
Isa Jahnke- Dr. / Ph.D.
- Founding Vice President of digital learning and Full Professor at TU Nürnberg - University of Technology Nuremberg
Isa Jahnke
- Dr. / Ph.D.
- Founding Vice President of digital learning and Full Professor at TU Nürnberg - University of Technology Nuremberg
Founding Vice President for Academic and International Affairs (digital learning) & Full Professor
About
190
Publications
67,489
Reads
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2,660
Citations
Introduction
Professor Dr. Isa Jahnke's expertise includes teaching in higher education w/ more than 20 years of experience in blended learning and more than five years of online learning, as well as research in the field of Learning Design & Technologies (ICT in Education, User and Learning Experience Design & Research)
Current institution
TU Nürnberg - University of Technology Nuremberg
Current position
- Founding Vice President of digital learning and Full Professor
Additional affiliations
January 2022 - January 2022
TU Nürnberg (University of Technology Nuremberg)
Position
- CEO
July 2021 - December 2021
August 2015 - June 2021
Publications
Publications (190)
This paper explores the adoption of an entangled eclecticism perspective in Learning Experience Design (LXD), integrating a sociotechnical-pedagogical systems approach. It emphasizes the significance of considering the sociocultural, technological, and pedagogi-cal dimensions of learning as a cohesive, interconnected ecology to design effective lea...
Cyberinfrastructure research develops and deploys solutions that benefit cyberinfrastructure and the broader scientific community. Designing novel cyberinfrastructure solutions is inherently complex and requires collaborative relations between heterogeneous scientific stakeholders, governing bodies, and organisations. This study investigated the pr...
This chapter addresses the methodological vacuum in evaluating LXD practices. It elucidates common evaluation methods for LXD, providing a structured approach amidst the existing challenges in terminology, theoretical foundation, and method-application from user experience design (UXD) in learning design contexts. This chapter aims to bridge the ga...
This chapter elucidates on learning experience design (LXD), a philosophical approach to instructional that draws from various perspectives including human-computer interaction and design thinking. LXD aims to guide the design and development of digital learning technologies, emphasizing on creating highly usable and satisfying digital learning exp...
Data users (researchers, scientists) in healthcare institutions need access to integrated healthcare data to conduct timely analysis of diseases to serve the right population at the right time. However, preserving patient privacy and timely access to quality healthcare data is a critical challenge. Current healthcare data governance systems are lar...
Combining user experience and learning efficacy studies, this chapter presents a design case in the domain of food safety and food import inspection. Within five months, an effective self-paced online training was developed. Multiple methods of user and learner experience studies were applied including instructional flow, prototyping, and a heurist...
Researchers of learning design and technology (LDT) adopt theories from outside the field to design and evaluate educational technologies in a human-centered manner. We therefore propose a theory of Learning Experience Design (LXD) that draws from multiple traditions (i.e., user experience, learning design, and educational technology). The suggeste...
Purpose
Fischer et al. (2022) present a framework for rethinking education, including broad design components such as learning-on-demand or learning takes place in the context of authentic problems. How can we bring those design components into practice? I argue that the design of innovative learning approaches for the digital age requires rigor in...
Active learning strategies increase student engagement and performances, however, there is student resistance toward such instructional interventions. To overcome student resistance groupwork can be useful. In addition, digital technology can be used to re-design courses to add active learning techniques and support learning with and not from techn...
The growth in trade of food across international borders requires authorities to be trained to promote food safety and risk-based inspection. Online training for risk-based food import controls is a promising approach. In this study, we focused on the development and refinement of a self-paced online course to teach risk-based inspection of food im...
Medical schools store large sets of patient data. The data is important for the analysis of trends and patterns in healthcare practice. However, obtaining access to the data can be problematic due to the data protection mechanisms. In this study, we investigate the current practices from the lens of both the data requester and the data provider. Re...
With ubiquitous, mobile computing, health care systems, and smart factories, socio-technical phenomena continue to emerge that challenge traditional design and evaluation methods. We perceive such phenomena as the intertwinement of technical artifacts and social practices. Previous work shows that there is no sufficient method to evaluate the quali...
Objectives
From the view of everyday practices and the socio-technical coordination lens, we analyzed the gap between creators' intention and the users’ implementation (mainly nursing staff and social workers) of an alert system in assisted living communities.
Methods
Qualitative methods were employed by way of five user interviews and focus group...
