Ulrik SchroederRWTH Aachen University · Learning Technologies Research Group
Ulrik Schroeder
Dr.-Ing
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296
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Introduction
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October 1999 - September 2002
January 1994 - September 1999
September 2002 - present
Publications
Publications (296)
Utilizing student lifecycle data provided by campus management systems yields the opportunity to conduct study path analyses. Methods of artificial intelligence (AI) and data science can be used to analyze study paths, identify indicators for success, and gain insights into problems and issues of student cohorts following different study paths. Mea...
Dieser Beitrag präsentiert ein Konzept um Lernende angemessen über Learning Analytics zu informieren und ihnen das Management von Zustimmungen zu Datensammlungen und-verarbeitungen einfach aber vollständig zu ermöglichen. Drei Komponenten übernehmen die Aufklärung, die Zustimmungsabfrage beim ersten Aufruf des Lernmanagementsystems sowie jedes Lern...
Virtual Reality (VR) learning applications enable innovative learning opportunities whose effectiveness can be investigated with Learning Analytics (LA). Implementing Learning Analytics in Virtual Reality poses challenges, and isolated solutions are being created. This paper looks at the state-of-the-art current data tracking technologies and prese...
Learning in Virtual Reality offers various ways to make the learning process interactive, but the implementation of such features is complex, time-consuming and expensive. In order to evaluate the efficiency of interactive tasks, a Learning Analytics dashboard, presented in this paper, was created for both teachers/educators and content creators. T...
Making education available to everyone is about opening new doors to the future world where people are living with their full abilities and potentials. This vision was acknowledged by UNESCO and it was one of the main motivations for introducing Open Educational Resources (OER) in 2002. Over the last two decades, OER have made a positive impact on...
This article presents the first iteration of the video analytics system VA4ME that enables the logging of video interactions in Moodle without the need to provide the videos by a separate plugin or website. Instead, the logging plugin injects, if allowed within a course, JavaScript code that logs video interactions and transforms these logs into xA...
Active and personalized learning requires that teachers can remix a wide variety of sources into new learning resources, which in turn may be customized by students. While this is well-supported for paper-oriented resources, multimodal, interactive learning resources for digital use, called explorables, are much more difficult to author and remix....
The teachers’ attention is an important factor in managing a classroom effectively. It affects students’ learning outcomes and is different for novice and experienced teachers. However, teaching classroom management, especially for specialized subjects like computer science where specific equipment is necessary, can be challenging. Moreover, it is...
As the importance of programming education grows, the demand for a sufficient number of practical exercises in courses also increases. To accommodate this need without significantly increasing the instructors' workload, a programming exercise generator capable of generating exercises for independent practice is considered. This research mainly focu...
Um Lehrende zukünftig bei der Qualitätssicherung digitaler Prüfungen sowie der Optimierung von prüfungsbezogenen Lehr-und Lerninhalten zu unterstützen, ist die Entwicklung von Assessment Analytics Tools für das E-Prüfungssystem Dynexite geplant. Dieser Beitrag stellt die Entwicklung einer modularen Softwarekomponente vor, die bestehende Interaktion...
Die Datenbeschaffung für Learning Analytics zur Verbesserung der Bildungstechnologien und Lehrinhalte wird durch lange Wartezeiten, Unklarheiten bezüglich Datenverfügbarkeit und Datenschutz sowie Art der Daten erschwert. Synthetische Datensätze können diese Hürden überwinden, indem sie als Ersatz für echte Daten dienen. In der Literatur werden sowo...
Darstellungsflüchtigkeit ist ursprünglich ein Konzept aus dem Geometrieunterricht, welches auch in Virtual Reality Lernanwendungen zutreffen kann. Lernende erarbeiten etwas und können anhand des Resultates nicht mehr strategisch über ihr Vorgehen bei Problemlösung reflektieren. Diese Demo stellt eine Möglichkeit vor, wie Lernende in Virtual Reality...
Das Interesse an Lernumgebungen für Virtual Reality hat in den letzten Jahren zugenommen. Eine Möglichkeit, die Effektivität dieser Lernumgebungen messbar zu machen, besteht im Einsatz von Learning Analytics. Allerdings erfordert die Einarbeitung von Programmier*innen umfangreiche Kenntnisse über Learning Analytics und ist häufig aufgrund von Zeitm...
