\n \n \n
\n
\n\n \n \n \n \n \n \n Developing and Evaluating a Multiplayer Game Mode in a Programming Learning Environment.\n \n \n \n \n\n\n \n Steinmaurer, A.; Eckhard, D.; Dreveny, J.; and Gutl, C.\n\n\n \n\n\n\n
Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022. 2022.\n
\n\n
\n\n
\n\n
\n\n \n \n
Paper\n \n \n\n \n \n doi\n \n \n\n \n link\n \n \n\n bibtex\n \n\n \n \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Developing and Evaluating a Multiplayer Game Mode in a Programming Learning Environment},\n type = {article},\n year = {2022},\n keywords = {coding,collaborative learning,game-based learning},\n id = {1b3c0db2-3bc9-3bf8-bcac-8600752029b6},\n created = {2022-10-25T00:00:49.557Z},\n file_attached = {true},\n profile_id = {30f57082-1ad2-39d9-b658-247396005677},\n last_modified = {2022-10-25T00:00:56.801Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Serious games have an already well-known positive impact on students' motivation and their learning experience. In computer science education a majority of games and approaches exist, that provide engaging environments for students. On the one hand, these can be games related to learning algorithmic thinking but on the other hand, games to learn coding. Besides single-player games, there are also multiplayer games where players compete against each other or collaboratively work on programming tasks. However, many existing multiplayer games offer pre-defined levels where teachers have limited flexibility and individuality for their students. Additionally, many existing game environments use competitive over collaborative approaches. In our project, we extended an existing game by a multiplayer mode where players work together on coding tasks. The game elements support many coding-related concepts but also computational skills such as sequencing, conditionals, loops, and also advanced topics such as concurrency or dependencies using meaningful levels and tasks. However, we conducted an evaluation including 41 participants in three workshops: two in-class activities with secondary school students and an online activity with computer science students. Within these workshops, the students collaboratively worked on coding tasks within the game environment. Thereby, we observed the communication between the students while working on the tasks. Additionally, we evaluated the students' attitudes towards collaborative learning. We found out that the in-game chat is barely used while in-class activities, especially when the tasks require only low coordination between players. We also found out, that students learn from each other and are more motivated when working together. With our approach, we want to provide educators with a flexible game environment where students can collaboratively improve their coding skills while solving engaging tasks.},\n bibtype = {article},\n author = {Steinmaurer, Alexander and Eckhard, David and Dreveny, Julius and Gutl, Christian},\n doi = {10.23919/iLRN55037.2022.9815973},\n journal = {Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022}\n}
\n
\n\n\n
\n Serious games have an already well-known positive impact on students' motivation and their learning experience. In computer science education a majority of games and approaches exist, that provide engaging environments for students. On the one hand, these can be games related to learning algorithmic thinking but on the other hand, games to learn coding. Besides single-player games, there are also multiplayer games where players compete against each other or collaboratively work on programming tasks. However, many existing multiplayer games offer pre-defined levels where teachers have limited flexibility and individuality for their students. Additionally, many existing game environments use competitive over collaborative approaches. In our project, we extended an existing game by a multiplayer mode where players work together on coding tasks. The game elements support many coding-related concepts but also computational skills such as sequencing, conditionals, loops, and also advanced topics such as concurrency or dependencies using meaningful levels and tasks. However, we conducted an evaluation including 41 participants in three workshops: two in-class activities with secondary school students and an online activity with computer science students. Within these workshops, the students collaboratively worked on coding tasks within the game environment. Thereby, we observed the communication between the students while working on the tasks. Additionally, we evaluated the students' attitudes towards collaborative learning. We found out that the in-game chat is barely used while in-class activities, especially when the tasks require only low coordination between players. We also found out, that students learn from each other and are more motivated when working together. With our approach, we want to provide educators with a flexible game environment where students can collaboratively improve their coding skills while solving engaging tasks.\n
