Refine
Year of publication
Document Type
- Article (9)
- Part of a Book (7)
- Conference Proceeding (5)
- Postprint (1)
- Preprint (1)
Is part of the Bibliography
- yes (23)
Keywords
- E-Learning (3)
- E-learning (2)
- IT-Infrastruktur (2)
- education (2)
- higher education (2)
- policy evaluation (2)
- teacher training (2)
- virtual mobility (2)
- AODV (1)
- Ad hoc routing (1)
- Adaptivity (1)
- Apps (1)
- Augmentation (1)
- Barcode (1)
- Bildung (1)
- Campus (1)
- Chipkarten (1)
- Computer Science Education (1)
- Context awareness (1)
- Contextualized learning (1)
- Digitale Medien (1)
- E-Portfolio (1)
- E-teaching (1)
- Educational game (1)
- Evaluation (1)
- Forschungsdatenmanagement (1)
- Framework (1)
- Freshmen (1)
- Hochschul-Apps (1)
- Hybrid App (1)
- ICT (1)
- Informatics (1)
- Informatik (1)
- Informatikdidaktik (1)
- Innovation (1)
- Interface design (1)
- Key Competencies (1)
- Learning Analytics (1)
- Life-Long Learning (1)
- Location awareness (1)
- Massenklausuren (1)
- Mobile App (1)
- Mobile Campus Application (1)
- Mobile Learning (1)
- Mobile application (1)
- Mobile devices (1)
- Mobile learning (1)
- NFC (1)
- NUI (1)
- Partizipation (1)
- Personal Learning Environment (1)
- Personalization (1)
- Persönliche Lernumgebung (1)
- Pervasive computing (1)
- Pervasive game (1)
- Pervasive learning (1)
- Prüfungsoptimierung (1)
- SAMR (1)
- SOA (1)
- Schlüsselkompetenzen (1)
- Seamless learning (1)
- Service-oriented Architecture (1)
- Service-oriented architecture (1)
- Strategie (1)
- TPACK (1)
- Ubiquitous learning (1)
- University Service Bus (1)
- Webanwendung (1)
- e-learning (1)
- governance (1)
- information and communication technologies (1)
- lebenslanges Lernen (1)
- mobile Applikationen (1)
- paper prototyping (1)
- platform (1)
- policy making (1)
- regulation (1)
Institute
- Institut für Informatik und Computational Science (23) (remove)
The educational sector currently faces a massive digital transformation with various digital offerings entering the market. To provide some orientation in this transforming space, a national digital education platform (NDEP) is under development in Germany as part of a nationwide flagship project. On the one hand, in efficiently connecting the relevant stakeholders to each other and to value-adding education-related offerings, various benefits emerge. On the other hand, monopolising the educational sector and influencing the respective market through a state-controlled platform bears potential regulatory risks from misuse of power by the platform to malpractice by the users. Against this background, we aim to identify and systematise these potential drawbacks prior to the platform’s actual development and implementation. We pursue a qualitative, interpretivist approach for policy analysis, based on ten elite interviews and two workshops. Our results are threefold: (1) We capture the consolidated NDEP architecture; (2) We categorise the range of relevant functions and value propositions of the NDEP; (3) We derive 23 regulatory areas of conflict across the three building blocks that result from the potential ecosystem and function scope configurations of the NDEP. As a contribution to research, we shed new interdisciplinary light on the governance and infrastructure of public-private platforms that enable innovation and collaboration while integrating respective market segments. As a contribution to practice, we provide clear guidance for policy-makers in strategizing the development and governance of and through national digital platforms in education.
The highly structured nature of the educational sector demands effective policy mechanisms close to the needs of the field. That is why evidence-based policy making, endorsed by the European Commission under Erasmus+ Key Action 3, aims to make an alignment between the domains of policy and practice. Against this background, this article addresses two issues: First, that there is a vertical gap in the translation of higher-level policies to local strategies and regulations. Second, that there is a horizontal gap between educational domains regarding the policy awareness of individual players. This was analyzed in quantitative and qualitative studies with domain experts from the fields of virtual mobility and teacher training. From our findings, we argue that the combination of both gaps puts the academic bridge from secondary to tertiary education at risk, including the associated knowledge proficiency levels. We discuss the role of digitalization in the academic bridge by asking the question: which value does the involved stakeholders expect from educational policies? As a theoretical basis, we rely on the model of value co-creation for and by stakeholders. We describe the used instruments along with the obtained results and proposed benefits. Moreover, we reflect on the methodology applied, and we finally derive recommendations for future academic bridge policies.