Virtual reality enables new approaches to teaching various learning content. However, the development of learning environments is complex and there are only a few guidelines that can be used in the development of VR learning environments. This paper addresses this gap and presents the evaluation of a computer science education simulation. The quest...
Open Educational Resources (OER) are available resources for teaching, learning, and research distributed under an open license. They are considered essential building blocks in educational systems, as they can be freely used, modified, and shared. However, there are still many challenges that hinder the proper utilization of OER at schools as well...
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...
New technology such as virtual reality can help computer graphics education, for example, by providing the opportunity to illustrate challenging 3D procedures. RePiX VR is a virtual reality tool for computer graphics education that focuses on teaching the core ideas of the rendering pipeline. This paper describes the development and two initial eva...
The serious game Codescape is developed at the RWTH University and used in several introductory programming courses with a total of 3000 students per year. The game supports the simultaneous use of several programming languages and is modular in structure, to fit the specific needs of certain usage scenarios or lectures. Codescape was developed wit...
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...
The importance of writing and publishing is well understood in the academic world and is gaining importance in business applications as well. Students need to gain corresponding skills during their studies. The process itself can be structured and is repeatable. However, students are not familiar with the process and need some guidance to achieve h...
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...
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...
In diesem Beitrag wird ein Plugin für das Lernmanagementsystem Moodle vorgestellt, welches ausgewählte Moodle Events in xAPI Statements überführt und an einen Learning Record Store sendet. Zusätzlich zu den serverseitig generierten Moodle Events können auch clientseitige Handlungen geloggt und überführt werden. So lassen sich Interaktionen mit Vide...
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...
Die Forschung zeigt, dass sich die Blickmuster von Menschen unterschiedlicher Professionalisierungsstufen unterscheiden, so auch bei Lehrkräften. Doch die genaue Untersuchung in realem Unterricht ist aufwändig und die Forschung ist kaum standardisierbar. Diese Lücke kann durch das VR Klassenzimmer geschlossen werden. Der Beitrag stellt den aktuelle...
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...
Vielfältige Anforderungen aus unterschiedlichen Disziplinen machen die Gestaltung von Lernszenarien in Virtual Reality (VR) zu einer komplexen Aufgabe. Die Komplexität setzt sich zusammen aus einer Verbindung von technologischen Herausforderungen, didaktischem Design, Anforderungen der Stakeholder und freier und offener Bildungsmaterialien. Dieser...
The demand for Open learning analytics (OLA) has grown in recent years due to the increasing interest in the usage of self-organized, networked, and lifelong learning environments. However, platforms that can deliver an effective and efficient OLA are still lacking. Most OLA platforms currently available do not continuously involve end-users in the...
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...
Laboratories are interesting learning spaces where students acquire various competencies. Investigating this competence acquisition with learning analytics is a challenge. Virtualized and remote labs can provide us with data (more) easily, but can they foster the same competencies? We want to investigate this very question and have therefore develo...
Virtual reality can be used to support computer graphics teaching, e.g. by offering the chance to illustrate 3D processes that are difficult to convey. This paper describes the development and first evaluations of RePiX VR a virtual reality tool for computer graphics education, which focuses on the teaching of fundamental concepts of the rendering...
Open educational resources (OER) are openly licensed educational materials that can be used in different educational settings to help make education available to all. However, proper deployment of OER still faces many barriers, including the lack of know-how among educators and helpful supporting tools. Many educators do not have the necessary know...
New technology such as virtual reality can help computer graphics education, for example, by providing the opportunity to illustrate challenging 3D procedures. RePiX VR is a virtual reality tool for computer graphics education that focuses on teaching the core ideas of the rendering pipeline. This paper describes the development and two initial eva...
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...
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...
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...
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...
Electronic assessments are a topic of growing importance for universities. Even though it is not a new approach, there still is no “common way” for implementing these assessments. Often times, the assessment is conducted in a computer lab of the educating institution. Still, this approach has some drawbacks, for example the costs and management ove...