\n\n\n
\n\n\n
\n
\n\n \n \n \n \n \n \n Implementation and Experiences of a Flipped Lecture Hall – A Fully Online Introductory Programming Course.\n \n \n \n \n\n\n \n Steinmaurer, Alexander; Gütl, C.\n\n\n \n\n\n\n . 2022.\n
\n\n
\n\n
\n\n
\n\n \n \n
Paper\n \n \n\n \n\n \n link\n \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Implementation and Experiences of a Flipped Lecture Hall – A Fully Online Introductory Programming Course},\n type = {article},\n year = {2022},\n keywords = {blended learning,e-learning,flipped classroom,ming education,program-,streaming},\n id = {16c52faf-f3e6-3331-8071-f8499ca8565f},\n created = {2022-10-25T00:00:49.651Z},\n file_attached = {true},\n profile_id = {30f57082-1ad2-39d9-b658-247396005677},\n last_modified = {2022-10-25T00:01:15.260Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Steinmaurer, Alexander; Gütl, Christian}\n}
\n
\n\n\n\n
\n\n\n
\n
\n\n \n \n \n \n \n \n Analyzing Behavioral Patterns in an Introductory Programming MOOC at University Level.\n \n \n \n \n\n\n \n Steinmaurer, A.; Schatz, C.; Krugel, J.; and Christian, G.\n\n\n \n\n\n\n . 2022.\n
\n\n
\n\n
\n\n
\n\n \n \n
Paper\n \n \n\n \n\n \n link\n \n \n\n bibtex\n \n\n \n \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n \n \n \n\n\n\n
\n
@article{\n title = {Analyzing Behavioral Patterns in an Introductory Programming MOOC at University Level},\n type = {article},\n year = {2022},\n id = {f0026cb4-98bf-3700-9830-76e89d2ef817},\n created = {2022-10-25T00:00:49.667Z},\n file_attached = {true},\n profile_id = {30f57082-1ad2-39d9-b658-247396005677},\n last_modified = {2022-10-25T00:00:58.651Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Massive open online courses (MOOCs) are an indispensable component in university education today. In large introductory courses especially, MOOCs can promote the efficiency of online teaching tremendously, since a large and heterogeneous group of students can be prepared for further courses and learn self-paced and self-directed. However, MOOCs are also characterized by high dropout rates and with a small group of people only completing the course. In this paper, we analyzed the \\textitLearning Object Oriented Programming MOOC from Technical University of Munich, an edX course that is dedicated to first-year students in different fields. The course run of 2019 with 2,489 enrolled users is analyzed for this purpose. The dropouts (89\\,\\%) were analyzed to better understand future course design. Interaction in the MOOC was considered in this context as a means of detecting behavioral patterns and predicting early dropouts. We found that the interaction with certain MOOC elements such as videos or the problem tool had a major impact on course success. These results may be useful for earlier dropout predictions and the design of future courses to provide an engaging environment with fewer students quitting the course.},\n bibtype = {article},\n author = {Steinmaurer, Alexander and Schatz, Christoph and Krugel, Johannes and Christian, G}\n}
\n
\n\n\n
\n Massive open online courses (MOOCs) are an indispensable component in university education today. In large introductory courses especially, MOOCs can promote the efficiency of online teaching tremendously, since a large and heterogeneous group of students can be prepared for further courses and learn self-paced and self-directed. However, MOOCs are also characterized by high dropout rates and with a small group of people only completing the course. In this paper, we analyzed the \\textitLearning Object Oriented Programming MOOC from Technical University of Munich, an edX course that is dedicated to first-year students in different fields. The course run of 2019 with 2,489 enrolled users is analyzed for this purpose. The dropouts (89\\,\\%) were analyzed to better understand future course design. Interaction in the MOOC was considered in this context as a means of detecting behavioral patterns and predicting early dropouts. We found that the interaction with certain MOOC elements such as videos or the problem tool had a major impact on course success. These results may be useful for earlier dropout predictions and the design of future courses to provide an engaging environment with fewer students quitting the course.\n
\n\n\n
\n\n\n
\n
\n\n \n \n \n \n \n \n Mobile XR Interface for Quantum Computing.\n \n \n \n \n\n\n \n Steinmaurer, A.; Mesarec, B.; Mesarec, T.; Pietroszek, K.; and Gütl, C.\n\n\n \n\n\n\n In
Adjunct Proceedings of the 2022 ACM International Conference on Interactive Media Experiences, pages 241, 2022. Association for Computing Machinery\n
\n\n
\n\n
\n\n
\n\n \n \n
