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    <title>DSpace Collection:</title>
    <link>http://hdl.handle.net/1820/1236</link>
    <description />
    <pubDate>Wed, 19 Jun 2013 03:53:14 GMT</pubDate>
    <dc:date>2013-06-19T03:53:14Z</dc:date>
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      <title>DSpace Collection:</title>
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      <link>http://hdl.handle.net/1820/1236</link>
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    <item>
      <title>Transferring an educational board game to a multi-user mobile learning game to increase shared situational awareness</title>
      <link>http://hdl.handle.net/1820/4971</link>
      <description>Title: Transferring an educational board game to a multi-user mobile learning game to increase shared situational awareness
Authors: Klemke, Roland; Kurapati, Shalini; Kolfschoten, Gwendolyn
Abstract: Decision-making in sociotechnical systems is complex and error-prone due to&#xD;
inter-dependencies and lack of information [de Bruyn &amp; ten Heuvelhof&#xD;
2008]. Situational information might help to improve shared situational&#xD;
awareness [Kurapati et al., 2012]. Therefore, it is crucial to understand the role of&#xD;
communication among stakeholders [Salmon et al., 2008]. While most gamebased&#xD;
learning approaches focus on skill development and motivational aspects,&#xD;
little work is reported that focus on multi-user learning situations.
Description: Klemke, R., Kurapati, S., &amp; Kolfschoten, G. (2013, 6 June). Transferring an educational board game to a multi-user mobile learning game to increase shared situational awareness. In P. Rooney (Ed.), Proceedings of the 3rd Irish Symposium on Game Based Learning (pp. 8-9).  Dublin, Ireland. Please see also http://hdl.handle.net/1820/4970</description>
      <pubDate>Mon, 10 Jun 2013 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1820/4971</guid>
      <dc:date>2013-06-10T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Efficiënte softwaretraining met taakgerichte e-learning</title>
      <link>http://hdl.handle.net/1820/4960</link>
      <description>Title: Efficiënte softwaretraining met taakgerichte e-learning
Authors: Wopereis, Iwan; Van der Baaren, John
Abstract: Dit paper beschrijft een onderzoek naar de effecten van een state-of-the-art online training die specifiek ontwikkeld is ten behoeve van de invoering van een nieuwe versie van een software applicatie voor de registratie van patiënt gegevens (EPD). De e-learning werd ontworpen op basis van een analyse van meest voorkomende taken. Deze analyse leidde tot het onderscheiden van vier gebruikersgroepen waarvoor een aangepaste training werd ontworpen. Een (hele) taakbenadering vormde het uitgangspunt voor het ontwerp van de training. In zes weken tijd volgden bijna 2000 werknemers van Mondriaan (een Nederlandse GGZ instelling) de training. De training bleek zowel efficiënt (gemiddelde doorlooptijd voldeed aan eisen) als effectief (op basis testresultaten en vragenlijstonderzoek vier weken na ingebruikname van de nieuwe software).
Description: Wopereis, I., &amp; Van der Baaren, J. (2013, May). Efficiënte softwaretraining met taakgerichte e-learning [Efficient software training with task-based e-learning]. Paper presented at the Onderwijs Research Dagen [Educational Research Days], Brussels, Belgium. Please see also: http://hdl.handle.net/1820/4961</description>
      <pubDate>Mon, 03 Jun 2013 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1820/4960</guid>
      <dc:date>2013-06-03T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Design of a game-based pre-hospital resuscitation training for first responders</title>
      <link>http://hdl.handle.net/1820/4951</link>
      <description>Title: Design of a game-based pre-hospital resuscitation training for first responders
Authors: Kalz, Marco; Schmitz, Birgit; Biermann, Henning; Klemke, Roland; Ternier, Stefaan; Specht, Marcus
Abstract: This paper reports about the design of a game-based training intervention for pre-hospital resuscitation training. Our underlying assumption is, that survival chances in cardiac arrest situations could be significantly improved, if bystanders would be better educated and prepared to help. Based on a discussion of problems of current training concepts and related educational the-ories a game-based learning intervention is proposed. The focus of the interven-tion is the improvement of procedural knowledge and self-efficacy of partici-pants. The game is designed on the basis of the ARLearn platform. The game context and game-design is discussed. Last but not least we discuss short-term and long-term evaluation scenarios.
