Ilona Buchem

Ilona Buchem
Beuth Hochschule für Technik Berlin · Department of Economics

Prof. Dr. phil

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61
Publications
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Introduction
Ilona Buchem is Professor for Media and Communication at Beuth University of Applied Sciences Berlin, Faculty I Economics and Social Sciences. She holds a PhD in Business Education from Humboldt University and Certificate in Business Administration from St. Gallen University, Switzerland. Website: https://prof.beuth-hochschule.de/buchem Contact: buchem (at) beuth-hochschule.de

Publications

Publications (61)
Conference Paper
Full-text available
Gamification research has mainly focused on younger populations, although it also can improve older people's motivation to learn. However, gamification needs to be integrated in a meaningful and carefully selected way for this target group. In the ePA-Coach project, we address this issue and develop a senior-friendly gamification approach for an e-...
Conference Paper
Full-text available
Human interactions with the trainer during physical training can be highly engaging and motivating [1] and are based on rapport as a dynamic structure of mutual attentiveness and coordination [2]. Human-Agent interaction in virtual reality (VR) aims to establish interaction patterns and rapport with virtual agents similar to real life. Research sho...
Conference Paper
Full-text available
Educational robots have been used as an effective intervention mainly in STEM education. A wide range of educational robots, including programmable toys and DIY electronics, have been used to support computational, engineering and problem solving skills, mainly of school children. However, the application of humanoid robots to support learning, esp...
Conference Paper
Full-text available
VR exergames, as a form of serious games for physical exercising, have been used to increase motivation to exercise, support long-term adherence and improve health-related outcomes in different populations including senior users [1]. Typically, gamification designs in exergames have incorporated such elements as points, badges, leader boards, level...
Conference Paper
Full-text available
The introduction of the electronic health record (EHR) (German: Elektronische Patientenakte, ePA) in 2021 as a service offered by health insurance companies is intended to ensure all relevant patient health data availability during treatment. At the same time, the EHR aims to reduce coordinative effort within the healthcare system and improve its p...
Conference Paper
Full-text available
Many publications have been published on gamification in recent years, especially in the educational context. Research suggests that gamification can positively impact the learning experience and increase learner engagement. So far, gamification elements have been used or examined primarily to signal performance and progress. However, immersion-ori...
Conference Paper
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Ältere Generationen haben meist kaum Erfahrungen mit digitalen Technologien, jedoch wird deren digitale Souveränität zunehmend relevanter für deren Teilhabe in der heutigen Gesellschaft. Seit Einführung der digitalen Patientenakte (ePA) in 2021 sind Angebote für Seniorinnen und Senioren zum Aufbau digitaler Kompetenzen demnach noch wichtiger, damit...
Conference Paper
Full-text available
Many publications have been devoted to gamification in recent years, but most studies have focused on younger populations in educational contexts. The elderly have been neglected in research, and most of the few studies with senior users have been conducted in the health context, e. g., to increase physical activity. However, only a few studies wit...
Chapter
Designing for rapport with virtual agents is one of the key success factors for delivering engaging and motivating virtual experiences. This paper presents the results of the study on rapport with virtual agent “Anna” who acts as a personal virtual trainer in a gamified, simulated mixed reality (MR) environment for physical training of senior train...
Article
The characterization virtual mobility is based on three main conceptual pillars – international, digital and collaborative. We understand that these characteristics are common to other related concepts although an institutional agreement and the transcript of records for the exchange and recognition of credits seems to be a distinct characteristic...
Conference Paper
Full-text available
This paper presents design options for a pedagogical agent as a virtual learning coach as part of the e-learning system for digital literacy of senior learners in the project ePA-Coach based on the review of current literature for designing pedagogical agents. Building on past studies and available frameworks, the paper provides an overview of diff...
Article
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Theory and research show that psychological ownership has an important impact on how individuals engage, react to change and invest themselves into activities. Drawing on the theory of psychological ownership and self-regulated learning, this study explores the role of psychological ownership for self-regulated learning in context of technology-enh...
Article
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Learner engagement and sustained motivation belong to some central challenges in designing and facilitating Massive Open Online Courses (MOOCs). One approach to face this challenge has been the use of gamification as an attempt to enhance learner engagement and motivation through the use of game-related elements such as levels, leaderboards, points...
Article
Theory and research show that psychological ownership has an important impact on how individuals engage, react to change and invest themselves into activities. Drawing on the theory of psychological ownership and self-regulated learning, this study explores the role of psychological ownership for selfregulated learning in context of technology-enha...
Article
Full-text available
This paper describes five different pilot case studies which show how mini-MOOCs were integrated into study programs in higher education during COVID-19. The pilot case studies were conducted in five different countries (Germany, Italy, Spain, Romania and Slovenia) in the first quarter of 2020 as part of the Open Virtual Mobility project. Open Virt...
Article
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National culture has been an influential framework for comparative and international research. However, current theories suggest that people and societies are rather more complex constructs than their cultural layer. This work is based on a previous study in which, when students from Spain were compared to German students, the former showed higher...
Article
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Internationalisation has been a key theme in higher education (HE) for decades. Multiple initiatives across the world have contributed to creating offerings of high-quality online education, with collaborations across national borders. Two of the concepts that have proved to be influential are Virtual Mobility (VM) and Open Education (OE). Virtual...
Chapter
The paper describes the semantic competency directory as a technology which can be used to support constructive alignment in digital learning designs and systems. This article describes the competency directory developed in the Open Virtual Mobility project which can be used to align competencies (learning objectives) with learning activities, e-as...
Chapter
Wearable enhanced learning (WELL) is an emerging area of interest for researchers, practitioners in educational institutions, and companies. Also many grassroots movements are providing new sensors, devices, prototypical concepts, and learning solutions for WELL. Deeply rooted in the traditions of technology enhanced learning (TEL), such as self-re...
Article
Virtual exchange has been defined as a form of virtual mobility which aims to expand the reach and scope of traditional intercultural learning programs. This paper presents an example of a virtual exchange called InterCult - Intercultural Competences - which aimed to give an opportunity for students from Germany, France, and Brazil to explore inter...
Chapter
Regarding healthy ageing, physical activity (PA) is one of the most important prerequisites as it improves several health outcomes as well as reduces the risk of various chronic diseases. Despite these positive effects, the participation and adherence of older people to PA programs is often low as there are several barriers that prevent older peopl...
Chapter
Human Computer Interaction (HCI) has seen increased interest in designing embodied experiences and interactions. This also includes the field of Wearable Enhanced Learning which marks the transition from the desktop age through the mobile age to the age of wearable, ubiquitous computing. Wearable enhanced learning relates to learning in a state of...
