
Matthias EhlenzRWTH Aachen University · MediaLab of the Teacher Training Center
Matthias Ehlenz
Dipl.-Gyml.
About
21
Publications
616
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
29
Citations
Citations since 2017
Publications
Publications (21)
Learning Analytics provides plenty of pedagogical uses. However, the integration of learning analytics must be accompanied by different perspectives: technical, organizational, and pedagogical. At this point, there are still gaps, e.g., the need to connect the various stakeholders and support the systematic, structured, and sustainable process. Thi...
Orchestrating scientific work in educational research laboratories is demanding, especially when many interdisciplinary perspectives are involved. A monolithic approach does not suffice here. This paper describes an open-source architecture for an educational research laboratory. The presented system assists interdisciplinary scientists in implemen...
Die systematische Beobachtung von Verhalten und zwischenmenschlicher Interaktion stellt in vielen Bereichen der Bildungslandschaft eine Schlüsselmethode dar. Kooperation, Kollaboration und das soziale Miteinander bei der Lösung von Herausforderungen lässt sich durch Clickstreams und Log-Files nur schwerlich abbilden. Deshalb erfolgt die Beobachtung...
Analysis of learning data can provide insights into the learning process, ideas for
improving learning environments, and approaches for feedback. In virtual reality, a wide variety of data can be collected. Matching this data with learning objectives and finding indicators and the interdisciplinary path between didactics, the scientific domain of...
Location-independent networking of laboratory infrastructures is opening new possibilities for teaching and learning. In order to make full use of the possibilities it makes sense to form associations and use real, partly digitized and fully digital laboratories shared across locations. The connection of different laboratories with different equipm...
The digitalisation or virtualisation of lab equipment in higher education promises numerous benefits for all those involved. Economic benefits from sharing lab infrastructures, convenient remote access to labs anytime and anywhere, as well as the sharing and linking of lab-based lectures are just some of the advantages that come to mind when thinki...
The digitalisation or virtualisation of lab equipment in higher education promises numerous benefits for all those involved. Economic benefits from sharing lab infrastructures, convenient remote access to labs anytime and anywhere, as well as the sharing and linking of lab-based lectures are just some of the advantages that come to mind when thinki...
Das hier vorgestellte Lehrkonzept schafft in drei Phasen einen fachbezogenen Zugang zu Inklusion und Heterogenität im Kontext der Lehramtsausbildung in Informatik und Elektrotechnik. Es führt die Studierenden an das Thema heran und lässt sie verschiedene Aspekte intensiv und praxisorientiert erkunden und aufarbeiten. Im Fokus hierbei steht der Abba...
First steps in programming often take place in a self-regulated learning process, online and without supervision or assistance of a teacher. When problems occur, novices depend
on automated feedback from the programming learning environment or sample solutions, which do not necessarily fit the approach of the learners. Our goal is to identify and cl...
Lernen kann an vielen Orten stattfinden. Remote Teaching und digitale Lehre können durch äußere Umstände forciert oder gezielt eingesetzt werden, um das Lernen zu verbessern. Die Bestimmung der passenden Lehrmethoden und Technologien in Abstimmung mit den pädagogischen Zielen ist eine Herausforderung. Der Forschungsbereich Learning Analytics stellt...
Learning Analytics in collocated collaboration situations is challenging in itself. Combined with multi-touch input devices, which do not discriminate among individual users, opens a whole new bundle of challenges. To capture data beyond videography and touch interaction, this project presents the integration of eye-tracking glasses into an open-so...
In der Learning Analytics-Forschung hat sich xAPI als Standard etabliert. Actor-Verb-Object. Während Idee einfach und elegant ist, ist die Umsetzung deutlich komplexer. xAPI stellt eine Grammatik, doch das Vokabular ist nicht eindeutig definiert. Extensions, Profiles, Recipes, Attachments, Objekte und Activities, viele Konzepte sind spezifiziert, d...
As technology changes, learning games are adapted to target audience and available devices. Analytics methods must keep up with keeping the learner in focus. This work presents the Multi-Touch Learning Game (MTLG) framework, designed to implement cross platform educational games with support for cooperative, collaborative and competitive settings....
Considering stagnant interest in science, technology, engineering and math (STEM), on the one side, and an increasing dropout rates in computer science at different levels of the university education due to difficult and complex learning contents, on the other side, appropriate technology solutions which support learners are very promising. In this...
Learning Regular Expressions has been an unavoidable, mostly repetitive and unpleasant experience for many students of theoretical computer science. In this paper, we present the results of our research on learning regular expression in an innovative environment. Using large multitouch tabletop displays provides us the opportunity to design a serio...
Educational contexts evolve with the increasing impact of multi-touch technologies on everyday life. When bringing multi-touch technologies into a classroom, high-quality content applications must be developed to add value to students' learning. This contribution presents a framework for multi-touch learning games which incorporates learning analyt...
Collaborative learning games can make a significant contribution to collaborative learning in a classroom of the future. This amount presents the work on a framework that will facilitate the development of learning games for multitouch devices of all sizes and platforms, on the one hand, and standardizes their structure, on the other hand, and thus...
Dieser Beitrag diskutiert die Konzeption eines Software-Projektpraktikums im Bereich E-Learning, welches Lehramts- und Fachstudierenden der Informatik ermöglicht, voneinander zu profitieren und praxisrelevante Ergebnisse generiert. Vorbereitungen, Organisation und Durchführung werden vorgestellt und diskutiert. Den Abschluss bildet ein Ausblick auf...
Projects
Projects (2)
Research Projekt for collaborative serious games for computer science education
The focus of this interdisciplinary scientific project is to evaluate a learning-supportive technology, tangible objects on interactive multitouch tabletops, and to examine whether, and to what extent, such learning assisting tool leads to a learning success of complex and abstract study matters in the computer science education. The research considers ethical, legal and social implications (ELSI) connected with the use and empirically investigates the acceptance and the use intention of the technology in the academic context.