Dietrich Albert

Dietrich Albert
Karl-Franzens-Universität Graz | KFU Graz · Institute of Psychology - Cognitive Science Section (CSS)

Dr. rer.nat (DSc)

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256
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Publications

Publications (256)
Chapter
On global as well as national levels, top-down approaches to reduce climate-related energy consumption have not been successful and effective at all until now. Thus, a bottom-up approach is recommended: citizens role should change from consumers to prosumers, to (co-)decision-makers regarding energy-related behaviour, and to co-investors in the new...
Chapter
When people engage in Social Networking Sites, they influence one another through their contributions. Prior research suggests that the interplay between individual differences and environmental variables, such as a person’s openness to conflicting information, can give rise to either public spheres or echo chambers. In this work, we aim to unravel...
Conference Paper
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When people engage in Social Networking Sites, they influence one another through their contributions. Prior research suggests that the interplay between individual differences and environmental variables , such as a person's openness to conflicting information, can give rise to either public spheres or echo chambers. In this work, we aim to unrave...
Chapter
This chapter discusses three clusters of approaches to measure and detect cognitive biases in the context of a Visual Analytics Environment (VAE). The first approach is called theory-driven since it refers to purely expert-driven methods. One of these methods is based on the definition of design recommendations for interactive data visualizations t...
Conference Paper
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Constructively dealing with societal problems requires a process of opinion formation that is preceded by a competent and diverse search of information. Alarming are thus, communicative processes that can increasingly be observed in social media. In particular, a tendency of drawing virtual circles around like-minded people seems to characterize us...
Conference Paper
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In online social learning environments, tagging has demonstrated its potential to facilitate search, to improve recommendations and to foster reflection and learning. Studies have shown that as a prerequisite for learning, shared understanding needs to be established in the group. We hy-pothesise that this can be fostered through tag recommendation...
Article
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Creative group work can be supported by collaborative search and annotation of Web resources. In this setting, it is important to help individuals both stay fluent in generating ideas of what to search next (i.e., maintain ideational fluency) and stay consistent in annotating resources (i.e., maintain organization). Based on a model of human memory...
Chapter
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In current and earlier volumes of the series, more detailed analyses of ITSs have been presented. In general, an ITS has been considered as an integrated collection of more complicated models and processes (Sottilare, Graesser, Hu & Holden, 2013; Sottilare, Graesser, Hu & Goldberg, 2014; Sottilare, Graesser, Hu & Brawner, 2015; Sottilare, Graesser,...
Conference Paper
Digital game technologies are a promising way to enable training providers to reach other target groups, namely those who are not interested in traditional learning technologies. Theoretically, through using digital game technologies we are able to foster the acquisition of any competence by specifying competency structures, offering adequate probl...
Article
E-learning makes educational resources available to learners spread all over the world, resulting in a greater diversity of learners. Adaptation and personalisation aim at providing appropriate learning opportunities to users with diverse needs and preferences. Apart from knowledge, goals, motivation, etc. learners’ cultural background is becoming...
Article
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Ontologies play an important role as knowledge domain representations in technology-enhanced learning and instruction. Represented in form of concept maps they are commonly used as teaching and learning material and have the potential to enhance positive educational outcomes. To ensure the effective use of an ontology representing a knowledge domai...
Article
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To find a balance between learning analytics research and individual privacy, learning analytics initiatives need to appropriately address ethical, privacy, and data protection issues. A range of general guidelines, model codes, and principles for handling ethical issues and for appropriate data and privacy protection are available, which may serve...
Conference Paper
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In this paper, we describe an approach for training decision making competences in emergency situations with the help of a multi-modal online environment. Decision making is an essential aspect of emergency management and a successful response to an emergency situation highly depends on whether decisions are being taken in an effective and timely m...
Conference Paper
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Digital games constitute a major emerging technology that is expected to enter mainstream educational use within a few years. The highly engaging and motivating character of such games bears great potential to support immersive, meaningful, and situated learning experiences. To seize this potential, meaningful quality and impact measurements are in...
