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An Industrial-Grade Cyber-Physical Platform for Introducing Machine Learning ConceptsDylan James Imbus (11197911) 29 July 2021 (has links)
Industry
4.0 holds many promises for manufacturers; however, a shortage of qualified
employees has prevented a swift adoption of the revolution's new technologies.
Engineer and Economist Klaus Schwab argues Education 4.0 is the key to addressing
the employee shortage and preparing future generations for the shifting labor
market. To support Education 4.0, classes must allow students to engage emerging
technologies that help bridge Operational Technology (OT) and Informational
Technology (IT). The thesis detailed an educational laboratory that
demonstrates the application of data analytics (an IT tool) and optimize the
performance of a cyber-physical system composed of industrial (OT) components. The
lab experience focuses on a disc's controlled positioning (levitating) using a
PLC-based PID controller and a VFD. The activity requires students to capture
data of a moving discs, create a machine learning function representing the
disc's movement, and use the machine learning function for classification and
PID optimization problems. A comparative analysis of a PID cycle ensures a regressions
model accurately represents the physical model using measurements including
peak-overshoot, rise time, settling time, and the flight plots' Means of their
Squared Error. Further, the study examines multiple ML models each built using various
features to identify the systems relevant and redundant data.<br>
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Train more people to save more lives : Teaching Cardiopulmonary Resuscitation (CPR) in compulsory schools in SwedenOlgac, Selvi January 2020 (has links)
Globally, out-of-hospital cardiac arrest (OHCA) occurs ranging between 20 to 140 per 100 000 people, with only 2-11% surviving. Immediate bystanders, i.e. a person close to the victim, performing Cardiopulmonary Resuscitation (CPR) have a vital role to play in the chain of survival from OHCA. Today CPR training takes place in many different contexts as workplaces and schools, but there is still a lack of knowledge concerning CPR in society at large. The overarching aim for this thesis is to find new ways of delivering CPR in order to train more laypeople and save more lives. By initially exploring CPR training in both workplaces and compulsory schools in Sweden, my final design question for this thesis has been: How might we empower the teachers to enable them to carry out CPR training at school? Ethnographic fieldwork both exploring CPR training in workplaces and schools including interviews with mainly instructors, teachers, and laypeople as well as participatory observations in CPR training, have been carried out. In addition, the fieldwork included being a participant in a CPR training course myself. The results from my research process were clustered into insights and potential opportunity areas. Departing from these insights a decision was made to continue the thesis with CPR training in schools as reaching out to children and young people already at school can open the path for more long-term sustainable knowledge. Despite CPR training being core content from year 7 in compulsory schools in Sweden, it is not carried out in a majority of them. My research shows that lack of CPR material as well as an unclear syllabus in Physical Education and Health in how to involve CPR in your teaching, are some of the main obstacles for teachers and reasons for why CPR training is not being carried out in every school today. Potential future scenarios were explored through creative workshops and idea sessions with the users and main stakeholders. The explorations led to focusing on the teachers, as they have a vital role in being the bridge between the CPR knowledge and the pupils. My final proposal is CiPRA: a collaborative CPR education platform for teachers and schools, with the aim to increase the knowledge and the conditions for teachers to carry out CPR training, starting already from six years of age. The structure of the platform follows the years of the Swedish school system and the recommended steps fromThe Swedish Resuscitation Council for CPR training and first aid. The platform enables teachers to plan and prepare CPR training, both long a short term irrespective of previous experience. The platform is based on three main parts; knowledge contributions from teachers, teaching content both through pre-made lessons and an idea bank as well as a shared booking system for practical CPR material. Together these parts unify in an individual lesson planning for every teacher. In my final design proposal, it has been important to emphasise the main insights as well as making sure that every involved stakeholder is represented.
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Σχεδίαση και υλοποίηση του μαθήματος "Ανάπτυξη εφαρμογών σε προγραμματιστικό περιβάλλον" με χρήση της πλατφόρμας ανοικτής εκπαίδευσης DIPLEK / Design and teaching the "Application development in a programming environment" course by using the open education platform DIPLEKΣταματοπούλου, Αθηνά 27 March 2012 (has links)
Είναι ευρέως γνωστό ότι, τα τελευταία χρόνια, οι ΤΠΕ (Τεχνολογίες Πληροφορίας και Επικοινωνίας) ενσωματώνονται σε όλα τα σύγχρονα εκπαιδευτικά συστήματα διότι με τη χρήση τους παρέχονται ποικίλες διευκολύνσεις – πλεονεκτήματα κατά τη μαθησιακή διαδικασία.
