfordern Projekte im Bereich der modellgetriebenen Softwareentwicklung eine adäquate Verwaltung mehrerer Versionen von Entwicklungsartefakten. Eine solche Versionsverwaltung muss es insbesondere ermöglichen, zeitweise mit Inkonsistenzen zu leben. Im Fall der modellgetriebenen Softwareentwicklung muss ein verwendeter Ansatz zusätzlich mit Situationen umgehen können, in denen verschiedene Entwicklungsartefakte, das heißt verschiedene Modelle, durch automatische Modelltransformationen verknüpft sind. In diesem Bericht schlagen wir eine Technik für die integrierte Transformation mehrerer Versionen eines Quellmodells in entsprechende Versionen eines Zielmodells vor. Dies ermöglicht die Verwendung einer kompakteren Repräsentation der Modelle, was zu verbesserten Laufzeiteigenschaften der Transformation und weiterführender Operationen führen kann. Unser Ansatz basiert auf dem bekannten Formalismus der Tripel-Graph-Grammatiken und einer in früheren Arbeiten eingeführten Kodierung von Versionshistorien von Modellen. Neben einem Beweis der Korrektheit des Ansatzes in Bezug auf die standardmäßige Semantik von Tripel-Graph-Grammatiken führen wir eine empirische Evaluierung durch, die den potenziellen Performancevorteil der Technik demonstriert. T3 - Technische Berichte des Hasso-Plattner-Instituts für Digital Engineering an der Universität Potsdam - 155 KW - triple graph grammars KW - multi-version models KW - Tripel-Graph-Grammatiken KW - Modelle mit mehreren Versionen Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-573994 SN - 978-3-86956-556-9 SN - 1613-5652 SN - 2191-1665 IS - 155 SP - 28 EP - 28 ER -