Chapter
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Self-regulated learning (SRL) competences are crucial for lifelong learning. Their cultivation requires the right balance between freedom and guidance during the learning processes. Current learning systems and approaches, such as personal learning environments, give overwhelming freedom, but also let weak learners alone. Other systems, such as lea...
Article
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Many studies have been conducted, mainly in a university environment, and researchers have identified both advantages and disadvantages of e-learning. Very little is known about the applicability and suitability of e-learning to vocational and skills-based training. The research presented in this paper evaluates an adaptive e-learning model INNOVRE...
Article
In computerized assessment of knowledge it is important to quickly estimate the competence state of a testee. This is particularly true for digital educational games where this kind of assessment has to be done in a non-invasive way, i.e., by avoiding any queries or interruptions. This paper presents the mathematical foundation of a model by which...
Conference Paper
In the domain of criminal intelligence analysis, each day an analyst has to make sense and to create insight of a large amount of different data. However, due to the nature of human cognition, these cognitive processes may lead to systematic errors, so-called cognitive biases. In this paper, based on relevant state-of-the-art, preliminary ideas how...
Conference Paper
Criminal intelligence analysts of today are confronted with a veritable explosion in data volume. They are constantly required to make sense of these data and consequently to make appropriate decisions. To effectively manage the complexity of information and to avoid to be overwhelmed by it, humans unconsciously apply heuristics. These heuristics,...
Conference Paper
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The European research project weSPOT aims at supporting science learning in secondary and higher education. The underlying pedagogical approach, inquiry-based learning, is often criticized for the lack in teaching learning content and for overburden novice learners. To fill this gap, we developed the Formal Concept Analysis (FCA) tool which is used...
Conference Paper
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Translating conceptual knowledge into real world experiences presents a significant educational challenge. This position paper presents an approach that supports learners in moving seamlessly between conceptual learning and their application in the real world by bringing physical and virtual experiments into everyday settings. Learners are empowere...
Article
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This paper presents a conceptual approach and a Web-based service that aim at supporting self-regulated learning in virtual environments. The conceptual approach consists of four components, which are (a) a self-regulated learning model for supporting a learner-centred learning process, (b) a psychological model for facilitating competence-based pe...
Chapter
Gamification is a recent trend in the field of game-based learning that accounts for development effort, costs, and effectiveness concerns of games. Another trend in educational technology is learning analytics and formative feedback. In the context of a European project the developed a light weight tool for learning and practicing divisions named...
Article
Full-text available
In this paper, we introduce a tag recommendation algorithm that mimics the way humans draw on items in their long-term memory. Based on a theory of human memory, the approach estimates a tag’s probability being applied by a particular user as a function of usage frequency and recency of the tag in the user’s past. This probability is further refine...
Article
Background In recent years there has been a move towards a competency-based model for assessing the performance of practical procedures in clinical medicine rather than the traditional assumption that competency is achieved with increasing experience. For such an assessment to be valid, the necessary competencies comprising that skill must be ident...
Conference Paper
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This paper presents a service that supports the evaluation of adaptive learning systems. This evaluation service has been developed for and tested with an adaptive digital libraries system created in the CUTLURA project. Based on these experiences an approach is outlined, how it can be used in a similar way to evaluate the features and aspects of a...
Article
Full-text available
Digital humanities initiatives play an important role in making cultural heritage collections accessible to the global community of researchers and general public for the first time. Further work is needed to provide useful and usable tools to support users in working with those digital contents in virtual environments. The CULTURA project has deve...
Article
Social tagging is a widespread phenomenon on the Web allowing users to tag resources, such as photos, by freely cho-sen labels. Imitation of other users' tagging behavior is deemed to increase the inter-individual consistency of tag assignments. Both verbatim and semantic mechanisms have been proposed where the first case suggests reuse of the exac...
Article
Experiential training simulators are gaining increasing popularity for job-related training due to their potential to engage and motivate adult learners. They are designed to provide learning experiences that are directly connected to users’ work environments and support self-regulated learning. Nevertheless, learners often fail to transfer the kno...