Σκοπός της συγκεκριμένης διπλωματικής εργασίας είναι η σχεδίαση και η παράδοση του μαθήματος "Ανάπτυξη εφαρμογών σε προγραμματιστικό περιβάλλον" με χρήση της πλατφόρμας ανοικτής εκπαίδευσης DIPLEK που χρησιμοποιεί τις ΤΠΕ για την ανάπτυξη και οργάνωση του εκπαιδευτικού υλικού από τους εκπαιδευτικούς. Το μάθημα «Ανάπτυξη εφαρμογών σε προγραμματιστικό περιβάλλον» απευθύνεται στους μαθητές της Γ’ Τάξης Τεχνολογικής Κατεύθυνσης Ενιαίου Λυκείου, του Κύκλου Πληροφορικής και Υπηρεσιών.
Στόχος του μαθήματος είναι η εισαγωγή του μαθητή στη λογική του προγραμματισμού και η ανάπτυξη του κατάλληλου τρόπου σκέψης για την αλγοριθμική επίλυση προβλημάτων. Σκοπός της διπλωματικής εργασίας είναι η δημιουργία μιας υποδειγματικής διδασκαλίας του πανελληνίου αυτού εξεταζόμενου μαθήματος που θα αποτελέσει ένα χρήσιμο βοήθημα για τους μαθητές και εργαλείο αναφοράς για τους εκπαιδευτικούς.
Για την υλοποίηση του μαθήματος θα χρησιμοποιηθεί η πλατφόρμα ανοικτής εκπαίδευσης DIPLEK. Η πλατφόρμα αυτή έχει σχεδιαστεί και υλοποιηθεί με βάση τις σύγχρονες ανάγκες του μαθητή και καθηγητή για εύκολη πρόσβαση σε εκπαιδευτικό υλικό και μπορεί και προσαρμόζεται στις ανάγκες του. Ακόμα η χρήση της δεν απαιτεί ιδιαίτερες γνώσεις ηλεκτρονικού υπολογιστή αφού παρέχει ένα φιλικό γραφικό περιβάλλον εργασίας στο χρήστη.
Η ύλη που θα καλύπτει το μάθημα είναι η ύλη που καλούνται οι μαθητές της Γ Λυκείου να εξεταστούν στις πανελλήνιες εξετάσεις (ανάλυση προβλήματος, βασικές έννοιες αλγορίθμων, δομές δεδομένων και αλγόριθμοι, η γλώσσα προγραμματισμού «Γλώσσα» και το κεφάλαιο υποπρογράμματα). Για την επίτευξη του στόχου αυτού θα χρησιμοποιηθούν μια σειρά από δραστηριότητες που θα καλύπτουν το εύρος των δυνατοτήτων της πλατφόρμας. Δραστηριότητες που θα στοχεύουν στην ανάλυση των δυσνόητων σημείων θεωρίας, ασκήσεις λυμένες και ασκήσεις για λύση με σκοπό την εμπλοκή των μαθητών σε προσωπική πειραματική διαδικασία, τεστ πολλαπλής επιλογής, διαγωνίσματα.
Περαιτέρω μελέτη αποτελεί η αξιολόγηση των σεναρίων στη σχολική τάξη και εφαρμογή παρόμοιων σεναρίων για περισσότερα γνωστικά αντικείμενα. / It is widely believed that in recent years, ICT (Information and Communication Technologies) have been incorporated into all modern educational systems since their use provides a variety of facilities - the advantages in the learning process.
The purpose of this particular thesis, is the design and teaching of the " Application Development in a programming environment " course, by using the open education platform DIPLEK, which utilizes the ICT for the development and organization of educational material by teachers. The course mentioned before, is addressed to those students of the Third Grade of High School, who are orientated to the Technological field of computer Science and Services Cycle.
