Corinna HörmannJohannes Kepler University Linz | JKU · STEM Education
Corinna Hörmann
PhD
About
42
Publications
5,285
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
54
Citations
Introduction
As a post-doc researcher at Johannes Kepler University Linz, Corinna Hörmann combines her dedication to STEM education with a hands-on approach to digital literacy and educational innovation. With a background in teaching and a PhD in Education, she actively engages in creating a better learning environment through various projects, including developing curriculums and leading STEM workshops.
Additional affiliations
February 2018 - February 2019
July 2011 - July 2012
GeoGebra
Position
- Software and Material Developer
September 2012 - November 2018
Europagymnasium Auhof
Position
- Teacher
Description
- I taught Computer Science and Mathematics
Education
September 2006 - June 2012
Publications
Publications (42)
The relevance of digital and IT education in today's working world is increasing noticeably, and numerous associated competencies are required. For this reason, subjects, courses, or training programs that teach digital and IT skills are currently of great interest to everyone involved. As topics are dealt with differently due to various discipline...
As the digital revolution continues to reshape educational landscapes, understanding how educators engage with digital training has become crucial for fostering effective teaching methods. This paper delves into the level of engagement among Austrian teachers in digital education training. Using a comprehensive survey distributed to every secondary...
he rapid evolution of digital technology has necessitated a shift in educational paradigms, particularly in teachers' training and continuous professional development. This paper presents a study that explores Austrian teachers' engagement with digital education training. A comprehensive survey disseminated to all secondary public school teachers g...
Diese Arbeit widmet sich der Integration und den Auswirkungen von generativer künstlicher Intelligenz (KI) im Bildungswesen. Es werden eine Vielzahl von praktischen Anwendungsfällen vorgestellt, in denen KI den Unterricht unterstützen kann – von der Unterrichtsvorbereitung über die Arbeit mit Texten, bis hin zur Förderung von Kreativität und Sprach...
The use of Artificial Intelligence (AI) in research and academic publishing has been a topic of growing interest and debate. While some argue that AI-based systems have the potential to revolutionize the way scientific papers and academic work are generated, others express concerns about the authenticity of AI-authored papers. Several respected org...
Der Artikel beleuchtet die wachsende Integration von Künstlicher Intelligenz (KI) in den Bildungsbereich, speziell in die Erstellung wissenschaftlicher Arbeiten. Während einige das Potenzial von KI-basierten Tools zur Revolutionierung der Erstellungsweise wissenschaftlicher Arbeiten sehen, werden auch Bedenken bezüglich der Authentizität KI-generie...
"Have the courage to use your own intellect!" (Kant 1968) – Kants motto became an important signpost of the Enlightenment in 1784 and some 240 years later it is experiencing a renaissance in the course of enlightened media education. In view of the rapid developments in generative Artificial Intelligence (AI), Kant's call seems more relevant than e...
This mixed-method research aims to address the gender gapin the Computer Science (CS) field by developing an interdisciplinarySTEAM workshop combining practical elements with block-based pro-gramming (BBP) tasks on biological topics. The study presents two ex-ploratory workshops called “Easy Coding in Biology” conducted withsecondary school student...
Als Österreich im September 2018 den verpflichtenden Lehrplan “Digitale Grundbildung” für alle Schüler*innen der Sekundarstufe 1 einführte, fanden die Kompetenzen des 21. Jahrhunderts endlich auch formal ihren Weg in weitere Schulstufen. Die Schulleitungen konnten entscheiden, ob “Digitale Grundbildung” als eigenständiges Fach angeboten wird, oder...
Mobile educational applications (learning apps) have gained significant popularity in classrooms due to their potential to enhance student engagement and improve learning outcomes. However, it is crucial to ensure that these apps not only facilitate educational content but also promote equality, challenge gender stereotypes, and avoid perpetuating...
For a considerable period, there was only a single year of compulsory Computer Science (CS) education in Austria that was required as part of a student's academic career. The mandatory curriculum "Digital Education" (Digitale Grundbildung) was launched in September 2018 for all students in lower secondary education, formally integrating 21st-centur...
For a considerable period, there was only a single year of compulsory Computer Science (CS) education in Austria that was required as part of a student's academic career. The mandatory curriculum "Digital Education" (Digitale Grundbildung) was launched in September 2018 for all students in lower secondary education, formally integrating 21st-centur...
Purpose
This research paper aims to provide information about certified learning apps for biological education and gave an ordered list of all learning apps currently used by Austrian biology teachers in the classroom, which should serve as an overview for all biology teachers. In addition, the (currently little known) certification process of lear...
The concept of life-long learning has become progressively crucial over the last few decades. As part of this development, the European Digital Competence Framework for the Digital Competence of Educators (DigCompEdu), a scientifically sound framework, responds to the need that every European citizen should gain the necessary competencies for enhan...
In response to the requirement that every European citizen acquires the skills necessary for enhancing and utilizing digital technology in a critical, inventive, and creative way, the European Digital Competence Framework for the Digital Competence of Educators (DigCompEdu) was developed. In Austria, grade 9 students began taking "Computer Science"...
The underrepresentation of women in the IT sector is a persistent issue that hampers diversity and innovation. The project "Let IT Dance!" addresses this problem by aiming to inspire and engage girls and young women in the IT sector, and related subjects by letting them experience computer science with dance and music. This paper explores the objec...
Today’s teaching and didactical methods are progressively aiming to integrate digital technologies, computational thinking (CT), and basic computer science concepts into other subjects. An innovative and creative way of combining and integrating CT and teaching cross-curricular skills without digital devices is to include the game Poly-Universe (Po...