Conference Paper
Full-text available
Adaptive learning systems aim to address a learner's specific needs, considering factors such as prior knowledge, learning efficiency, learning goals and motivation. Especially in distance education, often directed to adult learners with full-time jobs, it is very important to provide assistance to counteract high dropout rates. This paper describe...
Conference Paper
Full-text available
Adaptive learning systems aim to address a learner's specific needs, considering factors such as prior knowledge, learning efficiency, learning goals and motivation. Especially in distance education, often directed to adult learners with full-time jobs, it is very important to provide assistance to counteract high dropout rates. This paper describe...
Article
Gamification is a recent trend in the field of game-based learning that accounts for development effort, costs, and effectiveness concerns of games. Another trend in educational technology is learning analytics and formative feedback. In the context of a European project the developed a light weight tool for learning and practicing divisions named...
Article
Full-text available
Gamification appears being a promising approach to utilize the strong motivational potential of “gaming” in classroom without suffering from shortcomings such as low efficiency, weak pedagogy, or maybe most importantly the high costs. In the context of a European project we developed a rather light weight tool for learning and practicing multiplica...
Article
Full-text available
This article presents an approach that supports the creation of personal learning environments (PLE) suitable for self-regulated learning (SRL). PLEs became very popular in recent years offering more personal freedom to learners than traditional learning environments. However, creating and configuring PLEs demand specific meta-skills that not all l...
Chapter
Adaptive learning systems (ALE) are designed towards the main objective of tailoring learning content, system feedback and appearance to individual users - according to their preferences, goals, knowledge, and other characteristics. The implementation of a successful adaptation process is of course demanding. Adaptation is not good per se and poor...
Conference Paper
Full-text available
Learner models form the basis of adaptive learning systems, representing what the system knows about a learner. Knowledge about a learner's expertise within a learning domain plays an essential role when recommending learning objects as well as when supporting a learner's reflection and awareness. In this paper we present the Competence Analyser to...
Conference Paper
The rapidly growing learning simulations market calls urgently for innovative ways to facilitate the simulation design process [1],[2]. Social spaces can provide an extensive source of reports on individuals’ experiences and their real-world contexts that may be exploited for the purpose of identifying relevant content and evaluating the quality of...
Conference Paper
The ImREAL project is researching how to meaningfully augment and extend existing experiential training simulators. The services developed support self-regulated, goal-, and application-oriented learning in adult training. We present results from a study evaluating a medical interview training simulator that has been augmented by an affective m...
Conference Paper
The Modular Object Oriented Developmental Learning Environment (Moodle) LMS is currently a powerful tool in the educational process, as it supports web-based courses and quizzes, along with providing tools for communication and collaboration. Moodle can be considered as the best platform to support adaptive learning. Using a quiz component is criti...
Article
Most game-designers likely stick to the assumption that background music is a design feature for fostering fun and game play. From a psychological point of view, these (intuitive) aspects act upon the intrinsic motivation and the flow experience of players. However, from a pure cognitive perspective on instructional design, background music could a...
Conference Paper
Full-text available
A model for the interactions in an assessment to support learning identifies the need for response options and for contingent feedback, both of which pose problems when computer-aided. Apart from the difficulties of allowing arbitrary student responses, of judging them for correctness or error, and of providing appropriate specific and contingent f...
Conference Paper
This paper provides an overview of the linkage of two pedagogical approaches, Skills-based Learning and Self-Regulated Learning (SRL) supported by software. In linking these approaches, adaptive skills-based learning tools based on a psycho-pedagogical competence model, were assigned to a cyclic SRL process-model. The INNOVRET project provides the...
Article
Competence-based Knowledge Space Theory (CbK5T) has been proven to be a very well-fitting basis for realizing personalization in technology-enhanced learning. Especially in the area of game-based learning, however, some extensions and improvements are needed. Personalization in a serious game cannot be regarded simply as the selection of game asset...
Chapter
Knowledge Space Theory was founded by Doignon and Falmagne (1985). This paper initiated an extensive body of work 6 , which is still in progress. In this chapter, we present recent examples regarding developments in the theory and its relationship to other approaches, methods and applications. As in other chapters of this volume (e. g., Ch. 10) it...