The highly structured nature of the educational sector demands effective policy mechanisms close to the needs of the field. That is why evidence-based policy making, endorsed by the European Commission under Erasmus+ Key Action 3, aims to make an alignment between the domains of policy and practice. Against this background, this article addresses two issues: First, that there is a vertical gap in the translation of higher-level policies to local strategies and regulations. Second, that there is a horizontal gap between educational domains regarding the policy awareness of individual players. This was analyzed in quantitative and qualitative studies with domain experts from the fields of virtual mobility and teacher training. From our findings, we argue that the combination of both gaps puts the academic bridge from secondary to tertiary education at risk, including the associated knowledge proficiency levels. We discuss the role of digitalization in the academic bridge by asking the question: which value does the involved stakeholders expect from educational policies? As a theoretical basis, we rely on the model of value co-creation for and by stakeholders. We describe the used instruments along with the obtained results and proposed benefits. Moreover, we reflect on the methodology applied, and we finally derive recommendations for future academic bridge policies.
Mit der Covid-19-Pandemie hat die Digitalisierung an Hochschulen weitere Bedeutung erlangt. Insbesondere dem Einsatz digitaler Medien in Lehre und Studium galt großes Augenmerk. Das legt die Hoffnung nahe, dass die Digitalisierung durch das Virus einen Schub erfahren und die Hochschulen dauerhaft verändert hat. Der Beitrag geht am Beispiel der Universität Potsdam der Frage nach, welcher Natur diese Veränderungen waren – ausgehend sowohl von den unternommenen Maßnahmen als auch von den erzielten Resultaten – und inwiefern sie von Dauer sind. Dabei werden förderliche und hemmende Faktoren identifiziert, die in Empfehlungen für weitere Digitalisierungsvorhaben übersetzt werden.
Die Setzung strategischer Ziele sowie die Zuordnung und Umsetzung dazugehörender Maßnahmen sind ein wesentliches Element, um die Innovationsfähigkeit von Organisationen zu erhalten. In den vergangenen Jahren ist auch an Hochschulen die Strategiebildung deutlich vorangetrieben worden. Dies betrifft verschiedene Handlungsfelder, und es werden verschiedene Ansätze verfolgt. Der vorliegende Beitrag greift am Beispiel der Universität Potsdam drei in den vergangenen Jahren adressierte Strategiebereiche heraus: IT, E-Learning und Forschungsdaten. Die damit verbundenen Prozesse waren in unterschiedlichem Maß von Partizipation geprägt. Die gesammelten Erfahrungen werden reflektiert, und es werden Empfehlungen für Strategieentwicklungsprozesse abgeleitet.
Das größte der fächerübergreifenden Projekte im Potsdamer Projekt Qualitätspakt Lehre hatte die flächendeckende Etablierung von digitalen Medien als einen integralen Bestandteil von Lehre und Studium zum Gegenstand. Im Teilprojekt E-Learning in Studienbereichen (eLiS) wurden dafür Maßnahmen in den Feldern Organisations-, technische und Inhaltsentwicklung zusammengeführt. Der vorliegende Beitrag präsentiert auf Basis von Ausgangslage und Zielsetzungen die Ergebnisse rund um die Digitalisierung von Lehre und Studium an der Universität Potsdam. Exemplarisch werden fünf Dienste näher vorgestellt, die inzwischen größtenteils in den Regelbetrieb der Hochschule übergegangen sind: die Videoplattform Media.UP, die mobile App Reflect.UP, die persönliche Lernumgebung Campus. UP, das Self-Service-Portal Cook.UP und das Anzeigesystem Freiraum.UP. Dabei wird jeweils ein technischer Blick „unter die Haube“ verbunden mit einer Erläuterung der Nutzungsmöglichkeiten, denen eine aktuelle Einschätzung von Lehrenden und Studierenden der Hochschule gegenübergestellt wird. Der Beitrag schließt mit einer Einbettung der vorgestellten Entwicklungen in einen größeren Kontext und einem Ausblick auf die weiterhin anstehenden Aufgaben.
