
René RöpkeRWTH Aachen University · Learning Technologies Research Group
René Röpke
Master of Science
About
36
Publications
5,537
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
96
Citations
Citations since 2017
Publications
Publications (36)
Phishing is a constant threat to the online security of end-users. Since technical measures currently fall short of preventing phishing attacks completely, educating end-users is an important factor in reducing the risk of successful attacks. Here, game-based learning has emerged as a scalable, motivational educational approach. While learning game...
With the advancements in research and development of virtual learning environments, Learning Analytics provides access to extensive learning experiences and can provide meaningful analyses to be used for gamification. In the context of programming education, programming platforms like JupyterLab present an immersive, interactive environment in whic...
This paper presents an approach of using methods of process mining and rule-based artificial intelligence to analyze and understand study paths of students based on campus management system data and study program models. Process mining techniques are used to characterize successful study paths, as well as to detect and visualize deviations from exp...
Anti-phishing learning games are a promising approach to teach end-users about phishing, as they offer a scalable and engaging environment for active learning. Existing games have been criticized for their limited game mechanics that do not allow for detailed assessment of the players' acquired knowledge, instead focusing mostly on factual and conc...
Due to a lack of learning opportunities, untrained access to the Internet is a potential danger for children and teenagers. This paper presents a comprehensive evaluation of a digital educational game that teaches children and teenagers between the ages of ten and thirteen in-depth knowledge and skills about the structure of a URL and how to recogn...
Existing anti-phishing learning games rely on the same simple game mechanics that do not allow for detailed assessment of the players’ acquired knowledge and skills. They focus mostly on factual and conceptual knowledge to remember or understand. To extend the research field, this paper presents two new games: The first game implements an extended...
The Gamified Learning Theory implies that gamification does not affect learning directly but stimulates a learning-related behavior in a mediating or moderating process. A learner-related behavior can, to some extent, be predicted based on the way learners tend to perceive, understand and utilize information. These different ways of learning are kn...
Teachers and instructors use very specific language communicating teaching goals. The most widely used frameworks of common reference are the Bloom’s Taxonomy and the Revised Bloom’s Taxonomy. The latter provides distinction of 209 different teaching goals which are connected to methods. In Competence Developing Games (CDGs - serious games to conve...
This study analyzes the relation of group formation on outcomes of a 4-week online course for prospective students. Group formation was experimentally manipulated based on predefined criteria, personality traits conscientiousness and extraversion. As research questions, groups were considered advantageous if they were formed (a) heterogeneously in...
This paper presents the current state-of-the-art in applying Gamification
Analytics (GA) techniques in the e-learning context and presents the design,
implementation, and early evaluation of the Interactive Gamification Analytics
Tool (IGAT) for the learning management system Moodle. By exploring existing
work on GA, we provide insights into curren...
When comparing game-based learning approaches for cybersecurity education with the Defence against the Dark Arts class at Hogwarts we notice some similarities although they are not directly linked. Various game-based learning applications and learning games have been developed in the past but similar to the teacher’s curse in Harry Potter, they do...
Game-based learning is a promising approach to anti-phishing education, as it fosters motivation and can help reduce the perceived difficulty of the educational material. Over the years, several prototypes for game-based applications have been proposed, that follow different approaches in content selection, presentation, and game mechanics. In this...
Game-based learning is a promising approach to anti-phishing
education, as it fosters motivation and can help reduce the perceived dif-
ficulty of the educational material. Over the years, several prototypes
for game-based applications have been proposed, that follow different
approaches in content selection, presentation, and game mechanics. In
th...
We present the design, implementation, and early evaluation results of the Interactive Gamification Analytics Tool (IGAT) for the learning management system Moodle. IGAT incorporates key Gamification Analytics aspects and provides teachers and gamification designers insights into the students' interaction in a gamified learning environment. It incl...
Open Educational Resources (OER) werden für Lehr-Lernprozesse als ein wesentlicher Baustein für Offenheit im Bildungssystem betrachtet. Man kennt sie auch unter dem Begriff der freien Bildungsmaterialien, die Lehr-, Lern-und Forschungsressourcen, die gemeinfrei oder unter einer offenen Lizenz veröffentlich werden, bezeichnen. In diesem Workshop erf...
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...
Die Interaktion mit IT-Systemen und dem Internet ist in der durch digitale Medien geprägten Welt für manche ein Kinderspiel, für andere eine grosse Herausforderung. Doch was intuitiv erscheint, ist es nicht zugleich richtig – oder sicher. In Bezug auf sicheren Umgang sind es grundlegende Kenntnisse und Fähigkeiten über IT-Sicherheit und Informatik,...