The course aims at introducing to student the sense of planning and developing the appropriate way of thinking about algorithmic problem solving. The goal of this thesis is to create an exemplary instructive method of this Pan-Hellenic subject that will be a useful tool for students and a reference tool for teachers.
For the realization of the course, the platform of open education DIPLEK will be used. It has been designed and implemented based on the current needs of both student and teacher, for easy access to educational material and can be adapted to their needs as well. Furthermore, its use requires no special computer knowledge due to the fact that it offers a friendly graphical user interface.
The material covered by the course, is the one the third Grade candidates are invited to know well, since they enter for it during National exams (problem analysis, basic concepts of algorithms, data structures and algorithms, the programming language "Language" and sub programmes charter). To achieve this goal a range of activities covering the breadth of capabilities of the platform will be used. Activities which aim at analyzing the obscure points of theory, already answered drills and exercises or others which demand a solution with the view to student’s involvement in a personal experiment process and a variety of tests such as multiple choices ones.
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Analyses on tech-enhanced and anonymous Peer Discussion as well as anonymous Control Facilities for tech-enhanced Learning / Analysen zur technologieunterstützten und anonymem Peer Discussion sowie anonymen Einflusswerkzeuge für technologieunterstütztes LernenHara, Tenshi 12 September 2016 (has links) (PDF)
An increasing number of university freshmen has been observable in absolute number as well as percentage of population over the last decade. However, at the same time the drop-out rate has increased significantly. While a drop in attendance could be observed at the same time, statistics show that young professionals consider only roughly thirty percent of their qualification to originate in their university education. Taking this into consideration with the before mentioned, one conclusion could be that students fail to see the importance of fundamental classes and choose to seek knowledge elsewhere, for example in free online courses. However, the so acquired knowledge is a non-attributable qualification. One solution to this problem must be to make on-site activities more attractive. A promising approach for raised attractiveness would be to support students in self-regulated learning processes, making them experience importance and value of own decisions based on realistic self-assessment and self-evaluation. At the same time, strict ex-cathedra teaching should be replaced by interactive forms of education, ideally activating on a meta-cognitive level.
Particularly, as many students bring mobile communication devices into classes, this promising approach could be extended by utilising these mobile devices as second screens. That way, enhanced learning experiences can be provided. The basic idea is simple, namely to contribute to psychological concepts with the means of computer science. An example for this idea are audience response systems. There has been numerous research into these and related approaches for university readings, but other forms of education have not been sufficiently considered, for example tutorials. This technological aspect can be combined with recent didactics research and concepts like peer instruction or visible learning. Therefore, this dissertation presents an experimental approach at providing existing IT solutions for on-site tutorials, specifically tools for audience responses, evaluations, learning demand assessments, peer discussion, and virtual interactive whiteboards. These tools are provided under observation of anonymity and cognisant incidental utilisation. They provide insight into students\' motivation to attend classes, their motivation to utilise tools, and into their tool utilisation itself. Experimental findings are combined into an extensible system concept consisting of three major tool classes: anonymous peer discussion means, anonymous control facilities, and learning demand assessment. With the exception of the latter, promising findings in context of tutorials are presented, for example the reduction of audience response systems to an emergency brake, the versatility of (peer) discussion systems, or a demand for retroactive deanonymisation of contributions. The overall positive impact of tool utilisation on motivation to attend and perceived value of tutorials is discussed and supplemented by a positive impact on the final exams\' outcomes. / Über die vergangene Dekade ist eine zunehmende Zahl Studienanfänger beobachtbar, sowohl in der absoluten Anzahl, als auch im Bevölkerungsanteil. Demgegenüber steht aber eine überproportional hohe Steigerung der Abbruchquote. Während gleichzeitig die Anwesenheit in universitären Lehrveranstaltungen sinkt, zeigen Statistiken, dass nur etwa ein Drittel der Berufseinsteiger die Grundlagen ihrer Qualifikation im Studium sieht. Daraus könnte man ableiten, dass Studierende den Wert und die Bedeutung universitärer Ausbildung unterschätzen und stattdessen Wissen in anderen Quellen suchen, beispielsweise unentgeltlichen Online-Angeboten. Das auf diese Art angeeignete Wissen stellt aber eine formell nicht nachweise Qualifikation dar. Ein Weg aus diesem Dilemma muss die Steigerung der Attraktivität der universitären Lehrveranstaltungen sein. Ein vielversprechender Ansatz ist die Unterstützung der Studierenden im selbst-regulierten Lernen, wodurch sie die Wichtigkeit und den Wert eigener Entscheidung(sfindungsprozesse) auf Basis realistischer Selbsteinschätzung und Selbstevaluation erlernen. Gleichzeitig sollte Frontalunterricht durch interaktive Lehrformen ersetzt werden, idealerweise durch Aktivierung auf meta-kognitiver Ebene. Dies ist vielversprechend insbesondere, weil viele Studierende ihre eigenen mobilen Endgeräte in Lehrveranstaltungen bringen. Diese Geräte können als Second Screen für die neuen Lehrkonzepte verwendet werden. Auf diese Art kann dann eine verbesserte Lernerfahrung vermittelt werden.
