Heinrich Söbke

Heinrich Söbke
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Heinrich verified their affiliation via an institutional email.
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Heinrich verified their affiliation via an institutional email.
  • Dr.-Ing.
  • Professor at Hochschule Weserbergland

About

181
Publications
74,170
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Introduction
My research focusses on the field of applied engineering didactics and educational technology. Main research interests are serious games, gamification and mixed reality. Due to the continuous dialogue with these disciplines, I am constantly involved in related areas, such as simulations, integrated data models and data exchange formats.
Current institution
Hochschule Weserbergland
Current position
  • Professor

Publications

Publications (181)
Article
Workplace safety training is the cornerstone of workplace safety and accident prevention. In the case of frequently rotating employees, such as in the laboratories of higher education institutions, where students are required to perform tasks as part of their education, a considerable amount of effort for workplace safety training is demanded from...
Article
Full-text available
While there has been some progress in addressing ethical questions within current digital media integration frameworks, such as the TPACK model, insufficient research exists regarding the meaningful integration of digital media into education while considering its impact on sustainability in terms of its ecological, economic, and social dimensions....
Article
Digital learning environments exhibiting spatial dimensions, such as VR experiences or virtual labs, have become increasingly common in recent years. At the same time, it is known that gamification, i.e., the application of game-like mechanisms, might support the motivational design of learning environments. However, so far, there seems to be no sy...
Poster
Full-text available
Virtuelle Exkursionen ermöglichen es Lernenden, eine Umgebung zu erkunden, ohne physisch vor Ort zu sein. Dazu gehören auch mit 360°-Technologien erstellte Virtual Reality-Umgebungen. Diese lassen sich in unterschiedlichen Lernkontexten nutzen, so auch als Lehrperson-geführte Exkursionen in KlassenraumSzenarien oder in der Gruppe. Der Vorteil ist i...
Poster
Full-text available
Auch in der Ingenieurausbildung werden virtuelle Lernräume-zu verstehen als räumliche digitale Repräsentationen von Orten der realen Welt, wie beispielsweise Labore oder Anlagen der technischen Infrastruktur wie Wasserwerke-aufgrund ihrer Anschaulichkeit und einfachen Zugänglichkeit vermehrt erstellt und zunehmend eingesetzt. Die 360°-Technologie e...
Presentation
Exkursionen bieten aufgrund ihrer Anschaulichkeit und praxisnahen Wissensvermittlungen wertvolle Lerngelegenheiten. Allerdings verhindert der hohe zeitliche, organisatorische und materielle Aufwand oft eine Durchführung, sodass das Potenzial von Exkursionen im Studium selten voll ausgenutzt wird. Hier können virtuelle Exkursionen mit 360°-Technolog...
Conference Paper
Full-text available
Hybride Lernräume sind vereinfachend formuliert physische Räume, die durch den Einsatz von digitaler Technologie Lernszenarien erlauben, an denen sowohl in Präsenz als auch online teilgenommen werden kann. Dieser Beitrag stellt eine Evaluationsstudie einer 360°-basierten virtuellen Exkursion in einem hybriden Lernraum mit wand-füllender Projektion...
Preprint
Full-text available
Virtual field trips (VFTs) have proven to be valuable learning tools. Such applications are mostly based on 360{\deg} technology and are to be characterized as single-user applications in technological terms. In contrast, Social VR applications are characterized by multi-user capability and user-specific avatars. From a learning perspective, the co...
Chapter
Full-text available
Seit dem Jahr 2015 gehören die 17 SDGs mit ihren 169 Unterzielen (United Nations,2015a) zur Agenda 2030 der Vereinten Nationen für eine nachhaltige Entwicklungder Weltgemeinschaft (United Nations, 2015b). Diese stellen Leitlinien dar, um fürdie gesamte Welt die wirtschaftliche Prosperität in Einklang mit ökologischer Ver-träglichkeit und sozialer I...
Article
Full-text available
The objectives of this editorial are to provide a brief overview of the themes of EJEL papers published in 2023, compare these themes with the areas of work suggested in the previous Editorial (Charbonneau-Gowdy, et al., 2023), and propose new areas of focus for future research. The present Editorial will primarily concentrate on the main challenge...