Description: Kalz, M., Schmitz, B., Biermann, H., Klemke, R., Ternier, S., &amp; Specht, M. (2013). Design of a game-based pre-hospital resuscitation training for first responders. In A. Holzinger, M. Ziefle, &amp; V. Glavinić (Eds.), SouthCHI 2013, LNCS 7946 (pp. 363-372). Germany: Springer, Heidelberg.</description>
      <pubDate>Thu, 16 May 2013 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1820/4951</guid>
      <dc:date>2013-05-16T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Games For and By Teachers and Learners</title>
      <link>http://hdl.handle.net/1820/4941</link>
      <description>Title: Games For and By Teachers and Learners
Authors: Van Rosmalen, Peter; Wilson, Amanda; Hummel, Hans
Abstract: With the advent of social media it is widely accepted that teachers and learners are not only consumers but also may have an active role in contributing and co-creating lesson materials and content. Paradoxically one strand of technology enhanced learning, i.e. game-based learning, aligns only slightly to this development. Games while there to experience, explore and collaborate are almost exclusively designed by professionals. Despite, or maybe because, games are the exclusive domain of professional developers, the general impression is that games require complex technologies and that games are difficult to organise and to embed in a curriculum. This chapter will make a case that games are not necessarily the exclusive domain of game professionals. Rather than enforcing teachers to get acquainted with and use complex, technically demanding games, we will discuss approaches that teachers themselves can use to build games, make use of existing games and even one step beyond use tools or games that can be used by learners to create their own designs, e.g. games or virtual worlds.
Description: Van Rosmalen, P., Wilson, A., &amp; Hummel, H. G. K. (accepted). Games For and By Teachers and Learners. In T. M. Connolly, E. Boyle, T. Hainey, G. Baxter, &amp; P. Moreno-Ger (Eds.), Psychology, Pedagogy and Assessment in Serious Games.</description>
      <pubDate>Fri, 03 May 2013 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1820/4941</guid>
      <dc:date>2013-05-03T00:00:00Z</dc:date>
    </item>
    <item>
      <title>The Digital Turn. How the Internet Transforms Our Existence</title>
      <link>http://hdl.handle.net/1820/4853</link>
      <description>Title: The Digital Turn. How the Internet Transforms Our Existence
Authors: Westera, Wim
Abstract: The Digital Turn provides a helicopter view of digital media and their impact on our lives. It explains how the ever-growing flood of digital media affects our understanding of the world. The book analyses the world of Twitter, Apple, Facebook and Google and describes how our digitally-enhanced biotope alters our behaviours, social interactions, the economy, and culture as a whole. It explains the mechanisms and consequences of engaging in online spaces and investigates how we can avoid losing grip of our identity, friendship, social engagement, and eventually life at large. The book offers an accessible means for attaining a better understanding of the ways digital media inﬂuence our existence. It is a compact guide to becoming media literate and to preparing us for the advanced digital services that are yet to come. This makes the book an indispensable aid for every twenty-ﬁrst century citizen.
Description: Westera, W. (2013). The Digital Turn. How the Internet Transforms Our Existence. Bloomington, IN: Authorhouse.</description>
      <pubDate>Thu, 04 Apr 2013 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1820/4853</guid>
      <dc:date>2013-04-04T00:00:00Z</dc:date>
    </item>
    <item>
      <title>ARLearn: Learning activities and interaction in augmented reality</title>
      <link>http://hdl.handle.net/1820/4798</link>
      <description>Title: ARLearn: Learning activities and interaction in augmented reality
Authors: Ternier, Stefaan; Tabuenca, Bernardo; Specht, Marcus
Abstract: ARLearn is a tool suite for educators and learners supporting different phases and activities during a field trip. Learners can use the ARLearn app to explore and annotate the real world, while teacher can monitor their progress in real time.
