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Massive open online courses (MOOCs) become more and more popular. These course formats are typically highly flexible and attract large groups of learners from heterogeneous backgrounds. So far research in this area concentrating on success factors for low dropout rates and high satisfaction on the side of the learners in MOOCs is scarce. In this chapter, we describe experiences of a large online course offered to students of two large German universities. Based on theory drawn from a social psychological perspective on the relevance of social interaction for learning, we describe the background, structure, and specific elements of the MOOC-like course. We outline evaluation results of both small group collaboration (in workshops) and mass interaction (via forum and wiki usage) as well as results of the general evaluation of the overall course concept. We argue that the specific mixture of small and large group interaction as well as teacher- and learner-generated content is especially promising with regard to satisfaction, learning outcomes, and course completion rates.
Artificial Intelligence Driven Human-Machine Collaboration Scenarios in Virtual Reality (Poster)
(2018)
DamokleS 4.0
(2019)
Dieser interne Bericht beschreibt die Zielsetzung, Durchführung und Auswertung des Projektes Damokles 4.0. Das Projekt zielt darauf ab, neue, digitale Technologien in die Schwerindustrie einzuführen um Produktionsprozesse zu modernisieren. Unter Einsatz neuer Technologien, insbesondere mobiler Geräte, soll ein cyberphyiskalisches System (CPS) eine kontextbasierte und künstlich intelligente Unterstützung der Mitarbeiter in den Bereichen der Schwerindustrie ermöglichen. Hierzu werden typische Anwendungsfälle und die damit verbundenen Szenarien zur Unterstützung der Mitarbeiter auf Basis von neuen, flexiblen, adaptiven und mobilen Technologien, wie Augmented Reality und künstlicher Intelligenz, modelliert. Um den Prototypen einer AR-Anwendung und einer kamerabasierte Personenverfolgung zu entwickeln, hat die Hochschule Ruhr West im kleinen Technikum am Campus Bottrop eine entsprechende industrielle Umgebung simuliert. Die Projektergebnisse zeigen die Anwendbarkeit der vorgeschlagenen Softwareansätze und die Ergebnisse einer Untersuchung der psychologischen Einflüsse auf die Mitarbeiter.
Industry 4.0 is known as the fourth industrial revolution which refers to the integration of technologies that make the factories interoperable by seamlessly connecting machines, employees and sensors for communication. In Industry 4.0, one of the key features is the use of new technologies to recognize the current context. Thus, the employees are supported with contextual information for speeding up decision-making during various processes related to planning, production, maintenance, etc. As a contribution to this area, the work described here aims to introduce a cyber-physical system (CPS) approach to provide context-based and intelligent support to employees in heavy industries using new technologies, especially in the field of mobile devices. In this work, mobile device sensors and image processing techniques are used to recognize the context which requires specific support. In addition, new scenarios and associated processes are developed to support the employees on the basis of new, flexible, adaptive and mobile technologies.
Applications and research efforts in Mobile Learning constitute a growing field in the area of Technology Enhanced Learning. However, despite a permanent increase of mobile internet accessibility and availability of mobile devices over the past years, a mobile learning environment that is easy to use, widely accepted by teachers and learners, uses widespread off-the-shelf software, and that covers various application scenarios and mobile devices, is not yet available. In this paper, we address this issue by presenting an approach and technical framework called "Mobile Contributions" ("MoCo"). MoCo supports learners to create and send contributions through various channels (including third-party solutions like Twitter, SMS and Facebook), which are collected and stored in a central repository for processing, filtering and visualization on a shared display. A set of different learning and teaching scenarios that can be realized with MoCo are described along with first experiences and insights gained from qualitative and quantitative evaluation.
Öffentliche Diskussionen zum autonomen Fahren zeigen einen hohen Anspruch, dass die Algorithmen in kritischen Fällen Entscheidungen nach ethischen Kriterien fällen. Diese für die Vielzahl von denkbaren Verkehrssituationen so zu erfassen, dass sie den Vorstellungen eines größten Teils der Bevölkerung entspricht, stellt eine große methodische Herausforderung dar. In dieser Arbeit wird untersucht, in wie weit eine überlegte Entscheidung mit dem Verhalten in einem Fahrsimulator übereinstimmt. Dabei wird bei einem großen Teil der Teilnehmer:innen ein Widerspruch zwischen geäußertem beabsichtigtem Handeln und tatsächlichem Handeln offenbar.
With the spread of mobile devices among both, men and women, app-based games also become more popular. While traditionally, digital games are more famous among men, women seem to spend more time and money on mobile gaming. There are a lot of open questions with regard to women and gaming in general; research on gender differences in app-based mobile gaming is almost nonexistent. Taking an exploratory perspective, our study investigates gender differences in general usage patterns, attachment towards the game and motivational differences for choosing to play the famous QuizClash app. Also, we identify differences in reported and actual performance in specific categories and capture anticipation of success as well as likeliness of choosing specific knowledge categories depending on the opponents’ performance profile.
Positive Computing umfasst Design, Realisierung und Bewertung von Anwendungssystemen und deren Einflüsse mit dem Ziel, Lebensqualität und Wohlbefinden von Menschen zu verbessern und sie bei der Entfaltung ihrer Potenziale zu unterstützen. Das Institut Positive Computing (IPCo) an der Hochschule Ruhr West soll dieses neue Paradigma in einem inter- und transdisziplinären Ansatz erschließen, untersuchen und umsetzen. Das Paradigma ist anwendbar auf nahezu alle Bereiche des privaten und beruflichen Lebens. Die Forschung des IPCo fokussiert zunächst jedoch auf die positive Nutzung von Informations- und Kommunikationstechnologien (IKT) für generationenübergreifende Herausforderungen. Hierzu sollen technologische Lösungen unter kontinuierlicher Einbeziehung menschlicher Bedürfnisse und sozialer Fragestellungen erarbeitet
werden.