Die Grundidee ist simpel, nämlich in der Psychologie bewährte Didaktik-Konzepte durch die Mittel der Informatik zu unterstützen. Ein Beispiel dafür sind Audience Response Systeme, die hinlänglich im Rahmen von Vorlesungen untersucht worden sind. Andere Lehrformen wurden dabei jedoch unzureichend berücksichtigt, beispielsweise Tutorien. Ähnliche Überlegungen gelten natürlich auch für bewährte didaktische Konzepte wie Peer Instruction oder Betrachtungen in Form von Visible Learning. Deshalb präsentiert diese Dissertation einen experimentellen Ansatz, informationstechnische Lösungen für vor-Ort-Übungen anzubieten, nämlich Werkzeuge für Audience Response Systeme, Evaluationen, Lernbedarfsermittlung, Peer Discussion, sowie virtuelle interaktive Whiteboards. Die genannten Werkzeuge wurden unter Beachtung von Anonymitäts- und Beiläufigkeitsaspekten bereitgestellt. Sie erlauben einen Einblick in die Motivation der Studierenden Tutorien zu besuchen und die Werkzeuge zu nutzen, sowie ihr Nutzungsverhalten selbst. Die experimentellen Ergebnisse werden in ein erweiterbares Systemkonzept kombiniert, das drei Werkzeugklassen unterstützt: anonyme Peer Discussion, anonyme Kontrollwerkzeuge und Lernbedarfsermittlung. Für die ersten beiden Klassen liegen vielversprechende Ergebnisse vor, beispielsweise die notwendige Reduktion des Audience Response Systems auf eine Art Notbremse, die Vielseitigkeit von (Peer-)Discussion-Systemen, oder aber auch der Bedarf für eine retroaktive Deanonymisierung von initial anonymen Beiträgen. Der allgemein positive Einfluss der Werkzeugnutzung auf die Motivation an Tutorien teilzunehmen sowie den wahrgenommenen Wert der Tutorien werden abschließend diskutiert und durch verbesserte Abschlussklausurergebnisse untermauert.
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Analyses on tech-enhanced and anonymous Peer Discussion as well as anonymous Control Facilities for tech-enhanced LearningHara, Tenshi 14 June 2016 (has links)
An increasing number of university freshmen has been observable in absolute number as well as percentage of population over the last decade. However, at the same time the drop-out rate has increased significantly. While a drop in attendance could be observed at the same time, statistics show that young professionals consider only roughly thirty percent of their qualification to originate in their university education. Taking this into consideration with the before mentioned, one conclusion could be that students fail to see the importance of fundamental classes and choose to seek knowledge elsewhere, for example in free online courses. However, the so acquired knowledge is a non-attributable qualification. One solution to this problem must be to make on-site activities more attractive. A promising approach for raised attractiveness would be to support students in self-regulated learning processes, making them experience importance and value of own decisions based on realistic self-assessment and self-evaluation. At the same time, strict ex-cathedra teaching should be replaced by interactive forms of education, ideally activating on a meta-cognitive level.