Article
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Personal Learning Environments (PLE) as an approach to technology enhanced learning emphasizes the shift of control and ownership from the educator or the designer of a learning environment to the user or the learner. While more and more private data is created and shared on the Internet, more and more enterprises, government agencies and marketers...
Book
Wearable technologies – such as smart glasses, smart watches, smart objects, or smart garments – are potential game-changers, breaking ground and offering new opportunities for learning. These devices are body-worn, equipped with sensors, and integrate ergonomically into everyday activities. With wearable technologies forging new human-computer rel...
Article
Full-text available
Purpose Besides nutrition, physical activity is one of the most important prerequisites for healthy aging. The public funded R&D project fMOOC (Fitness MOOC—interaction of older adults with wearable fitness trackers in a Massive Open Online Course), aimed at encouraging older adults to increase their physical activity with the help of a senior-frie...
Chapter
Über den Einsatz von mobilen Medien im Bildungskontext gibt es hitzige Diskussionen und viele Kontroversen. Das Spektrum der Meinungen, Unterrichtspraktiken und Forschungsschwerpunkte reicht von der Betrachtung von mobilen Medien als ein Stör- und Suchtfaktor bis hin zur Befürwortung von mobilen Medien als eine neue Kulturtechnik. Auch die Ergebnis...
Chapter
This chapter explores the concepts of digital badges as (parts of) digital portfolios and proposes two digital design patterns for badges-portfolio integration. Digital portfolios are dynamic collections of digital artefacts including work samples, learning resources, records of skills and accomplishments, which may be created by an individual, a g...
Conference Paper
Neben gesunder Ernährung ist körperliche Aktivität eine der wichtigsten Voraussetzungen für ein gesundes Altern und um der Entstehung von Krankheiten entgegenzuwirken. Innerhalb des vom Bundesministerium für Bildung und Forschung geförderten Projektes fMOOC (Fitness MOOC - Interaktion von Senioren mit tragbaren Fitnesstrackern in integrierter MOOC...
Conference Paper
Supporting healthy ageing through sustained physical fitness requires interventions that promote healthy levels of physical activity as part of daily life. Wearable devices, such as activity trackers are body-worn and may be seamlessly integrated into daily activities to promote fitness. Although wearables have been used by younger adopters to opti...
Conference Paper
Full-text available
Bewegung im Alter ist nicht nur eine präventive Maßnahme um Krankheiten vorzubeugen, sondern kann auch den Ge-sundheitszustand sowohl psychisch als auch physisch verbessern. Durch ein langfristiges selbstorganisiertes Training kann dies gewährleistet werden. Wichtige Aspekte bei einem autonomen Training sind ein fachgemäßes Anleiten des Trainingspr...
Article
Physical activity is one of the key factors of ageing healthy and at the same time one of the key motivational challenges for the elderly. Supporting healthy ageing through physical fitness requires interventions that promote healthy levels of physical activity as part of the daily routine. Although wearable devices, such as activity trackers or sm...
Conference Paper
Changing power relations and the shift in control have been some of the key issues driving the discussion in Technology-Enhanced Learning (TEL) in the last years. As opposed to deterministic approaches to designing learning, such as the system approach in instructional design, emancipatory approaches, such as Personal Learning Environments (PLE), e...
Article
Changing power relations and the shift in control have been some of the key issues driving the discussion in Technology-Enhanced Learning (TEL) in the last years. As opposed to deterministic approaches to designing learning, such as the system approach in instructional design, emancipatory approaches, such as Personal Learning Environments (PLE), e...
Article
Full-text available
Within the background where education is increasingly driven by the economies of scale and research funding, we propose an alternative online open and connected framework (OOC) for building global learning communities using mobile social media. We critique a three year action research case study involving building collaborative global learning comm...
Article
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Within the background where education is increasingly driven by the economies of scale and research funding, we propose an alternative online open and connected framework (OOC) for building global learning communities using mobile social media. We critique a three year action research case study involving building collaborative global learning comm...
Article
Smart devices in combination with other digital tools have occupied the cities transforming citizens' urban experience. People are connected any time and anywhere with their global identities changing their relation to the local. People live in glocalities, where the local and the global co-exists. Glocalities are unique and constantly changing in...
Article
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This paper introduces the concept of serendipitous learning in the context of microblogging and discusses the potential of unplanned and unexpected discoveries for learning. Serendipitous learning as a subset of incidental learning refers to learning through gaining new insights, discovering unrevealed aspects and recognizing seemingly unrelated co...
Article
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Il presente contributo introduce il concetto di apprendimento fortuito nel contesto di microblogging e discute le potenzialità di scoperte impreviste e inattese per l'apprendimento. L’apprendimento fortuito, come sottoinsieme dell’apprendimento incidentale, fa riferimento a un apprendimento che avviene tramite l’acquisizione di nuove intuizioni, co...
Article
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This paper reports on an international collaboration in which students from different universities designed and developed mobile learning applications, working together in interdisciplinary teams using social and mobile media. We describe the concept, process and outcomes of this collaboration including challenges of designing and developing mobile...
Conference Paper
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The icollab12 project is the second iteration of an international collaboration built on the establishment of an international lecturer community of practice (COP). This COP is made up of like-minded higher education researchers and practitioners interested in exploring the potential of mobile social media as a catalyst for pedagogical change. This...
Conference Paper
Full-text available
Mobile Internet connectivity has outgrown desktop and laptop Internet connectivity (MobileFuture, 2010). Mobile social media has become the successor to web 2.0 (Brown-Martin, 2010; Cheney, 2010; Jackson, 2012; Ryan, 2011). We will discuss examples of how higher education can harness the potential of mobile social media (McLoughlin & Lee, 2010), wi...
Chapter
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This paper explores the potential and challenges of collaborative mobile learning as a foundation for participatory curriculum development based on preliminary findings from a pilot phase of the iCollaborate project, which is an international collaborative project between university students and lecturers in four different countries. The project bu...
Chapter
Full-text available
This paper explores the development of a 2011 international collaborative mlearning project that builds upon the success of the implementation of over 30 mlearning projects by the researcher between 2006 and 2011. In particular the project builds upon a 2010 Architecture mlearning project (Cochrane & Rhodes, 2011). The 2011 project aims to produce...
Article
Full-text available
In this paper we introduce microlearning in online communities as a learning approach triggered by current patterns of media use and supported by new technologies, such Web 2.0 and social software. We delineate microlearning as a-pragmatic innovation‖ to lifelong learning due to its capability to support flexible learning that can be easily integra...
Conference Paper
Full-text available
Dieser Beitrag stellt einen Coopetition-Simulation-Ansatz vor, welcher im Rahmen eines Kooperationsprojektes zur Lernfilmproduktion des Forschungsprojektes „Mediencommunity 2.0“ und zwei Lehrveranstaltungen der Pädagogischen Hochschule Ludwigsburg entwickelt und eingesetzt wurde. Im Vordergrund steht die Beschreibung der Gestaltung der Lernsituatio...