Dieser Praxisbeitrag beleuchtet die Weiterentwicklung eines VR-Klassenzimmers aus drei verschiedenen Perspektiven: Erweiterung der Einsatzszenarien, technische Weiterentwicklun-gen für (interaktive) Lehre und erweiterte Datenerfassung für die Untersuchung des Lernprozesses. Der Beitrag erläutert Anforderungen, die durch Experteninterviews, erste Un...
Zur Entwicklung adaptiver Komponenten für ein Programmierlernspiel sollen Verhaltensmuster der Spielenden mit Hilfe eines Eye-Trackers untersucht werden. Hierzu werden zuerst die mit der Eye-Tracking-Methode messbaren Metriken und Problemlösestrategien der Literatur vorgestellt. Anschließend wird ein auf die Serious-Game Umgebung angepasster Versuc...
In diesem Beitrag wird das Serious Game Codescape vorgestellt. Das Lernspiel wird vorlesungsbegleitend in drei Einführungsveranstaltungen mit über 2800 Studierenden und unterschiedlichen Einsatzszenarien benutzt um den Einstieg in die Programmierung zu erleichtern. Das Lernspiel ist browserbasiert und wird von zuhause gespielt, setzt somit keine In...
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...
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...
The use of gamification in education is increasing, but it is still not clear
exactly how or which game elements are conducive to learning. The research on
gamification in learning is hindered by the users’ heterogeneity, whose personal
and professional traits can moderate the impact of gamification on learning success.
This study aims to experimen...
In this paper, we present the fundamental concepts, design, and preliminary findings of a personalized gamification project in the educational context. The project aims to create a balanced, gamified learning environment in which all learners are equally engaged and interested. However, finding the balance between heterogenic learners’ traits and t...
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...
The forethought phase is the first step in self-regulated learning (SRL) in which learners analyze and plan their short- and long-term learning goals. Good strategic planning is crucial for further learning success, but it is also hard to maintain as it relies on one’s personal beliefs, self-efficacy, and especially motivation. Learners’ may skip o...
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...
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...
Nowadays, digitalization is increasingly finding its way into all areas of daily life. This poses new challenges for people who have little experience in dealing with digital devices, particularly senior citizens. In this paper, we introduce InfoBiTS, a native Android application that provides computer science related content for seniors and aims t...
Dieser Beitrag stellt das Tool Automata Task Random Generator (AuTaRG) vor, das für die Bachelorvorlesung Formale Systeme, Automaten, Prozesse der RWTH Aachen automaten-basierte Aufgaben generiert. Es wird präsentiert, welche automatenbasierte Aufgabentypen behandelt werden, was das jeweilige Lernziel des Aufgabentyps ist, wie Eigenschaften und Zah...
Due to increasing digitalization in all areas of life, digital competences are becoming more and more relevant for senior citizens. Digital inclusion is important for them to be able to participate actively in the digital society. With the help of workshops which are didactically oriented towards the core aspects of geragogics, barriers to enter th...
Digitale Kompetenzen werden auch für Seniorinnen und Senioren immer wichtiger. Damit insbesondere unerfahrene Nutzerinnen und Nutzer, sowie Personen mit (altersbedingten) Einschränkungen digitale Lernangebote zur Förderung digitaler Kompetenzen ohne größere Einschränkungen nutzen können, kombiniert InfoBiTS Lernmodule zur Förderung digitaler Kompet...
The main goal of multimodal learning analytics (MLA) research is to extend the application of learning analytics tools and services in learning contexts to collect, analyze, and combine digital traces and learning data of completely different sources that are available in lab-based learning contexts. Moreover, the characteristics and properties of...
This research work focuses on the practical problem of scaling up learning analytics services in blended learning as a set of key principles for scaling up learning analytics in blended learning scenarios in a higher education institution in Germany. The set of principles focus on four aspects: collecting correct requirements, preparing the legal a...
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...
Collaborative learning with educational games on multi-touch tabletop devices opens chances, challenges and questions which make contemporary approaches in learning analytics meet their boundaries. Multi-modality might help here, and eye-tracking is a promising data source in the effort to a better understanding of the learners’ behaviour. This art...
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...
The authors wish to make the following erratum to this paper [...]