Women are still underrepresented at the highest management levels. The think-manager-think-male phenomenon suggests that leadership is associated with male rather than female attributes. Although styling has been shown to influence the evaluation of women's leadership abilities, the relevant specific features have been left remarkably unaddressed. In a 2 × 2 × 2 × 2 (skirt/pants, with/without jewelry, loose hair/braid, with/without makeup) between-subjects design, 354 participants evaluated a woman in a photograph. Women with makeup, pants, or with jewelry were rated as more competent than women without makeup, with skirts, or without jewelry. A combination of loose hair and no makeup was perceived as warmest, and women with loose hair were more likely to be hired than those with braids. In sum, even subtle changes in styling have a strong impact on how women's leadership abilities are evaluated.
Relax yourself - Using Virtual Reality to enhance employees mental health and work performance
(2019)
This paper presents work-in-progress aiming to develop an actively adapting virtual reality (VR) relaxation application. Due to the immersive nature of VR technologies, people can escape from their real environment and get into a relaxing state. Goal of the application is to adapt to the users' physiological signals to foster the positive effect. Until now, a first version of the VR application was constructed and is currently evaluated in an experiment. Preliminary results of this study demonstrate that people appreciate the immersion into the virtual environment and escape from reality. Moreover, participants highlighted the option to adapt users' needs and preferences. Based on the final study data, the constructed application will be enhanced with regard to adoption and surrounding factors.
Resource Usage in Online Courses: Analyzing Learner’s Active and Passive Participation Patterns
(2015)
The paper analyzes the experience with an open university course for a very heterogeneous target group in which MOOC-like materials and activities were used. The course was conducted in a specifically prepared and extended Moodle environment. The analysis involves questionnaires as well as performance data that reflect the resource access on the learning platform. A special focus is put on the participants’ acceptance and usage of student-generated versus teacher-provided learning content. Network analysis techniques have been used to identify "interest clusters" of students around certain resources.
RELEVANCE & RESEARCH QUESTION: Currently the effectiveness of Virtual Reality (VR) and Augmented Reality (AR) systems as practice teaching methods are virtually uncharted. The proof that these systems can provide the same or better learning outcomes than a text instructed practical task could represent a significant benefit for educational activities. METHODS & DATA: To fathom the effectiveness, an experimental study with the three conditions (VR, AR and a real setup) were used to teach participant how to assemble a standard computer. Each condition was divided into two parts: part one in which participants were confronted with their specific scenario, part two in which participants had to go through a real practice after one week. The learning outcome was determined by the designation of hardware parts, a quiz that queried their function and the correct assembling of the components in addition to needed time. Apart from the mere performance, the acceptance of such application in academic context and difference in evaluation by men and women were of interest. RESULTS: Results concerning the Learning Outcome showed that participants from the VR condition outperformed those learned from the real setup ((M=10.0, SD=0.0) [virtual reality] vs. (M=8.95, SD=1.27) [control]). Furthermore, results from the assembling duration assessment demonstrated that VR Group Participants completed their tasks 6.62% faster than the control group. Regarding the identification of Hardware Parts, both groups scored a significant improvement during the post condition compared to the first test run, indicating a learning progress. However, due to the VR group achieving a better outcome in average answers and a more significant difference between the trials, the results indicate a better performance by participants assigned to the VR condition. ADDED VALUE: The results revealed that VR and AR systems could exceed text-based approach in terms of learning outcome performance. The effectiveness of the systems implicates a major benefit for the educational landscape, as learning content that is not realizable in terms of cost, distance or logistics could be designed as an immersive and engaging experience.
Technologie die beflügelt
(2016)
This paper presents an approach towards a mobile learning environment, which is flexible in terms of supported scenarios, supported devices and input channels. The approach makes use of existing and commonly used channels like SMS, Twitter or Face book to increase acceptance and ease-of-use of mobile devices in learning scenarios. Envisaged application scenarios are described along with technical details for their realization.
Relevance & Research Question: Smartphones have become an integrated part in everyday life facilitating communication, information access, entertainment and organization anytime and anywhere. However, the omnipresence of such devices can evoke psychological dependencies and the need of being always connected resulting in discomfort when the smartphone is not accessible. While few studies have found heightened anxiety during smartphone absence (e.g. Cheever, Rosen, Carrier, & Chavez, 2014), such research is scarce. Therefore, we aimed at expanding existing research asking whether the mere imagination of smartphone absence suffices to trigger anxiety and affect user’s context evaluations.
Die Entwicklung von vollautomatisierten Fahrzeugen wird in der gesellschaftlichen Diskussion immer präsenter. Wichtig für die Durchsetzung und verbreitete Nutzung dieser technischer Neuerungen ist jedoch vor allem die Akzeptanz der Bevölkerung – in diesem Fall nicht nur die der potenziellen KäuferInnen sondern auch die der übrigen Verkehrs-teilnehmenden. Vorgestellt wird eine explorative Online-Studie zur Akzeptanz von auto-nomen Fahren basierend auf quantitativen und qualitativen Daten einer Stichprobe von N = 89. Die Ergebnisse zeigen unter anderem eine geringe Vertrautheit mit dem Thema, ein vergleichsweise ausgeprägtes Vertrauen aber eine geringe Nutzungsabsicht.