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Zukünftige Lehrkräfte auf den Umgang mit Heterogenität vorzubereiten, besonders im Primarschulbereich, ist ein Ziel der Lehrkräftebildung. Ein Ansatz dazu ist die Förderung diagnostischer Kompetenzen von Studierenden. E-Learning-Angebote bieten hierzu angesichts der Individualisierung von Lernprozessen sowie der Möglichkeiten einer Integration in bereits bestehende Seminare viele Vorteile. Im Rahmen der Qualitätsoffensive Lehrerbildung wurde daher ein Online-Training entwickelt, das die mathematische Diagnosekompetenz von Studierenden stärken soll. Das Training ist ein E-Learning-Angebot, das im Selbststudium durchlaufen werden kann und aus Lehrvideos, interaktiven Schüler:innenvideos und interaktiven Übungen besteht. An der Universität Potsdam wurde das Training bisher in drei Seminaren des Lehramtsstudiums für die Primarstufe integriert und evaluiert. Aus der Evaluation mittels Fragebögen ging hervor, dass von Studierenden und Lehrenden die Integration positiv bewertet wird.
Die differenzierte und individuelle Förderung der Leseflüssigkeit in heterogenen Gruppen erfordert ein hohes Maß an diagnostischer Kompetenz. Diese kann nicht allein durch die Vermittlung von Wissen gefördert werden, sondern muss zusätzlich durch praxisnahe Übungen sukzessive ausgebildet werden. Um die Diagnosekompetenz von Masterstudierenden der Grundschulpädagogik (Deutsch) an der Universität zu Potsdam zu fördern, wurde im Rahmen des Projekts PSI-Potsdam ein Seminar entwickelt und durchgeführt, das nach der Idee des Blended Learning mit digitalen Übungen angereichert ist und eine Förderung der Diagnosekompetenz über einen längeren Zeitraum gewährleisten soll. In dem Beitrag werden nach einer theoretischen Einführung sowie einer Darlegung der Relevanz des Seminarkonzepts für Lehrkräfte der Primarstufe Deutsch die Entwicklung und Einbettung der Übungstools im Seminar dargestellt sowie deren praktischer Einsatz diskutiert.
In an effort to describe and produce different formats for video instruction, the research community in technology-enhanced learning, and MOOC scholars in particular, have focused on the general style of video production: whether it is a digitally scripted “talk-and-chalk” or a “talking head” version of a learning unit. Since these production styles include various sub-elements, this paper deconstructs the inherited elements of video production in the context of educational live-streams. Using over 700 videos – both from synchronous and asynchronous modalities of large video-based platforms (YouTube and Twitch), 92 features were found in eight categories of video production. These include commonly analyzed features such as the use of green screen and a visible instructor, but also less studied features such as social media connections and changing camera perspective depending on the topic being covered. Overall, the research results enable an analysis of common video production styles and a toolbox for categorizing new formats – independent of their final (a)synchronous use in MOOCs. Keywords: video production, MOOC video styles, live-streaming.
The MOOChub is a joined web-based catalog of all relevant German and Austrian MOOC platforms that lists well over 750 Massive Open Online Courses (MOOCs). Automatically building such a catalog requires that all partners describe and publicly offer the metadata of their courses in the same way. The paper at hand presents the genesis of the idea to establish a common metadata standard and the story of its subsequent development. The result of this effort is, first, an open-licensed de-facto-standard, which is based on existing commonly used standards and second, a first prototypical platform that is using this standard: the MOOChub, which lists all courses of the involved partners. This catalog is searchable and provides a more comprehensive overview of basically all MOOCs that are offered by German and Austrian MOOC platforms. Finally, the upcoming developments to further optimize the catalog and the metadata standard are reported.
Many participants in Massive Open Online Courses are full-time employees seeking greater flexibility in their time commitment and the available learning paths. We recently addressed these requirements by splitting up our 6-week courses into three 2-week modules followed by a separate exam. Modularizing courses offers many advantages: Shorter modules are more sustainable and can be combined, reused, and incorporated into learning paths more easily. Time flexibility for learners is also improved as exams can now be offered multiple times per year, while the learning content is available independently. In this article, we answer the question of which impact this modularization has on key learning metrics, such as course completion rates, learning success, and no-show rates. Furthermore, we investigate the influence of longer breaks between modules on these metrics. According to our analysis, course modules facilitate more selective learning behaviors that encourage learners to focus on topics they are the most interested in. At the same time, participation in overarching exams across all modules seems to be less appealing compared to an integrated exam of a 6-week course. While breaks between the modules increase the distinctive appearance of individual modules, a break before the final exam further reduces initial interest in the exams. We further reveal that participation in self-paced courses as a preparation for the final exam is unlikely to attract new learners to the course offerings, even though learners' performance is comparable to instructor-paced courses. The results of our long-term study on course modularization provide a solid foundation for future research and enable educators to make informed decisions about the design of their courses.
In response to the impending spread of COVID-19, universities worldwide abruptly stopped face-to-face teaching and switched to technology-mediated teaching. As a result, the use of technology in the learning processes of students of different disciplines became essential and the only way to teach, communicate and collaborate for months. In this crisis context, we conducted a longitudinal study in four German universities, in which we collected a total of 875 responses from students of information systems and music and arts at four points in time during the spring–summer 2020 semester. Our study focused on (1) the students’ acceptance of technology-mediated learning, (2) any change in this acceptance during the semester and (3) the differences in acceptance between the two disciplines. We applied the Technology Acceptance Model and were able to validate it for the extreme situation of the COVID-19 pandemic. We extended the model with three new variables (time flexibility, learning flexibility and social isolation) that influenced the construct of perceived usefulness. Furthermore, we detected differences between the disciplines and over time. In this paper, we present and discuss our study’s results and derive short- and long-term implications for science and practice.
Ob Online-Kurse, videobasierte Lehrangebote, mobile Applikationen, eigenentwickelte oder kommerzielle Web 2.0-Anwendungen, die Fülle digitaler Unterstützungsangebote ist kaum zu überblicken. Dabei bieten mobile Endgeräte, Web-Anwendungen und Apps Chancen Lehre, Studium und Forschung maßgeblich neu zu gestalten. Im Beitrag wird ein Beschreibungsrahmen für die mediendidaktische Ausgestaltung von Lehr-, Lern- und Forschungsarrangements vorgestellt, der die technischen Gesichtspunkte hervorhebt. Anschließend werden unterschiedliche Nutzungsszenarien unter Einbeziehung digitaler Medien skizziert. Diese werden als Ausgangspunkt genommen um das Konzept einer Systemarchitektur vorzustellen, die es zum einen ermöglicht beliebige Applikationen automatisiert bereit zu stellen und zum anderen die anfallenden Nutzendendaten plattformübergreifend zu aggregieren und für eine Ausgestaltung virtueller Lehr- und Lernräumen zu nutzen.
Students beginning their studies at university face manifold problems such as orientation in a new environment and organizing their courses. This article presents the implementation and successful empirical evaluation of the pervasive browser-based educational game "FreshUP", which aims at helping to overcome the initial difficulties of freshmen. In contrast to a conventional scavenger hunt, mobile pervasive games like FreshUP, bridging in-game and real world activities, have the potential to provide help in a motivating manner using new technology which is currently becoming more and more common. (C) 2013 Elsevier B.V. All rights reserved.