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EMOOCs 2021
(2021)
From June 22 to June 24, 2021, Hasso Plattner Institute, Potsdam, hosted the seventh European MOOC Stakeholder Summit (EMOOCs 2021) together with the eighth ACM Learning@Scale Conference.
Due to the COVID-19 situation, the conference was held fully online.
The boost in digital education worldwide as a result of the pandemic was also one of the main topics of this year’s EMOOCs. All institutions of learning have been forced to transform and redesign their educational methods, moving from traditional models to hybrid or completely online models at scale. The learnings, derived from practical experience and research, have been explored in EMOOCs 2021 in six tracks and additional workshops, covering various aspects of this field. In this publication, we present papers from the conference’s Experience Track, the Policy Track, the Business Track, the International Track, and the Workshops.
In honour of Seymour Papert
(2018)
Forth is nice and flexible but to a philosopher and teacher educator Logo is the more impressing language. Both are relatives of Lisp, but Forth has a reverse Polish notation where as Logo has an infix notation. Logo allows top down programming, Forth only bottom up. Logo enables recursive programming, Forth does not. Logo includes turtle graphics, Forth has nothing comparable. So what to do if you can't get Logo and have no information about its inner architecture? This should be a case of "empirical modelling": How can you model observable results of the behaviour of Logo in terms of Forth? The main steps to solve this problem are shown in the first part of the paper.
The second part of the paper discusses the problem of modelling and shows that the modelling of making and the modelling of recognition have the same mathematical structure. So "empirical modelling" can also serve for modelling desired behaviour of technical systems.
The last part of the paper will show that the heuristic potential of a problem which should be modeled is more important than the programming language. The Picasso construal shows, in a very simple way, how children of different ages can model emotional relations in human behaviour with a simple Logo system.
The game itself?
(2020)
In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis.
The game itself?
(2020)
In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis.
A key problem in automatic annotation of historical corpora is inconsistent spelling. Because the spelling of some word forms can differ between texts, a language model trained on already annotated treebanks may fail to recognize known word forms due to differences in spelling. In the present work, we explore the feasibility of an unsupervised method for spelling-adjustment for the purpose of improved part of speech (POS) tagging. To this end, we present a method for spelling normalization based on weighted edit distances, which exploits within-text spelling variation. We then evaluate the improvement in taging accuracy resulting from between-texts spelling normalization in two tagging experiments on several Early New High German (ENHG) texts.