Article
Full-text available
Location-based games are a highly technology-dependent game genre that has witnessed an exponential increase in popularity with the democratisation of smartphones as well as ubiquitous mobile data and access to satellite navigation. Moving forward into the future, location-based games can be expected to evolve as the technologies underlying the gen...
Chapter
Full-text available
This chapter explores metaverses in the context of urban planning. As one of the metaverses’ key technologies, the potential of augmented reality (AR)-based visualisation for digital on-site support in planning processes of wastewater infrastructure is investigated. Based on a framework incorporating organisational and technical requirements, a mar...
Article
Full-text available
Escape rooms are an established game genre that has become popular in educational contexts in recent years. Digital escape rooms are variations, which use digital environments and may be played by participants not present on site. Compared to physical escape rooms, digital escape rooms are characterised by lower implementation and application effor...
Conference Paper
Full-text available
Die Broschüre dokumentiert die Veranstaltung „xR und Lehre“, die am 28. September 2023 am Campus Dessau der Hochschule Anhalt stattfand. Dieses Event wurde in Kooperation zwischen den Projekten praxwerk der HS Anhalt und DigiLehR der Hochschule Harz organisiert. Beide Vorhaben werden von der Stiftung Innovation in der Hochschullehre gefördert und w...
Conference Paper
Full-text available
In the realm of music we have multiple examples of successful rock stars, composers and producers who describe themselves as self-taught. This suggests there might be a demand in formal music education for learning technologies that support students' self-propelled discovery. In this theoretical work, we explore the design space of educational musi...
Article
Full-text available
The release of the large language model-based chatbot ChatGPT 3.5 in November 2022 has brought considerable attention to the subject of artificial intelligence, not only to the public. From the perspective of higher education, ChatGPT challenges various learning and assessment formats as it significantly reduces the effectiveness of their learning...
Preprint
Full-text available
Bauernblatt Schleswig-Holstein und Hamburg, ISSN 0947-9767, 173(46), S. 54-55
Poster
Full-text available
Problem Seit etwa einem Jahr steht nun das Künstliche-Intelligenz (KI)-Werkzeug-ChatGPT zur Verfügung. Insbesondere in Text-intensiven Lehr-Lernformaten kann ChatGPT-offiziell oder inoffiziell-eingesetzt werden. Abschlussarbeiten zählen zu derartigen Formaten. Es fehlen jedoch Erfahrungen zu den tatsächlichen Auswirkungen des Einsatzes von ChatGPT...
Presentation
Full-text available
This presentation covers the phenomenon of serious game aging, i.e. the decreasing ability of serious games to meet user expectations over time, using the example of two serious games.
Chapter
Full-text available
This paper introduces the concept of sustainable serious games and discusses selected issues regarding sustainability with respect to the serious game life cycle. We take a closer look at game aging and maintenance, particularly in the context of educational serious games. We outline what aspects play into game aging and argue for the need to consi...
Conference Paper
Full-text available
In recent years, 360° technology has provided a means of conducting highly authentic virtual field trips. With the help of 360° cameras, panoramic images that allow viewing in all directions are captured, then assembled into spaces using software, and finally didactically enhanced by text, graphic, video and auditory annotations. The resulting educ...
Article
Full-text available
Antimicrobial resistances (AMR) are ranked among the top ten threats to public health and societal development worldwide. Toilet wastewater contained in domestic wastewater is a significant source of AMR entering the aquatic environment. The current commonly implemented combined sewer systems at times cause overflows during rain events, resulting i...
Poster
Full-text available
Virtual excursions are an effective learning remedy for a lack of excursions. As a form of virtual excursion VEER uses the Escape Room Game metaphor: Escape Rooms are a game form of the Adventure Game genre, in which several players must work together as a group to find their way out of a room by solving several puzzles. The aim of VEER is to incre...
Article
Full-text available
Kleinkläranlagen gehören zu den etablierten Methoden der Abwasserreinigung. Eine Charakteristik des Betriebs von Kleinkläranlagen ist die Notwendigkeit der Abfuhr des anfallenden Schlamms. Der Zweckverband Wasserwerke Westerzgebirge hat im Jahr 2018 für einen Organisationbereich die Schlammabfuhr mit eigens angeschafften Saugfahrzeugen selbst übern...