Description: Ternier, S., Tabuenca, B., &amp; Specht, M. (2012). ARLearn: Learning activities and interaction in augmented reality. In M. Specht, J. Multisilta, &amp; M. Sharples (Eds.), Proceedings of the Mobile Augmented Reality for Education Workshop (pp. 10-13). October, 16-17, 2012, Helsinki, Finland.</description>
      <pubDate>Thu, 31 Jan 2013 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1820/4798</guid>
      <dc:date>2013-01-31T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Supporting Collaborative Learning in the Architectural Domain</title>
      <link>http://hdl.handle.net/1820/4797</link>
      <description>Title: Supporting Collaborative Learning in the Architectural Domain
Authors: Wolpers, Martin; Memmel, Martin; Giretti, Alberto; Casals, Miquel; Niemann, Katja; Specht, Marcus
Abstract: This chapter discusses the use of technology in supporting the study of architecture and design in Higher&#xD;
Education. Digital (often open) educational architecture resources are widely spread throughout a number&#xD;
of repositories that do not interoperate with each other. This means that no single point of access or&#xD;
support for potential collaborative learning exists. The potential impact of these barriers on education in&#xD;
architecture, in terms of its availability as a series of digital objects through the Web, is strongly limited.&#xD;
The authors introduce Metadata for Architecture in Europe (MACE), a Web based support system for&#xD;
architecture education that has been designed as a means of creating a collective external memory of&#xD;
architecture content that reduces those barriers to knowledge-sharing in architecture. After introducing&#xD;
MACE, the chapter presents the results of an evaluation of the MACE system that was carried out in&#xD;
architectural design courses in four European universities by a total of around 200 students. Much of&#xD;
the analysis focuses on the collaborative learning aspects of the architectural design courses.
Description: Wolpers, M., Memmel, M., Giretti, A., Casals, M., Niemann, K., &amp; Specht, M. (2012). Supporting Collaborative Learning in the Architectural Domain. In A. Okada, T. Connolly, &amp; P. Scott (Eds.), Collaborative Learning 2.0: Open Educational Resources (pp. 328-356). Hershey, PA: Information Science Reference. doi:10.4018/978-1-4666-0300-4.ch018</description>
      <pubDate>Thu, 31 Jan 2013 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1820/4797</guid>
      <dc:date>2013-01-31T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Adaptive learning environment</title>
      <link>http://hdl.handle.net/1820/4796</link>
      <description>Title: Adaptive learning environment
Authors: Specht, Marcus
Abstract: Adaptive Learning Environments are environments personalizing the instructional process on different instructional parameters as: sequence of tasks and task difficulty, time and type of feedback, pace of learning speed, reinforcement plan and others.
Description: Specht, M. (2012). Adaptive Learning Environment. Entry in TEL Thesaurus retrieved from http://www.tel-thesaurus.net/wiki/index.php/Adaptive_learning_environment</description>
      <pubDate>Thu, 31 Jan 2013 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1820/4796</guid>
      <dc:date>2013-01-31T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Advances in Web-Based Learning ICWL 2012</title>
      <link>http://hdl.handle.net/1820/4795</link>
      <description>Title: Advances in Web-Based Learning ICWL 2012
Authors: Popescu, Elvira; Li, Qing; Klamma, Ralf; Leung, Howard; Specht, Marcus
Abstract: The proceedings of the 11th conference on web-Based Learning.
Description: Popescu, E., Li, Q., Klamma, R., Leung, H., &amp; Specht, M. (Eds.) (2012). Advances in Web-Based Learning ICWL 2012. Proceedings of the 11th International Conference. September, 2-4, 2012, Sinaia, Romania. Lecture Notes in Computer Science Volume 7558 2012. Springer, Berlin.</description>
      <pubDate>Thu, 31 Jan 2013 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1820/4795</guid>
      <dc:date>2013-01-31T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Mobilität, Adaptivität und Kontextbewusstsein im E-Learning</title>
      <link>http://hdl.handle.net/1820/4793</link>
      <description>Title: Mobilität, Adaptivität und Kontextbewusstsein im E-Learning
Authors: Lucke, Ulrike; Specht, Marcus
Abstract: Wireless networks and mobile devices are widely&#xD;
available. This allows not only for education independent from time and place. Also, adaption to individuals, places, and situations may be realized, and different scenarios are seamlessly&#xD;
converging.
Description: Lucke, U., &amp; Specht, M. (2012). Mobilität, Adaptivität und Kontextbewusstsein im E-Learning. Zeitschrift für interaktive und kooperative Medien, i-com, 01/2012.</description>
      <pubDate>Wed, 30 Jan 2013 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1820/4793</guid>
      <dc:date>2013-01-30T00:00:00Z</dc:date>
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