
Matthias Heinz- Master of Arts
- Research Associate at TU Dresden
Matthias Heinz
- Master of Arts
- Research Associate at TU Dresden
projects
About
52
Publications
30,678
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
223
Citations
Introduction
edLUDO – Gemeinschaft für Digitale Lern- und Spielkulturen:
https://edludo.mz.tu-dresden.de/
Current institution
Publications
Publications (52)
Die zunehmende Diversifizierung des Studienangebots ist eine von vielen Herausforderungen bei der Wahl des passenden Studiengangs. Ein Orientierungsstudium ermöglicht es Teilnehmenden über bis zu zwei Semester hinweg verschiedene Studiengänge zu erkunden und sich vertieft mit ihren individuellen Interessen und Fähigkeiten auseinanderzusetzen. Das O...
The serious game Gami|cation—the learning-teaching adventure was developed to support (higher education) teachers in designing teaching–learning arrangements that promote motivation by enriching educational processes with game elements. The different types of using gamification, the promotion of intrinsic and extrinsic motivation and the creation o...
Artificial Intelligence (AI) can help to interpret and present this big data of historical information on mobile apps in creative and interesting ways. Therefore, building an AI-supported mobile app by using this big data to travel through the history of an architectural icon is the aim of this project. Short description of the app: Travel virtuall...
Museums around the world possess hundreds of thousands of priceless objects, which
have stories to tell about human history. While students and scholars study them,
even the general public is interested in these stories. If there is a way to automate the
information delivery system about these objects it will be of immense value, e.g. it
will suppo...
Lernortkooperation ist ein Kernelement professioneller Berufsausbildung in Deutschland. Umso wichtiger ist es die Perspektiven zukünftiger Akteurinnen und Akteure in diesem Feld, nämlich die zukünftiger Berufsschullehrender, aufzugreifen. Um zu ermitteln, welchen Beitrag diese zum bisherigen abstrakten Konzept der Lernortkooperation leisten können,...
In this paper, we present an overview of the MOVING platform, a user-driven approach that enables young researchers, decision makers, and public administrators to use machine learning and data mining tools to search, organize, and manage large-scale information sources on the web such as scientific publications, videos of research talks, and social...
The Parcours on Gamification (PonG) is a gamified train-the-trainer concept and addresses the target group of educators. PonG pursues the goal of increasing motivation to learn through the use of gamification (elements) and thereby enabling increased learning output and an individual learning experience. The topic of gamification is conveyed to the...
Die Beantwortung der Frage, welche Risiken und Nebenwirkungen mit der Nutzung von Gamification einhergehen können, ist für die Abwägung und die Art dessen Einsatzes von entscheidender Bedeutung. Damit verfolgt der Beitrag das Forschungsdesiderat von Koivisto und Hamari (2019), welche in ihrem aktuellen und umfassenden Gamification-Literaturreview g...
Museums all over the world collect and present an uncountable
number of precious objects to preserve the
cultural heritage of mankind. These art works are subject
to the study of scholars , students and the general
public alike. Advancing the information delivery system
to provide the data of these objects would be of
great value to not only to spe...
As the amount of data is growing rapidly artificial intelligence is getting increasingly important in the field of digital humans in general and in the field of art history in specific since in the 2010s more and more projects using AI have developed (Bell & Ommer 2018). The area of application is widening as The Alan Turing Institute indicated in...
Mit gOPAL wurde im Rahmen des Studienerfolgsprojektes Mobiles Studienassistenzsystem (SAS) ein Online-Dienst für Studierende in der Studieneingangsphase aus MINT- (Mathematik, Informatik, Naturwissenschaft und Technik) und Lehramtsstudiengängen entwickelt. Die Studieneingangsphase umfasst die ersten beiden Semester eines Studiums. Durch gOPAL erhal...
Der Parcours on Gamification (PonG) ist ein gamifiziertes Train-the-Trainer-Konzept und adressiert die Zielgruppe der Pädagoginnen und Pädagogen. PonG verfolgt das Ziel, die Lernmotivation durch den Einsatz von Gamification(elementen) zu steigern und hierdurch einen erhöhten Lernoutput sowie eine individuelle Lernerfahrung zu ermöglichen. Anhand ga...
Digitisation has established itself as the change maker par excellence in business, science and society. Infrastructures, working methods and skills are at the forefront of many debates and increasingly determine the future viability of entire industries.
We have obviously embraced the permanent change with increasing acceleration. But: Where is th...