Chapter
Full-text available
Soft skills, such as communication and collaboration are seen as essential for professional life. In formal education, soft skills are still underrepresented as learning objectives. To strengthen soft skills in higher education, we developed a course for undergraduate students in civil engineering. The course works with generic tasks provided by th...
Chapter
Full-text available
Digital learning environments exhibit spatial dimensions, such as virtual labs, virtual worlds, or 360° models. This usage increased during the pandemic, and heterogeneous motivation was found in the target audiences. Gamification is seen as enhancing the motivation of heterogeneous audiences to more homogeneous levels. Consequently, the question a...
Poster
Full-text available
Vor-Ort-Erfahrungen, wie sie durch Exkursionen vermittelt werden, sind in den Umweltingenieurwissenschaften eine wichtige, aber aufgrund von Kosten und Aufwand auch limitierte Lernaktivität des Studiums. Augmented Reality (AR)-Technologien sind geeignet, Vor-Ort-Erfahrungen zum einen qualitativ mit zusätzlichen Informationen anzureichern als zum an...
Poster
Full-text available
Exkursionen sind ein wichtiger Pfeiler bei der Vermittlung praxisorientierten Wissens in der Hochschule. Insbesondere auch in Disziplinen, die sich mit Gestaltung und Betrieb von dinglichen Objekten befassen, wie Umweltingenieurwesen, Bauingenieurwesen oder Architektur, sind Exkursionen sehr wertvoll. Exkursionen sind jedoch auch zeit-und kostenint...
Poster
Full-text available
Problemstellung und Lösungsansatz Überfachliche Fähigkeiten, wie Kommunikation, Kollaboration, Kreativität und kritisches Denken, werden als sehr relevant für das Berufsleben erachtet, fehlen aber in den formalen Lehrplänen vieler (ingenieurtechnischer) Studiengänge. Massively Multiplayer Online Games (MMOGs) gelten als virtuelle Umgebungen, in den...
Conference Paper
Full-text available
Location-based games (LBGs) are based on digital representations of our surroundings and the spaces we inhabit. These digital twins of the real world, real world metaverses, are subsequently augmented by imaginary game content. However, the virtual reconstruction of the world inevitably emphasises some aspects of reality and disregards others. In t...
Chapter
Full-text available
Digital game-based learning (DGBL) has been discussed for over 50 years. Despite countless studies over several decades, DGBL is still the exception rather than the standard in most educational contexts. A workshop at the 21st International Conference on Entertainment Computing 2022 (IFIP ICEC) in Bremen, Germany, prepares an overview of the curren...
Chapter
Full-text available
Construction projects are complex processes that demand high communication skills of all involved stakeholders. Multiplayer Online Games (MOG) are considered to be training environments for meta skills, including communication skills. This study aims to analyze whether communication skills required for construction projects could be trained in MOGs...
Chapter
Full-text available
Genetic algorithms (GA) are a subclass of machine learning methods that allow an automated determination of optimal points. Learning games seem to be very well suited for teaching GA principles, although learning games are still not state of the art. Accordingly, this article presents the development and evaluation of the learning game Ecosystem Si...
Conference Paper
Full-text available
Exkursionen sind als wertvolle Lernaktivitäten auch in Disziplinen der bebauten Umwelt, wie Bau-und Umweltingenieurwesen etabliert. Um vorhandene Nachteile wie hohe Aufwände aus-zugleichen, werden Exkursionen auch virtualisiert, u.a. mit 360°-Technologie. Dieser Beitrag stellt ein Lernszenario vor, in dem das 360°-Modell eines Wasserwerkes durch ei...
Conference Paper
Full-text available
The continuous progress of 360° technologies in recent years has considerably reduced the effort required for creating 360° models. Educational 360° models may now be authored by instructors themselves. However, the quality and usability of 360° models still depend significantly on experience gained from previous authoring of 360° models. Thus, thi...
Conference Paper
Full-text available
In location-based augmented reality (AR), the augmentations depend on the geolocation. Location-based AR might be used in higher education for enabling authentic learning experiences. However, the positioning accuracy achievable with GPS receivers built into off-the-shelf mobile devices has been shown in previous studies to be suboptimal for a subs...