Teachers and instructors use very specific language communicating teaching goals. The most widely used frameworks of common reference are the Bloom's Taxonomy and the Revised Bloom's Taxonomy. The latter provides distinction of 209 different teaching goal,s which are connected to methods. In Competence Developing Games (CDGs-serious games to convey...
Various types of learners can be observed in today's e-learning environments. Using some of the existing models for the learner type classification, like the Felder-Silverman Learning Styles Model (FSLSM), we can identify learners' preferences and needs and use them to adjust the environment. On the other hand, Learning Analytics can offer insights...
Adaptation and personalization of technology-enhanced learning systems is currently an attractive topic in the field of learning science. Personalization aims to create a flexible learning environment in which students can choose their own learning path, which compliments their needs and requirements the most. When found in an adapted environment,...
Mit der zunehmenden Verbreitung neuer Technologien in allen Lebensbereichen wächst auch das Interesse von älteren Menschen sich mit Tablets und Smartphones auseinanderzusetzen. Zu beachten ist, dass die Zielgruppe in Aspekten des Vorwissens und möglicher körperlicher/geistiger Einschränkungen sehr heterogen ist. Um auf die Bedürfnisse der Zielgrupp...
Die Smartphone- und Tabletnutzung steigt auch unter den älteren und technikfernen Erwachsenen. Die Fähigkeit Apps auf den Geräten zu installieren stellt eine wichtige Kompetenz im Hinblick auf individuellen Einsatzmöglichkeiten durch die Nutzerinnen und Nutzer dar. Neben zahlreichen Möglichkeiten zur App-Installation auf Android-Geräten stellt die...
Die 8. Fachtagung für Hochschuldidaktik der Informatik (HDI) fand im September 2018 zusammen mit der Deutschen E-Learning Fachtagung Informatik (DeLFI) unter dem gemeinsamen Motto „Digitalisierungswahnsinn? - Wege der Bildungstransformationen“ in Frankfurt statt. Dabei widmet sich die HDI allen Fragen der informatischen Bildung im Hochschulbereich....
Im Rahmen eines Informatikstudiums wird neben theoretischen Grundlagen und Programmierfähigkeiten auch gezielt vermittelt, wie moderne Software in der Praxis entwickelt wird. Dabei wird oftmals eine Form der Projektarbeit gewählt, um Studierenden möglichst realitätsnahe Erfahrungen zu ermöglichen. Die Studierenden entwickeln einzeln oder in kleiner...
Learning analytics (LA) i.e. the collection, analyses and reporting of learners' or learning activity data, is a topic of great importance in any learning-related research. Learning analytics is used for purposes of understanding, optimizing and improving learning and the environment in which learning occurs. Basically, it could be said that the ai...
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...
Using digital tools for teaching allows to unburden teachers from organizational load and even provides qualitative improvements that are not achieved in traditional teaching. Algorithmically supported learning group formation aims at optimizing group composition so that each learner can achieve his or her maximum learning gain and learning groups...
Die Anpassung und Personalisierung von technologiegestützten Lernsystemen ist derzeit
ein attraktives Forschungsthema im Bereich der Lerntechnologien. Ziel der Personalisierung ist es,
eine flexible Lernumgebung zu schaffen, in der die Lernenden den Lernpfad wählen können, der
ihren Bedürfnissen und Anforderungen am besten entspricht. Wenn sie sich...
High-scale and pure online learning scenarios (like MOOCs) as well as blended-learning scenarios offer great possibilities to optimize the composition of learning groups working together on the assigned (or selected) tasks. While the benefits and importance of peer learning for deep learning and improvement of e.g. problem-solving competency and so...
Projects
Projects (3)
Ziel ist die Entwicklung einer Anwendung zur Unterstützung der individuellen Planung und Reflexion von Studienverläufen und zum Studienmonitoring. Die Anwendung integriert dafür unterschiedliche Ansätze künstlicher Intelligenz mit Daten von Studierenden und über Studiengänge. Das auf dreieinhalb Jahre angelegte Projekt wird im Rahmen der „Bund-Länder-Initiative KI in der Hochschulbildung“ des Bundesministeriums für Bildung und Forschung (BMBF) gefördert.
Die Entwicklung und Beforschung des Vorhabens erfolgt in interdisziplinärer Zusammenarbeit der Informatik, (Hochschul-)Didaktik, Ethik und Bildungsökonomie. Die Projektmitarbeiterinnen und -mitarbeiter des Projektverbunds sind für die nutzerzentrierte Gestaltung und Entwicklung der webbasierten Applikationen StudyBuddy und BuddyAnalytics sowie für die Konzeption und Implementierung der Referenzarchitektur verantwortlich. Besonderer Fokus liegt dabei auf den Schnittstellen zu den einzusetzenden KI-Technologien sowie der iterativen Entwicklung und Beforschung gemäß des Design-based Research.