Chapter
Generating and validating surmise relations across, between and within sets has been strongly stimulated for practical reasons. For instance, the number of psychological tests (sets of items) used simultaneously in diagnostic settings continues to grow. Therefore it is useful to develop new methods that economize assessment procedures and that allo...
Chapter
A saying attributed to Kurt Lewin (1951) states ‘There is nothing so practical as a good theory.’ Accordingly, the theory and models outlined in Chapter 11 of this volume have many practical consequences and can be applied for instance in personalized competence assessment, individualized eTeaching and eLearning, and expert query. Furthermore, for...
Chapter
From its beginning knowledge space theory was developed from a purely behavioristic point of view. It focused on the solution behavior exhibited on the instances of a set of items constituting a knowledge domain. This kind of stimulus-response consideration lead to very successful applications. Knowledge space theory has most effectively been appli...
Article
This paper explores the relation between problem solving learning environments (PSLEs) and assessment concepts. The general framework of evidence-centered assessment design is used to describe PSLEs in terms of assessment concepts, and to identify similarities between the process of assessment design and of PSLE design. We use a recently developed...
Conference Paper
Full-text available
Self-regulated learning (SRL) and metacognition are key in the context of 21 st century education, adult training, and lifelong learning. For instructional strategies to foster metacognition and self-regulation it is crucial to know what are good metacognitive and SRL behaviors. We investigated this question in the context of a training simulat...
Conference Paper
Full-text available
Adaptive learning technologies respond to the diversity of learners by tailoring learning experiences to individuals’ goals, knowledge, learning approach, etc. Learning systems that adapt to a learner’s culture are rather rare, although cultural background constitutes an important variable associated with differences in learning behaviour and strat...
Conference Paper
To find the growth path for companies, this paper proposes the concept of trajectory mining. The central idea is to find the constraints and normal growth paths from the volumes of the trajectories on the capability space where capability space is spanned by multi-dimensional axes. The identified trajectory shows the reasonable direction for future...
Conference Paper
Full-text available
This paper presents the evaluation approach taken for an innovative research environment for digital cultural heritage collections in the CULTURA project. The integration of novel services of information retrieval to support exploration and (re)search of digital artefacts in this research environment, as well as the intended corpus agnosticism and...
Book
The book describes up-to-date applications and relevant theoretical results. These applications come from various places, but the most important one, numerically speaking, is the internet based educational system ALEKS. The ALEKS system is bilingual English-Spanish and covers all of mathematics, from third grade to the end of high school, and chemi...
Article
The paper explores some pedagogical affordances of machine-processable competency models. Self-assessment is a crucial component of learning. However, creating effective questions is time-consuming because it may require considerable resources and the skill of critical thinking. There are very few systems currently available which generate question...
Article
Educational computer games are a highly popular but also a highly challenging field when it comes to an effective and efficient adoption in the classrooms. This holds true from the perspective of the necessary technical infrastructure, from the pedagogical embedment as well as the perspective of a meaningful and formative use of individual gaming r...
Chapter
Virtual worlds in education, intelligent tutorial systems, and learning analytics – all these are current buzz words in recent educational research. In this paper we introduce ProNIFA, a tool to support theory-grounded learning analytics developed in the context of the European project Next-Tell. Concretely we describe a log file analysis and prese...
Chapter
Learning analytics refers to the process of collecting, analyzing, and visualizing (large scale) data about learners for the purpose of understanding and pro-actively optimizing teaching strategies. A related concept is formative assessment – the idea of drawing information about a learner from a broad range of sources and on a competence-centered...
Chapter
Most game-designers likely stick to the assumption that background music is a design feature for fostering fun and game play. From a psychological point of view, these (intuitive) aspects act upon the intrinsic motivation and the flow experience of players. However, from a pure cognitive perspective on instructional design, background music could a...
Chapter
One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fits-all level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and weakne...
Article
Coordinating requirements engineering (RE) and evaluation studies across heterogeneous technology-enhanced learning (TEL) environments is deemed challenging, because each of them is situated in a specific organizational, technical and socio-cultural context. We have dealt with such challenges in the project of ROLE (http://www.role-project.eu/) in...