Article
Full-text available
Extensively digitized workplaces require advanced competence profiles from employees, not least due to new options for teleworking and new complex digital tools. The acquisition of advanced competence profiles is to be addressed by formal education. For example, the method of Building Information Modeling (BIM) aims at digitizing the design, constr...
Preprint
Full-text available
Workplaces of the future require advanced competence profiles from employees, not least due to new options for teleworking and new complex digital tools. The acquisition of advanced competence profiles is to be addressed by formal education. For example, the method of Building Information Modeling (BIM) aims at digitizing the design, construction,...
Article
Full-text available
Multi-criteria decision analysis (MCDA) is an established methodology to support the decision-making of multi-objective problems. For conducting an MCDA, in most cases, a set of objectives (SOO) is required, which consists of a hierarchical structure comprised of objectives, criteria, and indicators. The development of an SOO is usually based on mo...
Article
Full-text available
Multiple Choice Questions (MCQs) are an established medium of formal educational contexts. The collaborative generation of MCQs by students follows the perspectives of constructionist and situated learning and is an activity that fosters learning processes. The MCQs generated are—besides the learning processes—further outcomes of collaborative gene...
Chapter
Full-text available
For games used in educational contexts, realism, i.e., the degree of congruence between the simulation models used in the games and the real-world systems represented, is an important characteristic for achieving learning goals well. However, in the past, the realism of especially entertainment games has often been identified as insufficient. Thus,...
Article
Full-text available
Die Variantenvielfalt von Abwasserinfrastruktursystemen, die beispielsweise mit der Prämisse der Schließung von Ressourcenkreislaufen und der Forderung nach einer Steigerung der urbanen Wassersensibilität entstanden ist, stellt für die Planung von Abwasserinfrastruktursystemen eine Herausforderung dar, insbesondere durch die damit einhergehende Ver...
Article
Full-text available
Antimicrobial resistance (AMR) is identified by the World Health Organization (WHO) as one of the top ten threats to public health worldwide. In addition to public health, AMR also poses a major threat to food security and economic development. Current sanitation systems contribute to the emergence and spread of AMR and lack effective AMR mitigatio...
Conference Paper
Full-text available
360-degree models are a variant of virtual reality and are software-generated from multiple images of a space taken by 360-degree cameras. 360-degree models allow viewers virtually walking through them by jumping to the various viewpoints of the model. In addition, 360-degree models may be augmented with further media, such as text, graphics, or vi...
Chapter
Full-text available
Digital location-based experiences, such as app-guided digital scavengers, depend on users being on-site. The requirement to be on-site is a virtue, but it can also be a shortcoming of location-based experiences, such as in the COVID 19 pandemic. This workshop addresses the possibilities of eliminating the on-site requirement, thus extending the po...
Chapter
Full-text available
In addition to subject-specific (or technical) skills, so-called soft skills or 21st Century Skills, should be essential learning outcomes in almost any higher education curriculum. However, only a limited number of learning activities aiming at the development of soft skills are carried out in current higher education curricula. Multiplayer online...
Preprint
For games used in educational contexts, realism, i.e., the degree of congruence between the simulation models used in the games and the real-world systems represented, is an important characteristic for achieving learning goals well. However, in the past, the realism of especially entertainment games has often been identified as insufficient. Thus,...
Article
Full-text available
360° models are a form of virtual reality (VR) that allow the viewer to view and explore a photorealistic object from multiple locations within the model. Hence, 360° models are an option to perform virtual field trips (VFT) independent of time and location. Thanks to recent technical progress, 360° models are creatable with little effort. Due to t...
Conference Paper
Full-text available
Augmented reality (AR) is recognized as a powerful support for learning processes, although it is not yet state of the art within a wide variety of learning contexts. This exploratory study hence investigates a tablet-based AR app for visualizing additional information of a facility model in a formal learning context of vocational training. Specifi...
Article
Full-text available
Building information modeling (BIM) may advantageously be used to support life-cycle management of engineering structures. The Industry Foundation Classes (IFC) are a standardized BIM data format issued by the International Organization for Standardization to describe engineering structures, such as buildings, tunnels, and bridges. Although often e...