Particularly, as many students bring mobile communication devices into classes, this promising approach could be extended by utilising these mobile devices as second screens. That way, enhanced learning experiences can be provided. The basic idea is simple, namely to contribute to psychological concepts with the means of computer science. An example for this idea are audience response systems. There has been numerous research into these and related approaches for university readings, but other forms of education have not been sufficiently considered, for example tutorials. This technological aspect can be combined with recent didactics research and concepts like peer instruction or visible learning. Therefore, this dissertation presents an experimental approach at providing existing IT solutions for on-site tutorials, specifically tools for audience responses, evaluations, learning demand assessments, peer discussion, and virtual interactive whiteboards. These tools are provided under observation of anonymity and cognisant incidental utilisation. They provide insight into students\' motivation to attend classes, their motivation to utilise tools, and into their tool utilisation itself. Experimental findings are combined into an extensible system concept consisting of three major tool classes: anonymous peer discussion means, anonymous control facilities, and learning demand assessment. With the exception of the latter, promising findings in context of tutorials are presented, for example the reduction of audience response systems to an emergency brake, the versatility of (peer) discussion systems, or a demand for retroactive deanonymisation of contributions. The overall positive impact of tool utilisation on motivation to attend and perceived value of tutorials is discussed and supplemented by a positive impact on the final exams\' outcomes.:List of Definitions, Theorems and Proofs
List of Figures
List of Tables
Introduction and Motivation
Part I: Propaedeutics
1 Working Theses
1.1 Definitions
1.2 Context of Working Theses and Definitions
2 Existing Concepts
2.1 Psychology
2.1.1 Self-Regulation and self-regulated Learning
2.1.2 Peer Instruction, Peer Discussion
2.1.3 Learning Process Supervision: Learning Demand Assessment
2.1.4 Cognitive Activation
2.1.5 Note on Gamification
2.1.6 Note on Blended Learning
2.2 Computer Science
2.2.1 Learning Platforms
2.2.2 Audience Response Systems (ARS)
2.2.3 Virtual Interactive Whiteboard Systems (V-IWB)
2.2.4 Cognisant Incidential Utilisation (CIU)
2.3 Appraisal
3 Related Work
3.1 Visible Learning
3.2 auditorium
3.3 Auditorium Mobile Classroom Service
3.4 ARSnova and other Audience Response Systems
3.5 Google Classroom
3.6 StackOverflow
3.7 AwwApp
Part II: Proceedings
4 Global Picture and Prototype
4.1 Global Picture
4.2 System Architecture
4.2.1 Anonymous Discussion Means
4.2.2 Anonymous Control Facilities
4.3 Implementation
4.3.1 The Prototype
5 Investigated Tools
5.1 Note on Methodology
5.2 Anonymity
5.2.1 Methodology
5.2.2 Visible Learning Effects
5.2.3 Assertion
5.2.4 Experiments
5.2.5 Results
5.2.6 Conclusions
5.3 Learning Demand Assessment
5.3.1 Methodology
5.3.2 Visible Learning Effects
5.3.3 Tool Description
5.3.4 Assertion
5.3.5 Experiments
5.3.6 Results
5.3.7 Conclusions
5.4 Peer Discussion System
5.4.1 Methodology
5.4.2 Visible Learning Effects
5.4.3 Tool Description
5.4.4 Assertion
5.4.5 Experiments
5.4.6 Results
5.4.7 Conclusions
5.5 Virtual Interactive Whiteboard
5.5.1 Methodology
5.5.2 Visible Learning Effects
5.5.3 Tool Description
5.5.4 Assertion
5.5.5 Experiments
5.5.6 Results
5.5.7 Conclusions
5.6 Audience Response System and Emergency Brake
5.6.1 Methodology
5.6.2 Visible Learning Effects