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Projects

Projects (5)
Project
We want to investigate how value-driven learning can be applied in higher education teaching. For this purpose, we want to analyze how agile values and agile practices can be used in teaching to promote student-centered learning.
Project
The aim of the sub-project of the Beuth Hochschule für Technik Berlin in the ePA-Coach project is the conception of a target group-oriented and age-appropriate e-learning offer for older people for the competent use of the electronic health record (German: Patientenakte, ePA) with a focus on the media / didactic design of: - Microlearning: Learning activities and learning success controls in connection with the micro-content in a MOOC environment in alignment with the concepts of autonomous and social learning in digital learning environments - Gamification: Incentive elements for target group-specific motivation and adaptation to the learning environment based on gamification approaches, especially meaningful / deep gamification - Pedagogical Agent: Personalized, coaching and dialogue-based learning support based on avatar approaches to intelligent and virtual agents, to personalize learning paths and support in using the learning environment
Project
The OpenVM project addresses the need of creating accessible opportunities for achievement of virtual mobility skills to ensure higher uptake of virtual mobility in higher education in Europe, by supporting higher education institutions, educators and students in acquiring, assessing and recognising virtual mobility skills, i. e. key competencies needed to successfully design, implement and participate in virtual mobility actions. More information https://www.openvirtualmobility.eu/about/444-project-summary/