Mobile Endgeräte und Applikationen (Apps) sind dank vielfältiger Kommunikations-, Informations- und Assistenzfunktionen zu einem unverzichtbaren Bestandteil unseres täglichen Lebens geworden. Inzwischen hat sich insbesondere im Hochschulumfeld eine bunte Vielfalt an mobilen Unterstützungsangeboten etabliert, beginnend bei zentral angebotenen Uni-Apps bis hin zu unterschiedlichen Apps zur Ausgestaltung einzelner Lehrveranstaltungen oder individueller Lehr- und Lernszenarien. Angesichts der großen Aufwände zur Entwicklung, Distribution und Pflege mobiler Anwendungen ist ein Einsatz für eine möglichst große Zielgruppe wünschenswert. Dies kann jedoch mit dem Charakter mobiler Endgeräte als persönliche, individualisierte Assistenten kollidieren.
In diesem Beitrag werden entlang dieses Spektrums zwischen (fach-)spezifischen Einzellösungen und breiten Allroundern verschiedene mobile Unterstützungsangebote aus dem Hochschulbereich vorgestellt, hinsichtlich ihres Einsatzes kontextuell eingeordnet und systematisiert. Dies umfasst mobile Anwendungen, die allgemeine organisatorische Aspekte des Studiums, bestimmte Felder wie die Studieneingangsphase oder die konkrete Begleitung hybrider Lernszenarien fokussieren. Es schließt sich eine App-Auswahl an, die fachspezifischen Aspekten Rechnung trägt und in denen Inhalte in Form von Serious Games, Simulationen und Inhaltsmodulen aufbereitet sind. Neben Lehre und Studium wird auch die Forschung in den Fokus gerückt, wo Apps gleichermaßen als Forschungsgegenstand und Datenerhebungsinstrument wirken. Aus der Fülle dieser Entwicklungen resultiert eine App-Vielfalt, die verschiedene Herausforderungen aufwirft. Der Beitrag stellt die spezifischen Herausforderungen zusammen und spricht Empfehlungen aus. Dabei werden sowohl organisatorische, inhaltliche und technische Fragestellungen thematisiert als auch rechtliche Gesichtspunkte bezüglich Datenschutz und Copyright tangiert.
The ongoing digitalization leads to a need of continuous change of ICT (Information and Communi-cation Technology) in all university domains and therefore affects all stakeholders in this arena. More and more ICT components, systems and tools occur and have to be integrated into the existing processes and infrastructure of the institutions. These tasks include the transfer of resources and information across multiple ICT systems. By using so-called virtual environments for domains of re-search, education, learning and work, the performance of daily tasks can be aided. Based on a user requirement analysis different short- and long-term objectives were identified and are tackled now in the context of a federal research project. In order to be prepared for the ongoing digitalization, new systems have to be provided. Both, a service-oriented infrastructure and a related web-based virtual learning environment constitute the platform Campus.UP and creates the necessary basis to be ready for future challenges. The current focus lies on e-portfolio work, hence we will present a related focus group evaluation. The results indicate a tremendous need to extend the possibilities of sharing resources across system boundaries, in order to enable a comfortable participation of exter-nal cooperating parties and to clarify the focus of each connected system. The introduction of such an infrastructure implies far-reaching changes for traditional data centers. Therefore, the challenges and risks of faculty conducting innovation projects for the ICT organization are taken as a starting point to stimulate a discussion, how data centers can utilize projects to be ready for the future needs. We are confident that Campus.UP will provide the basis for ensuring the persistent transfer of innovation to the ICT organization and thus will contribute to tackle the future challenges of digitalization.
The term Personal Learning Environment (PLE) is associated with the desire to put the learner in control of his own learning process, so that he is able to set and accomplish the desired learning goals at the right time with the learning environment chosen by him. Gradually, such a learning environment includes several digital content, services and tools. It is thus summarized as the Virtual Learning Environment (VLE). Even though the construction of an individual PLE is a complex task, several approaches to support this process already exist. They mostly occur under the umbrella term PLE or with little accentuations like iPLE, which especially live within the context of institutions. This paper sums up the variety of attempts and technical approaches to establish a PLE and suggests a categorization for them.
In universities, diverse tools and software systems exist that each facilitates a different teaching and learning scenario. A deviating approach is taken by Personal Learning Environments (PLE) that aim to provide a common platform. Considering e-portfolios as an integral part of PLEs, especially portfolio-based learning and assessment have to be supported. Therefore, the concept of a PLE is developed further by enabling the products of different software systems to be integrated in portfolio pages and finally submitted for feedback and assessment. It is further elaborated how the PLE approach is used to support the continuous formative assessment within portfolio-based learning scenarios.