Medication adherence is poor in persons with chronic disease, especially in those with multiple chronic diseases, one of which is a psychological disorder. Social support, medication education, and external reminders have been identified as facilitators of adherence. Mobile health applications have the potential to enhance adherence; however, it is...
Falls are widespread among older adults causing serious injuries and threatening their quality of life. An approach to estimate fall risk, and to prevent falls, is the Timed-Up-and-Go (TUG) test. The TUG test has established validity and reliability. However, as a clinical test, it is not accessible for personal use. To enhance its reach, the autho...
Given the increasing popularity of online learning, the study of the user experience in online courses is relevant for the design of meaningful online learning. While there exist many checklists for online course evaluation, they focus on different items and lack consensus of common usability factors. Traditional usability studies focus on technolo...
Online courses often include interface designs that do not support a positive learner experience. Literature shows a variety of heuristics to detect issues of online courses. While heuristic-based inspection of usability is a dominant method for evaluating digital systems, these methods cannot be easily transferred to online courses. To close this...
Mobile microlearning platforms have increased over the years. Literature shows that platforms use specific instructions or media, such as videos or multiformat materials (e.g., text, audio, quizzes, hands-on exercises). However, few studies investigate whether or how specific design principles used on these platforms contribute to learning efficacy...
Big data computation tools are vital for researchers and educators from various domains such as plant science, animal science, biomedical science, and others. With the growing computational complexity of biology big data, advanced analytic systems, known as prescriptive systems, are being built using machine learning models to intelligently predict...
Various theories and models have been published that guide the design and development of learning technologies. While these approaches can be useful for promoting cognitive or affective learning outcomes, user-centered design methods and processes from the field of human-computer interaction (HCI) can also be of value to those in the learning desig...
Researchers in the field of Learning/Instructional Design and Technology have been engaged in productive scholarly endeavors at the intersection of Learning Design, User Experience, Human-Computer Interaction, and associated disciplines for some time. This edited volume captures the collective voices of authors working in this area. This book focus...
Researchers have been engaged in productive scholarly endeavors at the intersection of Learning Design, User Experience (UX), Human-Computer Interaction (HCI), and associated disciplines for some time. Our work as editors has sought to capture and disseminate the collective voices of authors working in this area within a single volume. This book fo...
Learner experience in technology-enhanced learning environments is often evaluated or analyzed with traditional usability heuristics, as in Nielsen (1994a, 1994b), in order to understand if a certain tool is usable or user-friendly. However, Nokelainen (2006) has established that pedagogical usability is often neglected, an approach which takes int...
There are a handful of programmes in higher education that offer students a joint international study programme and research shows that students have certain levels of anxiety when starting studying in such graduate programmes. This study aimed to explore levels of student anxiety and investigates the prerequisite skills in order to better prepare...
Mobile microlearning targets a new audience of learners: employees and workers outside of offices, using smartphones for flexible, anywhere, anytime training. The term ‘mobile’ emphasizes that the content is made for small screens of smartphones. According to literature and industry reports, micro-lessons are generally between 30 s and 5 min. While...
Research shows a disconnection between creativity and education. In addition, studies rarely describe how instructors in higher education make use of mobile devices to foster student creativity. In order to obtain deeper knowledge of teaching practices, instructors in higher education were interviewed and 24 courses were analyzed using the constitu...
Wearables such as smart glass technologies with augmented-reality functionalities have the advantages of being voice-controlled and hands-free. The person, for example, the dentist, has both hands available for doing the actual work while using smart glasses to retrieve augmented information or to communicate with others. To understand the potentia...
The schools in the United States undergo reforms that involve the integration of data-intensive improvement processknown as strategic improvement plans (SIPs). This process requires digital systems to set goals, create interventions, useand analyse student data, monitor and report SIPs. A challenge with digital systems is the integration of a highl...
This volume invites the reader to explore the complexities and the dynamic character of interacting with technologies that unfold in the everyday flow of practices in schools, museums, field trips, and the home. In particular, we paid attention to the material conditions of such practices via, for instance, the exploration of media discourses on in...
The aim of the study was to understand how digitalization of K–12 education has been carried out in Sweden. The focus lied on investigating 26 teacher’s teaching designs in tablet-based one-to-one computing initiatives in Sweden. Further, the aim was to explore teachers’ motives and practical implementation for teaching and learning in the one-to-o...
This chapter adds the view on the implications for deep learning that I see when taking a practice lens on the material conditions of learning and teaching with technologies. Grounded in Jonassen’s work on computers in the classroom, I develop the central place for unpacking the daily practice of learning with technology that spans the Learning Sci...