Conference Paper
Full-text available
Mit sogenannten 360°-Kameras werden Aufnahmen erstellt, die es Betrachtenden erlauben, ausgehend vom Standpunkt der Kamera in alle Richtungen zu blicken. Mehrere 360°-Aufnahmen können durch Software zu 360°-Modellen zusammengefügt und ein Raum so aus unterschiedlichen Perspektiven betrachtet werden. 360°-Kameras und zugehörige Software haben sich m...
Article
Full-text available
Background: Serious games can be a powerful learning tool in higher education. However, the literature indicates that the learning outcome in a serious game depends on the facilitators’ competencies. Although professional facilitators in commercial game-based training have undergone specific instruction, facilitators in higher education cannot rely...
Experiment Findings
Full-text available
Die Online-Umfrage wurde im Juni und Juli 2020 vom Arbeitskreis VR/AR-Learning der Gesellschaft für Informatik (GI) mit dem Ziel einer Erhebung des aktuellen Status von Mixed Reality (MR)-Lernwerkzeugen durchgeführt. Zur Beteiligung wurde über die Mailingliste des Arbeitskreises VR/AR-Learning sowie über die Social Media-Kanäle des Hochschulforum D...
Chapter
Full-text available
Trotz erheblicher Anstrengungen, den Einsatz digitaler Werkzeuge in der Lehre zu etablieren, scheint die Verbreitung von digitalen Werkzeugen in der Lehre ihren Möglichkeiten noch hinterherzuhinken. Nicht zuletzt der Grundsatz der Freiheit der Lehre etabliert die Lehrenden als maßgebliche Akteure der Gestaltung von Lehre und damit als Entscheidende...
Article
Full-text available
Der Reifegrad von Mixed Reality-Technologien, wie Virtual Reality, Augmented Reality oder 360°-Modellen, hat in den letzten Jahren einen Stand erreicht, der einen regulären Einsatz in Bildungskontexten erlaubt. Oft erschweren jedoch noch technische, organisatorische und didaktische Rahmenbedingungen vor Ort den Einsatz dieser Technologien. Der Beit...
Chapter
Full-text available
The popularity of location-based games continues unabated and is benefiting from the increasing use of mobile end devices and advantageous general conditions, such as the Internet of Things and the Smart City paradigm. This enormous potential of engagement should also be tapped for serious location-based games, i.e. the use of location-based games...
Conference Paper
Full-text available
Gaming is intrinsically motivated – the motivation for gaming lies within the activity itself. One of the rationales for serious gaming, i.e. using the medium of games for purposes other than entertainment, is the assumption of high motivation fostered by games. Both theoretical discourses and evidence-based meta studies question this assumption. H...
Preprint
UNSTRUCTURED Serious games are often said to be a powerful learning tool in higher education. The games used are often facilitated, and literature indicates that the success of the players’ learning outcomes depends on the facilitators’ competencies. Facilitators in most commercially offered game-based training have undergone specific instruction,...
Article
Full-text available
Background Serious games can be a powerful learning tool in higher education. However, the literature indicates that the learning outcome in a serious game depends on the facilitators’ competencies. Although professional facilitators in commercial game-based training have undergone specific instruction, facilitators in higher education cannot rely...
Conference Paper
Full-text available
In the last decade, sustainability skills have become critical for preparing the future workforce and efforts have been made to implement sustainability principles across various disciples. In this context, serious games have been promoted as a viable approach that can be used to reshape the learning environments and facilitate the development of s...
Conference Paper
Full-text available
For a long time, multiple-choice questions (MCQs) have been established for assessment. With the rise of mobile devices, such as smartphones, MCQs have also become the subject of educational quiz apps: by repeatedly answering MCQs and receiving feedback, students learn due to the so-called testing effect. Learning as new purpose also implies requir...
Chapter
Full-text available
Mixed Reality (MR) applications are widely considered to be effective educational tools. Yet, the use of MR alone cannot ensure learning and studies even suggest that the affordances of this technology could decrease the mental processes required for the acquisition of new knowledge. As any other technological innovation, the educational possibilit...
Presentation
360° Models in Environmental Engineering Education are a promising tool to virtualize field trips. One is outlined in this presentation.