Nach wie vor stellen Klausuren mit hunderten Studierenden, sogenannte Massenklausuren, insbesondere Lehrende vor organisatorische Herausforderungen, die es jedes Semester aufs Neue zu bewältigen gilt. Dieser Beitrag zeigt technische Möglichkeiten zur Unterstützung und Durchführung von Massenklausuren auf. Hierzu werden zunächst verschiedene Verfahren der Klausurvorbereitung und -organisation aus unterschiedlichen Fachdisziplinen erfasst und analysiert.
Im Anschluss wird ein verallgemeinerbarer Prozess konzipiert, der sämtliche Schritte von der Planung, Erstellung, Durchführung, Kontrolle bis hin zur Archivierung berücksichtigt. Zur Unterstützung der einzelnen Prozessschritte werden technische Systeme vorgestellt, die mit den Bedürfnissen der Prüfungsverantwortlichen abgestimmt sind. Die entstandenen Systeme werden vorgestellt und die durchgeführten Zielgruppentests reflektiert.
KEYCIT 2014
(2015)
In our rapidly changing world it is increasingly important not only to be an expert in a chosen field of study but also to be able to respond to developments, master new approaches to solving problems, and fulfil changing requirements in the modern world and in the job market. In response to these needs key competencies in understanding, developing and using new digital technologies are being brought into focus in school and university programmes. The IFIP TC3 conference "KEYCIT – Key Competences in Informatics and ICT (KEYCIT 2014)" was held at the University of Potsdam in Germany from July 1st to 4th, 2014 and addressed the combination of key competencies, Informatics and ICT in detail. The conference was organized into strands focusing on secondary education, university education and teacher education (organized by IFIP WGs 3.1 and 3.3) and provided a forum to present and to discuss research, case studies, positions, and national perspectives in this field.
Pervasive educational games have the potential to transfer learning content to real-life experiences beyond lecture rooms, through realizing field trips in an augmented or virtual manner. This article introduces the pervasive educational game "RouteMe" that brings the rather abstract topic of routing in ad hoc networks to real-world environments. The game is designed for university-level courses and supports these courses in a motivating manner to deepen the learning experience. Students slip into the role of either routing nodes or applications with routing demands. On three consecutive levels of difficulty, they get introduced with the game concept, learn the basic routing mechanisms and become aware of the general limitations and functionality of routing nodes. This paper presents the pedagogical and technical game concept as well as findings from an evaluation in a university setting.
ProtoSense
(2015)
Mobile devices and associated applications (apps) are an indispensable part of daily life and provide access to important information anytime and anywhere. However, the availability of university-wide services in the mobile sector is still poor. If they exist they usually result from individual activities of students and teachers. Mobile applications can have an essential impact on the improvement of students’ self-organization as well as on the design and enhancement of specific learning scenarios, though. This article introduces a mobile campus app framework, which integrates central campus services and decentralized learning applications. An analysis of strengths and weaknesses of different approaches is presented to summarize and evaluate them in terms of requirements, development, maintenance and operation. The article discusses the underlying service-oriented architecture that allows transferring the campus app to other universities or institutions at reasonable cost. It concludes with a presentation of the results as well as ongoing discussions and future work
Researchers and developers worldwide have put their efforts into the design, development and use of information and communication technology to support teaching and learning. This research is driven by pedagogical as well as technological disciplines. The most challenging ideas are currently found in the application of mobile, ubiquitous, pervasive, contextualized and seamless technologies for education, which we shall refer to as pervasive education. This article provides a comprehensive overview of the existing work in this field and categorizes it with respect to educational settings. Using this approach, best practice solutions for certain educational settings and open questions for pervasive education are highlighted in order to inspire interested developers and educators. The work is assigned to different fields, identified by the main pervasive technologies used and the educational settings. Based on these assignments we identify areas within pervasive education that are currently disregarded or deemed challenging so that further research and development in these fields are stimulated in a trans-disciplinary approach. (C) 2013 Elsevier B.V. All rights reserved.
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.
Institutions are facing the challenge to integrate legacy systems with steadily growing new ones, using different technologies and interaction patterns. With the demand of offering the best potential of all systems, several not matching systems including their functions have to be aggregated and offered in a useable way. This paper presents an adaptive, generalizable and self-organized Personal Learning Environment (PLE) framework with the potential to integrate several heterogeneous services using a service-oriented architecture. First, a general overview over the field is given, followed by the description of the core components of the PLE framework. A prototypical implementation is presented. Finally, it’s shown how the PLE framework can be dynamically adapted to a changing system environment, reflecting experiences from first user studies.