The work presented in this edited volume brings together inspirational and high-quality chapters that call for more conversations in our field. Together with critique and care, we hope the work initiated here will continue disentangling, assembling, and giving form to new arguments able to structure a more nuanced and deeper dialogue on teaching an...
This book explores the complexities of interacting with digital technologies in the everyday flow of practices in schools, museums, and the home. In particular, the authors pay attention to the material conditions of such practices via the exploration of media discourses on information and communication technologies in the classroom; the ongoing di...
This is the research poster of the Information Experience Laboratory (IE Lab) exhibiting the services and projects that the lab provided in 2018. The poster was presented on College of Education's Research Day at the University of Missouri Columbia on October 24th, 2018 and won the Exceptional Visual Representation of Research Award.
In this study initially, we wanted to explore students’ use of online sources and how they use online information to try to persuade each other when they get the group assignment to identify misleading from correct information. We grounded our concept on “OnLife” (Floridi, 2015) in which students used online information to find arguments for their...
Kreativitätsförderung in Ausbildung, Lehre und Lernen ist unbestritten ein relevantes Thema. Jedoch sind sich Forschende und Didaktikerinnen wie Didaktiker uneins, wie Kreativität gefördert werden kann. Es gibt eine Vielfalt von Ansätzen. In diesem Beitrag wird sich dem Thema aus der Perspektive ‚Didaktik-Technologie-Kreativität‘ am Beispiel der Ho...
Der Bedarf einer praxisbezogenen hochschulischen Bildung in allen technischen Studiengängen ist unumstritten. Während Technikdidaktik als Basis für die Ausbildung von LehrerInnen für technische Unterrichtsfächer bereits über Jahrzehnte ein etablierter Teil der institutionalisierten Lehramtsausbildung ist, ist Ingenieurdidaktik ein in Deutschland üb...
In this position paper we shed light on the problem of the relation between digital environments and serendipity from a sociotechnical perspective. The paper brings attention to a potential impact of personalized information systems on the loss of genuine serendipity as a valued aspect of human information interaction. This issue is presented in th...
In Germany, there is controversial discussion if and how to revise technical related study programmes in higher education towards a more practical education. While Technology Didaktik has been an established part of teacher education as training for future teachers in technical related teaching subjects, Engineering Didaktik has been a neglected de...
In this paper, we present a study on group work in which student volunteers from different disciplines worked together to create an augmented reality expedition. The goal of the project was to develop an augmented campus tour for students. The project was successful in delivering the app but through post project interviews we found that volunteers...
This poster introduces IE Lab, its services and client cases.
Durch den Einsatz von internetfähigen Tablets in Schulen verschmelzen tradierte Klassenräume mit Onlineräumen; es entstehen neue Klassenräume: CrossActionSpaces. Unter dieser Bedingung werden 64 skandinavische Schulklassen exploriert. Leitend ist die Fragestellung, auf welche Weise Lehrpersonen iPads in ihren Unterricht integrieren. Die Forschungsm...
This was a presentation delivered on the LexMizzou Workshop 3: Usability and Accessibility for Games. It introduced basic principles and methods of usability studies, and the process to conduct such studies.
It is vitally important to coordinate resources, information sharing, and two-way communication between medical incident commanders (ICs) and first medical responders (paramedics) at mass casualty incidents (MCI) sites. Information at the time of disasters also needs to be effectively analyzed and presented through intelligent user interfaces. Such...
Understanding older adults’ preferences for technology is important for acceptance and adoption of future technologies. This study tested the operation of a Microsoft Kinect sensor system programmed to record the Timed Up-and-Go (TUG) test in sample of seven senior center attendees and three staff, and solicited their response to using the system a...
This study provides new insights into Swedish teachers’ didactical designs when handling two contemporary challenges regarding the new national curriculum and the increasing digitalisation of schools through one-to-one computing initiatives. The research questions consider how teachers organise physical and digital resources in their classrooms as...
In this research, the design of teaching and learning with web-enabled technologies, such as iPads, in 64 one-to-one (1:1) Nordic classrooms was explored using the Digital Didactical Design (DDD) framework. DDD focuses on both teachers' activities and students’ learning activities in the classroom and how web-enabled technologies are integrated int...