Paper\n \n \n\n \n\n \n link\n \n \n\n bibtex\n \n\n \n \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Mobile XR Interface for Quantum Computing},\n type = {inproceedings},\n year = {2022},\n keywords = {Mixed Reality,Quantum Computing,Simulation,Usability},\n pages = {241},\n publisher = {Association for Computing Machinery},\n city = {Aveiro, Portugal},\n id = {4f2db7fb-c54a-3bf9-8518-27fc71116c96},\n created = {2023-01-09T13:33:00.286Z},\n file_attached = {true},\n profile_id = {30f57082-1ad2-39d9-b658-247396005677},\n last_modified = {2023-01-09T13:40:39.966Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Quantum computing is increasingly becoming a topic we are confronted with daily. This is mainly due to the problem-solving capabilities of the more readily available classical computers, which are not able to solve certain difficult problems in a shorter time and would take many years to obtain a solution. This has led to the massive development of quantum computers, but they are largely inaccessible. This inaccessibility is mainly due to the difficulty of maintaining them. Even though the main principles of quantum computers are known, the mechanisms such as quantum bits or gates are abstract. This raises the question of how content such as quantum circuits can be visualized understandably. Therefore, we developed an XR application with an easily accessible quantum simulation that allows the user to assemble different quantum circuits. The application itself would not offer a theoretical understanding of quantum circuits but would allow assembly of these with previously defined quantum gates. However, to get a better understanding of the quantum gates the simulation provides the vector state for each gate that has been used in the circuit. We evaluated the prototype with four participants. Within this online study, two participants evaluated the mobile Android app and two evaluated the Desktop application. The results show that the tool is perceived as promising, however, there is still a need for improvement in the area of usability to make the system easier to use.},\n bibtype = {inproceedings},\n author = {Steinmaurer, Alexander and Mesarec, Blaz and Mesarec, Tomaz and Pietroszek, Krzysztof and Gütl, Christian},\n booktitle = {Adjunct Proceedings of the 2022 ACM International Conference on Interactive Media Experiences}\n}
\n
\n\n\n
\n Quantum computing is increasingly becoming a topic we are confronted with daily. This is mainly due to the problem-solving capabilities of the more readily available classical computers, which are not able to solve certain difficult problems in a shorter time and would take many years to obtain a solution. This has led to the massive development of quantum computers, but they are largely inaccessible. This inaccessibility is mainly due to the difficulty of maintaining them. Even though the main principles of quantum computers are known, the mechanisms such as quantum bits or gates are abstract. This raises the question of how content such as quantum circuits can be visualized understandably. Therefore, we developed an XR application with an easily accessible quantum simulation that allows the user to assemble different quantum circuits. The application itself would not offer a theoretical understanding of quantum circuits but would allow assembly of these with previously defined quantum gates. However, to get a better understanding of the quantum gates the simulation provides the vector state for each gate that has been used in the circuit. We evaluated the prototype with four participants. Within this online study, two participants evaluated the mobile Android app and two evaluated the Desktop application. The results show that the tool is perceived as promising, however, there is still a need for improvement in the area of usability to make the system easier to use.\n
\n\n\n
\n\n\n
\n
\n\n \n \n \n \n \n \n Computerspiele im Informatikunterricht.\n \n \n \n \n\n\n \n Steinmaurer, A.; and Gütl, C.\n\n\n \n\n\n\n Volume 1 . Digitale Spiele und fachliches Lernen, pages 211-247. Universität Erlangen-Nürnberg, 2022.\n
\n\n
\n\n
\n\n
\n\n \n \n
Paper\n \n \n \n
Website\n \n \n\n \n\n \n link\n \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n \n \n \n\n\n\n
\n
@inbook{\n type = {inbook},\n year = {2022},\n pages = {211-247},\n volume = {1},\n websites = {https://blogs.fau.de/universitaetsverlag/2022/04/28/digitale-spiele-und-fachliches-lernen-band-1/},\n publisher = {Universität Erlangen-Nürnberg},\n city = {Deutschland},\n id = {8cb6d15b-da11-3a52-a573-b42ee2c9388f},\n created = {2023-01-09T13:53:15.750Z},\n accessed = {2023-01-09},\n file_attached = {true},\n profile_id = {30f57082-1ad2-39d9-b658-247396005677},\n last_modified = {2023-01-09T13:55:35.859Z},\n read = {false},\n starred = {false},\n authored = {true},\n confirmed = {false},\n hidden = {false},\n source_type = {inbook},\n language = {deutsch},\n private_publication = {false},\n bibtype = {inbook},\n author = {Steinmaurer, Alexander and Gütl, Christian},\n chapter = {Computerspiele im Informatikunterricht},\n title = {Digitale Spiele und fachliches Lernen}\n}
\n
\n\n\n\n
\n\n\n\n\n\n