Institutions of higher education use learning management systems. They are often confronted with the prejudice of being a document filing and management system. The study assistance system gOPAL gamifies a learning management system and builds on the in-house platform of an university to offer digital onboarding. The analysis of user data and evalu...
Enriching university teaching with games or game elements are starting points for educational innovations in the course of progressive digitalization. This article deals with the use of game based elements and functions to design environments which encourage learning. To this end, the article examines the ideas of gamification and serious games, th...
Digitalization is more than ever the top topic in economics, science and societal developments. Infrastructures and competencies are at the forefront of many debates.
The question of which industry is or will be affected by digitization next and to what extent is not only driving executives around. While information Technology innovations were some...
Mit der Digitalisierung im Bildungsbereich sind Hochschulen aufgefordert, neue und mit digitalen Technologien angereicherte Lehr- und Lernformate bereitzustellen. Die sächsischen Hochschulen können dafür auf eine flächendeckende, technologische Infrastruktur [u. a. das Lernmanagementsystem (LMS) OPAL] zurückgreifen. Im Lehralltag zeigen sich jedoch...
Derzeit setzen sich Hochschulen verstärkt für die Entwicklung geeigneter Strategien ein, welche die Studienabbruchquote senken, die Studienmotivation fördern und die Studieneingangsphase optimieren. Um den Studienerfolg zu sichern, gibt es allein an der Technischen Universität Dresden (TUD) 14 Projekte. Erfolg im Studium bedeutet nicht nur, sich pr...
Der Einsatz digitaler Technologien im Bildungsbereich wird zunehmend postuliert.
Wird dieses Postulat auch in der Realität umgesetzt? Woran hängen fehlende Umsetzungen?
Der vorliegende Beitrag gibt Antworten auf diese und weitere Fragen,
setzt sich insbesondere damit auseinander, nach welchen Kriterien die Wahl der
Technologien, die in der wissensc...
Schwerpunkt des vorliegenden Beitrages ist die Darstellung von Kooperationsbeziehungen
in der wissenschaftlichen Weiterbildung an sächsischen Hochschulen. Im
Vordergrund stehen die Fragen nach Gründen und Ausgestaltung der Zusammenarbeit
zwischen Projekten zur Erschaffung von Weiterbildungsangeboten und deren
Kooperationspartnern. Anhand empirische...
Welche sächsischen Hochschulen sind im Weiterbildungsbereich besonders aktiv?
Auf welche Fachbereiche konzentrieren sich die Weiterbildungsangebote? Welche
Rolle spielen digitale Medien? Fragen wie diese stehen im Fokus des Beitrages. Es
werden Befunde einer empirischen Studie präsentiert, welche den Entwicklungsstand
der wissenschaftlichen Weiterb...
Traditionally, the conference „Communities in New Media (GeNeMe)“ examines organisational and information technology perspectives in the context of virtual enterprises, online communities, and social networks. As organisers of the „Knowledge Communities 2016“ conference at the Technische Universität Dresden, Nina Kahnwald, Thomas Köhler, Eric Schoo...
Cross-university computer supported collaborative learning courses are promising applications to enable future workers' acquisition of skills and experience regarding computer-supported collaborative activities at an early stage. However, very few is yet known about both appropriate didactic concepts and critical success factors regarding such cont...
Being successful in a study program doesn't exclusively mean dealing professionally with the subject and contents but also presupposes that first-year students systematically need to deal with the organisational, cultural and normative requirements of higher education. Institutions of higher education are increasingly committed to helping students...
The success of learning processes within higher education strongly depends on the student's motivation. Therefore, gamification focuses on increasing the motivation by using game elements during the student's introductory phase to higher education. Today every institution of higher education provides at least one learning management systems (LMS) f...
Aktuell streben Hochschulen nach Lösungen zur Senkung von Studienabbruch-quoten, Anregung der Studienmotivation und Optimierung von Studieneingangs-phasen. Diese hochschulpolitischen Ziele sind von großer Bedeutung für den demografischen Wandel und den steigenden Bedarf an hochqualifizierten Fach-kräften [1]. Viele verschiedene Konzepte versuchen d...
Full text available as Open Access Publication via: http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa2-334913.
The 21.st Conference on Communities in New Media (GeNeMe) presents innovative technologies and processes for the organization, cooperation and communication in virtual communities and is a forum for professional exchange especially in the...
In the Big Data era, people can access vast amounts of information, but often lack the time, strategies and tools to efficiently extract the necessary knowledge from it. Research and innovation staff needs to effectively obtain an overview of publications, patents, products, funding opportunities, etc., to derive an innovation strategy. The MOVING...