In the current age of creativity, individuals as well as institutions are under constant pressure to innovate. Not only students but also higher education experts, decision makers in educational policy and business associations expect universities to implement innovation in teaching and learning. In the last decade, a movement has grown in higher e...
The way in which digital technologies take part and contribute to configuring
teaching and collaborative learning practices has become a timely research matter in our field.
Current studies in the CSCL field, and particularly on the use of tablets in education, draw
attention to how everyday educational practices are entangled with contemporary tec...
There is an increasing demand to develop innovations in eldercare technologies that can be delivered as 'Apps' at a cloud-scale to facilitate proactive monitoring and targeted care coordination. This article presents the design for an 'ElderCare-as-a-SmartService' (ECaaS) system that integrates Apps for in-home health monitoring, and remote physica...
A range of factors can lead to situations where university courses have to be taught with a very small number of students. In this paper, we report on our experiences of a chemistry course that was especially designed to encourage learning in small groups of students (four to five per course). The course design included inquiry-based approaches, ca...
In the digital world, human centered technologies are becoming more and more complex socio-technical systems (STS) than in previous years thus challenging existing traditional design and evaluation methods. There are two new tendencies, a) STS-methods for design and development are complemented by methods for evaluation of existing STS, and b) the...
In political discussions and the research and innovation policy of the European Union, the topic “creativity” seems to become increasingly important. Innovation depends on good ideas, so the need of innovative solutions in a globalized world puts creativity in focus. Engineers, who embody the creative inventors and tinkerers more than any other occ...
Creativity is one of the important skills of the twenty-first century and central to higher education (HE). When we look closer into research on creativity in HE, however, it is not clear how university teachers conceptualise student creativity. How do teachers grasp, observe and express student creativity? Different methods such as interviews and...
As web-enabled mobile technologies become increasingly integrated into formal learning environments, the fields of education and ICT (information and communication technology) are merging to create a new kind of classroom: CrossActionSpaces. Grounding its exploration of these co-located communication spaces in global empirical research, Digital Did...
What is learning from the learners' point of view and how does this relate to the use of tablets? Young learners (6-14 years old) created own photos of learning situations, which served as premise in a qualitative research approach. Explorative conversations and photo-based group interviews were used as methods. Inspired by the methods Stimulated R...
In this paper, we report three cases of the integration of technology, such as web-enabled media tablets in Scandinavian schools. Both qualitative and quantitative data have been applied. A daily challenge for teachers is to coordinate their group of students in a way that enables collaborative learning. We report the gaps and interrelations betwee...
Current studies on media tablets illustrated that mobile technology may improve learning when truly integrated into learning settings. The question remains what truly integrated means, how it might be operationalized. In a study of Scandinavian classrooms, the question was how teachers adopt and in-tegrate media tablets in their teaching practices...
What do learners value as learning and how does this value relate to the use of mobile technology? Inspired by Stimulated Recall and Photo Eliciting, 207 K-9 students took photos (a total of 283 photos) of what they considered learning situations. Using these photos as starting points, we conducted 21 group interviews that generated 293 utterances....
In order to progress in educational development, digital didactical designs are a promising approach. Our three studies show principles of new designs including a) new learning goals where more than one correct answer exists, b) focus on learning as a process in informal-informal learning using guided reflections, c) making learning visible in diff...
1. SUMMARY In this paper, we demonstrate the use of new emergent technology in higher education. We present two examples, first, Google Glass in dental education, secondly, telepresence robots for communication among teachers and students across spaces. With both of the cases, we want to illustrate how technology can be adopted for education when a...
See the attached extended abstract
This research presents five examples of how teachers integrated iPads into their classrooms, as part of a larger study of 15 Danish classrooms. Classroom observations and interviews with teachers revealed the use of multiple apps and a focus on creativity, production, and collaboration in the learning process. We discuss the results in the context...
Hochschuldidaktik 2.0? Digitale didaktische Designs für kollaboratives und kreatives Lehren und Lernen. In: KoSi, Kompetenzzentrum der Universität Siegen (Hrsg.), Werkstattbericht: Hochschuldidaktik 3, "Kommunikaton und Kollaboration – Methoden und Chancen für die Lehre", S. 7-54.
Norberg, A. & Jahnke, I. (2014) Are You Working in the Kitchen? –
European Perspectives on Blended Learning.
Abstract:
As with other ICT-related terms, blended learning (BL) is used in
daily conversations at universities in most countries. This book chapter explores and describes the different understandings and approaches to BL between North Amer...