Mobile augmented reality (mAR) is considered an innovative, promising, and emerging educational application (app) which has the potential to increase students' motivation, engagement, conceptual knowledge, and learning outcomes. Many studies on (m)AR have been published in recent years, highlighting the different advantages and disadvantages (e.g.,...
For a considerable period, there was only a single year of compulsory Computer Science (CS) education in Austria that was required as part of a student’s academic career. The mandatory curriculum “Digital Education” (Digitale Grundbildung) was launched in September 2018 for all students in lower secondary education, formally integrating 21st-centur...
Entdecken Sie Java ist ein Übungsbuch in zwei Teilen, das in die Grundlagen der Programmierung mit Java einführt.
Das Übungsbuch wurde nach neurodidaktischen Prinzipien entwickelt, um gehirngerechtes Lernen zu unterstützen. Der Schwerpunkt liegt auf der Methode des entdeckenden Lernens, das einen wichtigen Lernmechanismus des Gehirns nutzt: die aut...
Educational applications (learning apps) are becoming increasingly common in the education sector and many students ask themselves which app can assist in their learning process, promote their academic success, and improve their performance. However, there is an incredibly large selection of apps, and their quality and content are often questionabl...
The concept of life-long learning has become progressively important over the last few decades. As part of this development the European Digital Competence Framework for the Digital Competence of Educators (DigCompEdu), a scientifically sound framework, responds to the need that every European citizen should gain necessary competences
for enhancing...
The impact of artificial intelligence (AI) in its many forms such as machine learning, data mining, learning analytics, etc. is undeniable. It is transforming not only social and economic life, but also education. Thus, the chapter examines the influence of AI on teaching and learning in higher education. For this study, a scoping literature review...
Wir leben in einer Zeit, in der sich die vierte industrielle Revolution mit einer der größten Herausforderungen der modernen Ge-sellschaft überschneidet: der SARS-COVID-19-Pandemie. Auf-grund des eingeführten "Distance Learning" wurde der Tagesab-lauf der Schülerinnen und Schüler auf den Kopf gestellt. Die meiste Zeit mussten sie ihre schulischen A...
No matter whether young or old, almost everyone likes to play games. Even though digital games have the opportunity to motivate students and foster digital skills, games in an educational context are typically described as a minor matter in class. However, games can provide an environment to work intensively on and consolidate topics from the class...
Egal, ob als Kind oder Erwachsener, Spiele spielen macht Spaß! Spielen fördert die Problemlösefähigkeit, trainiert soziale Kompetenzen und stärkt den Zusammenhalt. Damit der Spielspaß auch in der Schule nicht zu kurz kommt, hat das COOL Lab der Johannes Kepler Universität Linz im Frühjahr 2020 das erste Mal einen Online-Wettbewerb ausgerufen. Bei d...
During the last decade, escape rooms have become a popular place of amusement. Escape the Room is best
described as a combination of LARP (Live Action Role Play), scavenger hunt, and Sherlock Holmes. The players are immersed
in a scenario and have a set amount of time to solve a variety of puzzles using the materials and information provided to
mov...
The Children’s Congress is an event, developed to meet a demand for strengthening computational thinking and to increase the interest in STEAM subjects. This congress brings teachers, university students and pupils together to work interdisciplinary on real-life problems. During these proceedings, the pupils slip into the role of researchers and sc...
As long ago as 1988, Austria introduced the subject "Computer Science'" in grade 9. Quite a long time there was solely this one year of mandatory IT-education during school career. In 2011, all European countries had digital education policies in place, either as standalone policies or as part of a national ICT strategy. The strategic weight of the...
Despite great effort in research and teaching as well as in raising women's quotas in the public sector and in enterprises, a gender gap in computer science can still be observed. The reasons are manifold, including the lack of interest of girls because of existing stereotypes of male nerds, misconceptions in the field of computer science, and conc...
When Austria introduced the new mandatory subject “Basic Digital Education” in September 2018, computational thinking finally made it into the curriculum. Schools can choose to offer specific subjects or dispense the content into already existing subjects where seen fit. But research shows that it is better to implement computational thinking in ot...
Programming is difficult" society tells us. However, this is only partly due to the subject itself. Very often, the tasks in software development are related to mathematical problems, which themselves are considered as difficult because they have no relation to the student's world of experience. Programming exams contribute to high drop-out rates a...
The use of game elements in the real world is part of a trending topic in science, called "gamification". Game developers and companies are using gamification tools and the knowledge about player types and their characteristics, to successfully affect the behaviour of their players or customers. The success of apps like "Adidas Running" and "Pokemo...
Jeannette Wing defines computational thinking as fundamental skill for everyone. When Austria introduced the new mandatory subject "basic digital education" in September 2018 for all students in grade 6, computational thinking finally found its way into the school system. Schools can decide if they offer specific subjects or if they implement the c...
The Children's Congress is an event, developed to meet a demand for strengthening computational thinking and to increase the interest in STEAM subjects. This congress brings teachers, university students and pupils together to work interdisciplinary on real-life problems. During these proceedings, the pupils slip into the role of researchers and sc...
Das Übungsbuch wurde nach neurodidaktischen Prinzipien (gehirngerechtes Lernen) entwickelt und beinhaltet folgende Aufgaben mit Musterlösungen:
- Leseecken und Schritt-für-Schritt-Aufgaben für entdeckendes Lernen
- Miniübungen für kompetenzorientiertes Lernen
- verschiedene Programmieraufgaben in Java
- ein komplexes Programm, das kapitelweise erwe...
According to the 2010 National Research Council in the United States, everyone should be taught Computational Thinking (CT) in future education systems. Originally targeting higher secondary and college students, CT has found its way into many primary and lower secondary school curricula in dozens of countries in the last years. So especially for y...