5.6.3 Tool Description
5.6.4 Assertion
5.6.5 Experiments
5.6.6 Results
5.6.7 Conclusions
5.7 Evaluation System
5.7.1 Methodology
5.7.2 Visible Learning Effects
5.7.3 Tool Description
5.7.4 Assertion
5.7.5 Experiments
5.7.6 Results and Conclusion
6 Exam Outcome
7 Utilisation and Motivation
7.1 Prototype Utilisation
7.2 Motivational Aspects
Part III: Appraisal
8 Lessons learned
9 Discussion
9.1 Working Theses’ Validity
9.2 Research Community: Impact and Outlook
9.2.1 Significance to Learning Psychology
9.3 Possible Extension of existing Solutions
10 Conclusion
10.1 Summary of scientific Contributions
10.2 Future Work
Part IV: Appendix
A Experimental Arrangement
B Questionnaires
B.1 Platform Feedback Sheet
B.1.1 Original PFS in 2014
B.1.2 Original PFS in 2015
B.2 Minute Paper
B.3 Motivation and Utilisation Questionnaires
B.3.1 Motivation 2013 and 2014
B.3.2 Motivation 2015
B.3.3 Utilisation 2014
B.3.4 Utilisation 2015, Rev. I
B.3.5 Utilisation 2015, Rev. II
C References
C.1 Auxiliary Means
D Publications
D.1 Original Research Contributions
D.2 Student Theses
E Glossary
F Index
G Milestones
Acknowledgements / Über die vergangene Dekade ist eine zunehmende Zahl Studienanfänger beobachtbar, sowohl in der absoluten Anzahl, als auch im Bevölkerungsanteil. Demgegenüber steht aber eine überproportional hohe Steigerung der Abbruchquote. Während gleichzeitig die Anwesenheit in universitären Lehrveranstaltungen sinkt, zeigen Statistiken, dass nur etwa ein Drittel der Berufseinsteiger die Grundlagen ihrer Qualifikation im Studium sieht. Daraus könnte man ableiten, dass Studierende den Wert und die Bedeutung universitärer Ausbildung unterschätzen und stattdessen Wissen in anderen Quellen suchen, beispielsweise unentgeltlichen Online-Angeboten. Das auf diese Art angeeignete Wissen stellt aber eine formell nicht nachweise Qualifikation dar. Ein Weg aus diesem Dilemma muss die Steigerung der Attraktivität der universitären Lehrveranstaltungen sein. Ein vielversprechender Ansatz ist die Unterstützung der Studierenden im selbst-regulierten Lernen, wodurch sie die Wichtigkeit und den Wert eigener Entscheidung(sfindungsprozesse) auf Basis realistischer Selbsteinschätzung und Selbstevaluation erlernen. Gleichzeitig sollte Frontalunterricht durch interaktive Lehrformen ersetzt werden, idealerweise durch Aktivierung auf meta-kognitiver Ebene. Dies ist vielversprechend insbesondere, weil viele Studierende ihre eigenen mobilen Endgeräte in Lehrveranstaltungen bringen. Diese Geräte können als Second Screen für die neuen Lehrkonzepte verwendet werden. Auf diese Art kann dann eine verbesserte Lernerfahrung vermittelt werden.
Die Grundidee ist simpel, nämlich in der Psychologie bewährte Didaktik-Konzepte durch die Mittel der Informatik zu unterstützen. Ein Beispiel dafür sind Audience Response Systeme, die hinlänglich im Rahmen von Vorlesungen untersucht worden sind. Andere Lehrformen wurden dabei jedoch unzureichend berücksichtigt, beispielsweise Tutorien. Ähnliche Überlegungen gelten natürlich auch für bewährte didaktische Konzepte wie Peer Instruction oder Betrachtungen in Form von Visible Learning. Deshalb präsentiert diese Dissertation einen experimentellen Ansatz, informationstechnische Lösungen für vor-Ort-Übungen anzubieten, nämlich Werkzeuge für Audience Response Systeme, Evaluationen, Lernbedarfsermittlung, Peer Discussion, sowie virtuelle interaktive Whiteboards. Die genannten Werkzeuge wurden unter Beachtung von Anonymitäts- und Beiläufigkeitsaspekten bereitgestellt. Sie erlauben einen Einblick in die Motivation der Studierenden Tutorien zu besuchen und die Werkzeuge zu nutzen, sowie ihr Nutzungsverhalten selbst. Die experimentellen Ergebnisse werden in ein