Isa Jahnke & Swapna Kumar (2014):
iPad-Didactics - Didactical Designs for iPad-classrooms: Experiences from Danish Schools and a Swedish University. In: Charles Miller & Aaron Doering (Eds.). The New Landscape of Mobile Learning: Redesigning Education in an App-based World. New York: Routledge, chapter 15.
Current studies on media tablets illustrated that mobile technology may improve learning when truly integrated into learning settings. The question remains what truly integrated means, how it might be operationalized. In a study of Scandinavian classrooms, the question was how teachers adopt and integrate media tablets in their teaching practices i...
Our study explores Digital Didactics Designs using mobile technology in co-located settings. What kinds of digital didactical designs do teachers apply in their iPad-classes in schools? Classroom observations and qualitative data were collected in a Danish community where 200 teachers and 2,000 students aged 6-16 use iPads in classrooms implemented...
Traditionally, Information and Communication Technology (ICT) “has been segregated from the normal teaching classroom” [12], e.g. in computer labs. This has been changed with the advent of smaller devices like iPads. There is a shift from separating ICT and education to co-located settings in which digital technology becomes part of the classroom....
Creativity is socially constructed and is not an objective fact at all. How do teachers perceive students' creativity and how can they foster students' creative learning? From two case studies, one in higher education and a second on iPad-classrooms in schools, the paper reflects on didactical concepts for creativity using mobile devices. Interview...
Higher education is like an old building that is being constantly augmented with new technological fixes, but the authors propose that it is time to radically question and rethink education, to build a new house from bottom up in order to construct a new normality, which we propose to call "Digital Didactics - Learning expeditions on the move".
This chapter reflects on the finalized EU-funded project PeTEX-platform for e-Learning and Telemetric Experimentation aimed at designing and prototyping a CSCL platform-system for developing, implementing, and delivering educational and training programs in the field of manufacturing engineering. The main challenge for the PeTEX project team was to...
This book fills the void between existing works in Computer-Supported Collaborative Work (CSCW) and Computer-Supported Collaborative Learning (CSCL). CSCL and CSCW each make important and distinct contributions to the construction of collaborative workplace learning and this book fully encapsulates the emerging application of collaborative learning...
Mobile devices (iPods) were used to investigate whether technical devices can
support students in terms of group co-ordination and work organisation. The investigation involved a postgraduate course in industrial design at a German university. During one phase of the project, spread over some weeks, the student task required collaborative work conn...
This chapter is for practitioners and also serves as a wrap-up considering the entire book. In this chapter, the reader will find a summary and implications on how to apply and use CSCL@Work at the workplace.
The paper argues that didactical designers, teachers, and researchers can learn from informal learning situations to build a meaningful learning experience in formal education. By illus- trating three research projects, five theses will be outlined in order to describe the shift from traditional teaching to “learning to be creative.”
This book fills the void between existing works in Computer-Supported Collaborative Work (CSCW) and Computer-Supported Collaborative Learning (CSCL). CSCL and CSCW each make important and distinct contributions to the construction of collaborative workplace learning and this book fully encapsulates the emerging application of collaborative learning...
We propose an interdisciplinary workshop to explore key design principles of collaborative learning in the workplace. The workshop's theme is, simply "CSCL at the workplace". Our first workshop at ACM Group 2010, and the resulting book, raise an important set of issues and potentials for research, but does not solve the thorny and controversial iss...
A characteristic of informal learning is that a person has an unsolved issue and starts searching for answers. To what extent can we transfer such a 'motivation to learn' into formal education? In 2002, an online, open, free forum at a university has been launched for around 2,000 students at a study program (CS). Users got the opportunity to co-co...
In political discussions and the research and innovation policy of the European Union, the topic “creativity” seems to become increasingly important. Innovation depends on good ideas, so the need of innovative solutions in a globalized world puts creativity in focus. Engineers, who embody the creative inventors and tinkerers more than any other occ...
The authors introduce Computer-Supported Collaborative Learning (CSCL) at the workplace (CSCL@Work) as a conceptual framework for bridging the knowledge of researchers in the field of CSCL to work-based learning. In contemporary firms, shepherding the creation of new knowledge is of equal importance, and is driven by two primary research questions....
This conceptual paper describes challenges in the field of Interactive Media and Learning (IML), striving towards a research and teaching field for mobile learning. The theoretical background is provided and arguments are listed, specifically what challenges researchers, practitioners (e.g., teachers, employers, employees) and designers face today...