As an alternative teaching-arrangement, the Inverted Classroom Model has potential to modernize
academic teaching and meet the requirements for competency orientation, the continuous
use of digital media, the flexibility of study and heterogeneity orientation. Nowadays, numerous
publications are available, which show the range of possible applicati...
The 20th Communities in New Media (GeNeMe) Conference presents innovative technologies and processes for the organization, cooperation, and communication in virtual communities. It is a forum for professional exchange especially in the fields of knowledge management and online learning. The conference focuses not only on technological and economic...
Traditional academic teaching can be transformed and enhanced by the use of information and communication technologies (ICT) implemented in suitable didactical frameworks. The ‘inverted’ or ‘flipped’ classroom model can create diverse learning opportunities for heterogenic learning needs. Within a multi-case study approach the research on two teach...
Punkte, Abzeichen, Bestenlisten – und schon fällt der Begriff der Gamifizierung. Die fortschreitende Digitalisierung vereinfacht den Einsatz sogenannter Spielelemente in der akademischen Bildung erheblich. Dabei bietet der Trend der Humifizierung neben Punkten, Abzeichen und Ranglisten viele niedrigschwellige und technisch wenig aufwendige Möglichk...
This paper is part of an extensive project which focusses on creating and implementing a scalable flipped classroom framework to broaden information and media competencies in university staff in Saxony. A flipped classroom arrangement with a sensible mix of multimedia tools promotes meaningful learning and lowers travel costs by avoiding content co...
Gamification or related concepts such as serious games and playful design are discussed intensively in the field of academic education. Since 2011, gamification has continuously been recorded as a medium-term trend of online education in the annually published Horizon Report. In all areas in which engagement, participation, and motivation of indivi...
EN: In 2015, two conferences are brought together under the umbrella of „knowledge communities“ with complementary thematic priorities. While the GeNeMe deals with organisational and technical perspectives in the context of Virtual Enterprises, Communities & Social Networks, the ProWM provides a broad and inclusive overview of the organisational, c...
Purpose
– The purpose of this paper is to introduce methodology and findings of a trend study in the field of e-learning. The overall interest of the study was the analysis of scientific e-learning discourses. What comes next in the field of academic e-learning? Which e-learning trends dominate the discourse at universities? Answering such question...
Relevance & Research Question: In our postmodern information society, where knowledge is a key factor for prosperity and welfare, lifelong learning is necessary. To realize a part of this approach, institutions of higher education offer scientific further education programs. Adults, especially fulltime workers, prefer time- and place-independent le...
What comes next in the field of academic e-learning? Which e-learning trends will dominate the discourse at universities? Answering such questions is the basis for the adaptation of service strategies and IT-infrastructures within institutions of Higher Education. The present paper therefore introduces methodology and findings of a trend study in t...
This paper deals with the use of digital media – especially internet technologies – which allows time- and place-independent learning and teaching within scientific further education. Despite the awareness of the wide range of opportunities, which go along with the use of internet technologies, only a few avail themselves of these opportunities, as...
GeNeMe steht für Gemeinschaften in Neuen Medien, im englischen Sprachgebrauch als Web-based Communities oder Online Communities bezeichnet. Diese Konfigurationen aus Informationstechnologie und sozialer Gemeinschaft sind gleichermaßen Thema für Anwendung und Forschung. Dabei wird deutlich, dass diese Konfigurationen aus Informationstechnologie und...
This paper deals with the status quo and perspectives of digital further education at the universities of Saxony (Germany). Both, results of a statewide internet analysis as well as projects of an ESF program, with the main objective to promote the use of media in the academic training, will be presented. By characterization of the central ESF proj...
GeNeMe steht für Gemeinschaften in Neuen Medien, im englischen Sprachgebrauch bezeichnet als Web-based Communities oder Online Communities. Einen wichtigen Impuls erfuhren die wissenschaftliche Analyse und die wirtschaftliche Nutzung dieser Communities unter der Metapher des Web2.0. Internet-basierte Technologien wie z. B. Social Media Werkzeuge, a...
Dass E-Learning eine zeitgemäße Erweiterung des Methoden- und Lehrangebotes von Hochschulen ist, wird durch dessen rasante Verbreitung im Studienalltag deutlich. Der technologische Wandel sowie gestiegene Anforderungen an Studienangebote seitens der potenziellen Studierenden haben den E-Learning-Einsatz an Hochschulen begünstigt aber ebenso zu enor...