Conference Paper
Full-text available
360-degree models are defined as the algorithmic merging of multiple 360-degree images of an enclosed space creating a single visual model of the space that can be viewed from various positions within the space. As means of virtual reality, 360-degree models can be understood as a medium with impact on learning. Aiming at evaluating the educational...
Conference Paper
Full-text available
Field trips foster sustainable high-quality learning outcomes and are therefore one of the cornerstones of teaching in various disciplines. However, field trips are costly and less compatible with some teaching formats, such as distance learning. Using the example of a lecturer-guided field trip through a city quarter on the topic of infrastructure...
Conference Paper
Full-text available
For education of environmental engineers, on-site experience of planning scenarios is considered to be beneficial. In recent years, location-based apps-i.e. mobile apps that provide information and allow interactions specific to the current location-have emerged as learning tools. The study investigates a site inspection scenario using a location-b...
Conference Paper
Full-text available
Mobile devices and mobile internet are the prerequisites for location-based apps, which interpret the current location for providing position-sensitive information. In form of games, location-based apps are extremely popular. For example, 2013 Ingress generated a hype that was surpassed by 2016 Pokémon GO with an even larger player base. Other form...
Article
Full-text available
Mixed Reality-Medien, wie Virtual Reality-Brillen oder Augmented Reality-Apps, erreichen derzeit eine technologische Reife, die sie mehr und mehr zu Medien des Alltags werden lässt. Das Forschungsprojekt AuCity 2 untersucht daher, wie MR-Medien als Lernwerkzeuge in der Hochschulbildung genutzt werden können. Ein Ergebnis von AuCity 2 ist die Identi...
Conference Paper
Full-text available
Processing facilities, such as wastewater treatment plants or biogas plants, are complex engineering structures that convert input streams to output streams using physical, biological, or chemical processes. When planning, constructing, and operating processing facilities, a large number of experts are involved, typically collaborating by exchangin...
Chapter
Full-text available
This chapter examines the conceptual design of AR applications as a learning activity with low technical requirements. With the help of the learning activity, the principles of AR and of the subject area can be conveyed, and the learners’ engagement with the learning content should be stimulated. In this study, Bachelor students of civil engineerin...
Chapter
Full-text available
Public participation in urban planning processes is affected by what is known as the “paradox of participation”: in early planning phases, when there is still sufficient room for decision-making, only a few citizens participate, while in late phases, when decisions can usually only be revised at great expense, a high level of public participation c...
Experiment Findings
https://www.ifak.eu/de/produkte/sampsons
Poster
Heinrich Söbke und Mario Wolf von der Bauhaus-Universität Weimar stellen ein digitales Lernszenario mittels Augmented Reality vor. Dabei wird eine Vor-Ort-Begehung durch ein digitales Bildungswerkzeug zur interaktiven Erfahrung für Studierende und somit qualitativ aufgewertet. https://hochschulforumdigitalisierung.de/de/blog/augmented-reality-baui...
Book
Full-text available
Der erste Band der Schriftenreihe des Netzwerks für digitale Geisteswissenschaften und Citizen Science widmet sich der Frage nach der praktischen Ausgestaltung kooperativer Forschungsprozesse in den Digital Humanities und Citizen Science im Zusammenspiel von Geisteswissenschaft, Digital Humanities, Informatik und weiteren Akteuren. Ausgehend von ei...
Article
Full-text available
Serious Games sind – zumeist digitale – Spiele, die nicht allein der Unterhaltung dienen. Dazu zählen Spiele, die zum Beispiel in der Werbung, in der bildenden Kunst oder zum Lernen eingesetzt werden. Serious Games zum Lernen werden auch Lernspiele genannt. Lernspiele unterscheiden sich von Gamification, dem Übertragen von Spielprinzipien auf Proze...
Chapter
Full-text available
Das Bauhaus ist eng verbunden mit dem Begriff des Entwerfens-vielleicht ist es sogar ein Synonym für Entwurf geworden. Es wurde gegründet, um der Gestaltung von materiellen Objekten-Dingen-Raum zu geben. Materielle Objekte können allein durch ihre Existenz der realen Welt zugeordnet werden. Entwerfen braucht damals wie heute Werkzeuge. Technologisc...