erweiterbares Systemkonzept kombiniert, das drei Werkzeugklassen unterstützt: anonyme Peer Discussion, anonyme Kontrollwerkzeuge und Lernbedarfsermittlung. Für die ersten beiden Klassen liegen vielversprechende Ergebnisse vor, beispielsweise die notwendige Reduktion des Audience Response Systems auf eine Art Notbremse, die Vielseitigkeit von (Peer-)Discussion-Systemen, oder aber auch der Bedarf für eine retroaktive Deanonymisierung von initial anonymen Beiträgen. Der allgemein positive Einfluss der Werkzeugnutzung auf die Motivation an Tutorien teilzunehmen sowie den wahrgenommenen Wert der Tutorien werden abschließend diskutiert und durch verbesserte Abschlussklausurergebnisse untermauert.:List of Definitions, Theorems and Proofs
List of Figures
List of Tables
Introduction and Motivation
Part I: Propaedeutics
1 Working Theses
1.1 Definitions
1.2 Context of Working Theses and Definitions
2 Existing Concepts
2.1 Psychology
2.1.1 Self-Regulation and self-regulated Learning
2.1.2 Peer Instruction, Peer Discussion
2.1.3 Learning Process Supervision: Learning Demand Assessment
2.1.4 Cognitive Activation
2.1.5 Note on Gamification
2.1.6 Note on Blended Learning
2.2 Computer Science
2.2.1 Learning Platforms
2.2.2 Audience Response Systems (ARS)
2.2.3 Virtual Interactive Whiteboard Systems (V-IWB)
2.2.4 Cognisant Incidential Utilisation (CIU)
2.3 Appraisal
3 Related Work
3.1 Visible Learning
3.2 auditorium
3.3 Auditorium Mobile Classroom Service
3.4 ARSnova and other Audience Response Systems
3.5 Google Classroom
3.6 StackOverflow
3.7 AwwApp
Part II: Proceedings
4 Global Picture and Prototype
4.1 Global Picture
4.2 System Architecture
4.2.1 Anonymous Discussion Means
4.2.2 Anonymous Control Facilities
4.3 Implementation
4.3.1 The Prototype
5 Investigated Tools
5.1 Note on Methodology
5.2 Anonymity
5.2.1 Methodology
5.2.2 Visible Learning Effects
5.2.3 Assertion
5.2.4 Experiments
5.2.5 Results
5.2.6 Conclusions
5.3 Learning Demand Assessment
5.3.1 Methodology
5.3.2 Visible Learning Effects
5.3.3 Tool Description
5.3.4 Assertion
5.3.5 Experiments
5.3.6 Results
5.3.7 Conclusions
5.4 Peer Discussion System
5.4.1 Methodology
5.4.2 Visible Learning Effects
5.4.3 Tool Description
5.4.4 Assertion
5.4.5 Experiments
5.4.6 Results
5.4.7 Conclusions
5.5 Virtual Interactive Whiteboard
5.5.1 Methodology
5.5.2 Visible Learning Effects
5.5.3 Tool Description
5.5.4 Assertion
5.5.5 Experiments
5.5.6 Results
5.5.7 Conclusions
5.6 Audience Response System and Emergency Brake
5.6.1 Methodology
5.6.2 Visible Learning Effects
5.6.3 Tool Description
5.6.4 Assertion
5.6.5 Experiments
5.6.6 Results
5.6.7 Conclusions
5.7 Evaluation System
5.7.1 Methodology
5.7.2 Visible Learning Effects
5.7.3 Tool Description
5.7.4 Assertion
5.7.5 Experiments
5.7.6 Results and Conclusion
6 Exam Outcome
7 Utilisation and Motivation
7.1 Prototype Utilisation
7.2 Motivational Aspects
Part III: Appraisal
8 Lessons learned
9 Discussion
9.1 Working Theses’ Validity
9.2 Research Community: Impact and Outlook
9.2.1 Significance to Learning Psychology
9.3 Possible Extension of existing Solutions
10 Conclusion
10.1 Summary of scientific Contributions
10.2 Future Work
Part IV: Appendix
A Experimental Arrangement
B Questionnaires
B.1 Platform Feedback Sheet
B.1.1 Original PFS in 2014
B.1.2 Original PFS in 2015
B.2 Minute Paper
B.3 Motivation and Utilisation Questionnaires
B.3.1 Motivation 2013 and 2014
B.3.2 Motivation 2015
B.3.3 Utilisation 2014
B.3.4 Utilisation 2015, Rev. I
B.3.5 Utilisation 2015, Rev. II
C References
C.1 Auxiliary Means
D Publications
D.1 Original Research Contributions
D.2 Student Theses
E Glossary
F Index
G Milestones
Acknowledgements
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