Conference Paper
Full-text available
Gamification can be defined as application of game design elements on real-world processes. The term deep gamification is used when real-world processes are changed by gamification, i.e. users have options to tailor processes in parts due to their preferences. Compared to gamification, deep gamification is considered to have a higher impact on user...
Chapter
Full-text available
Location-based AR games have experienced a tremendous rise. With Ingress (2013) and later Pokémon GO (2016), the two games have established a new genre on the one hand and set new bench-marks in popularity on the other. The specific characteristics, like multiplayer mode, integration of authentic places, and ubiquitous accessibility, make it likely...
Chapter
Full-text available
The technical requirements of mobile location-based games have been met sufficiently well to make location-based mobile games an everyday object. Games like Ingress or Pokémon GO have experienced a huge popularity. Hence, the question arises how the obvious attraction of these games can be used to achieve goals other than entertainment, such as lea...
Article
Full-text available
This issue contains seven selected articles, which gives an overview of the rich field of serious games. So among the topics covered in this issue there are: gamification of learning experiences, serious games in everyday life, artificial intelligence as a means to significantly increase the effects of serious games, understanding the effect of lea...
Conference Paper
Unter Gamification wird die Anwendung von Spielprinzipien auf reale Kontexte ver-standen. Der Begriff Deep Gamification wird verwendet, wenn die Prozesse realer Kontexte struk-turell durch Gamification verändert werden. Deep Gamification führt dazu, dass die Nutzer in die Lage versetzt werden, die Prozesse aufgrund eigener Präferenzen anzupassen. I...
Conference Paper
Full-text available
In den vergangenen Jahren hat Mixed Reality (MR) zunehmend Einzug in Lehrkontexte gehalten. Anwendungsfälle von MR in der räumlichen Planung und sich daraus ergebende Lehr- und Lerneffekte sind bisher aber kaum bekannt. Doch welche Potenziale können MR-Anwendungen in Lehrkontexten der räumlichen Planung haben? Zur Beantwortung dieser Frage erfolgt...
Conference Paper
Full-text available
As part of Virtual Reality, 360-degree videos have potential to enhance tertiary education. One application area is the documentation of field trips in the discipline of civil engineering. Field trips are usually organized infrequently, with shifting motives and are limited to small groups of students. 360-degree videos share the experiences of fie...
Article
Full-text available
Simulation games offer a safe space to experiment with system models and provide learning experiences about interdependencies and thus, are considered to foster the development of a deeper understanding of systems. This article describes the use of SimCity in the university course Infrastructure Management, which has been in continuous operation si...
Preprint
Multi-Criteria Decision Analysis (MCDA) is an established methodology to support decision making of multi-objective problems. For conducting a MCDA, in most cases a set of objectives (SOO) is required which consists of a hierarchical structure with objectives, criteria and indicators. The development of a SOO may require high organizational effort....
Article
Full-text available
New and alternative sanitation systems are increasingly discussed and find their way into implementation. However, discussions on sanitation concepts often are held in a rather emotional way. Furthermore, not all the available sanitation concepts might be known to the decision maker. The work presented here attempts to contribute to a good discussi...
Chapter
Full-text available
Pokémon GO was the first mobile location-based Augmented Reality (AR) game to be widely publicized, and its predecessor—the Ingress game—was the first mobile location-based game reaching a broader audience. Both games are continuously developed and have a large basis of regular players. Therefore, Pokémon GO and Ingress can be seen as successful ex...
Poster
Virtual Reality (VR) is an advanced human-computer interface that allows users to interact with tridimensional realistic simulations. In the field of education, VR is expected to help learners to understand abstract concepts and spatial relationships. It is assumed that also in the area of spatial ability training the affordances of VR might be hel...

Questions

Question (1)
Question
I wonder if there is a questionnaire for measuring "21st century skills" (a.o. critical thinking, creativity, collaboration, communication, information literacy, media literacy, technology literacy, flexibility, leadership, initiative, productivity, social skills)
Alternatively: is there a questionnaire that measures several of these skills? Or is it necessary to compile such a questionnaire from instruments for the individual measured variables?

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