Wolfgang Müller

Wolfgang Müller
University of Education of Weingarten · Media Education and Visualization Working Group (MEVIS)

Dr.-Ing.

About

163
Publications
48,171
Reads
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2,212
Citations
Additional affiliations
November 2005 - present
University of Education of Weingarten
Position
  • Professor (Full)
December 2004 - October 2005
Hochschule Anhalt
Position
  • Professor for Computer Graphics
January 1998 - December 2000
Technische Universität Darmstadt
Position
  • Head of Working Group
Education
January 1994 - June 1999
Technische Universität Darmstadt
Field of study
  • Computer Science
October 1983 - December 1990
Technische Universität Darmstadt
Field of study
  • Computer Science

Publications

Publications (163)
Article
Full-text available
Mit der Aufgabe die Digitalisierung in der Bildung voranzutreiben, geht die Verantwortung einher, Bedürfnisse Lehrender und Lernender zu berücksichtigen, d.h. Bereiche zu identifi zieren, die tatsächlich von den Vorteilen digitaler Lösungen profi tieren. Hierzu gehört die Analyse einzelner Medienformate, um deren Tauglichkeit, vor dem Hintergrund d...
Article
Full-text available
Mit Augmented Reality angereicherte Lehr‐Lernsettings gewinnen sowohl im Schulfach Chemie als auch in anderen naturwissenschaftlichen Fächern immer mehr an Bedeutung. So erwähnen viele Publikationen die positiven Effekte solcher digital angereicherter Lehr‐Lernprozesse, geben jedoch nur selten darüber Auskunft, welche Eigenschaften der erweiterten...
Article
Full-text available
Beyond controversy, identifying and using the potential of digital media for teaching requires media-related skills of future teachers. The paper presents in a first step a framework for digital media-related competencies. Within this framework, different areas are identified in which teachers need media pedagogical (didactical), subject-specific a...
Chapter
Full-text available
The spread of AI technologies has given rise to concerns regarding the fairness, appropriateness, and neutrality of machine-made decisions. Explainable AI aims at countering this by enforcing simple or transparent solutions. Adaptive serious games themselves have long been a playground for various approaches to achieve machine-regulated adjustments...
Chapter
The ability to read fluently is important the participation in social and public life, the main reason for primary and secondary school students to acquire this ability. The Multilingual Readers’ Theatre is a method used to teach reading fluency by means of reading aloud. In the Multilingual Readers’ Theatre, students actively and cooperatively lea...
Chapter
A technical and conceptual framework is currently under development to augment the activity of reading at schools with digital media such as images, sounds and light effects. The technical framework is STREEN (Story Reading Environmental Enrichment). In this paper, we present IRIS, the pedagogical conceptual framework that describes how to employ S...
Article
Teacher education students are key multipliers for the implementation of digital learning in the school system. However, German students in teacher education programs are highly skeptical about the use of digital media in the classroom [1]. This also includes the Augmented Reality supported learning environments, even though it has shown potential...
Conference Paper
Teacher education students are key multipliers for the implementation of digital learning in the school system. However, German students in teacher education programs are highly skeptical about the use of digital media in the classroom [1]. This also includes the Augmented Reality supported learning environments, even though it has shown potential...
Conference Paper
Digital technologies have profoundly changed almost all aspects of our lives, and the ongoing digital transformation requires future citizens to provide substantial information and media literacy skills, not only to participate effectively in societal and political processes, but also to succeed in their professional life. While schools are obliged...
Chapter
Approaches to remembrance and commemorative culture require most sensitive approaches. This is especially true when developments relate to the digital domain, where the effects and the forms of usage of corresponding offers and artefacts are much harder to control. “Best practices” collections, which might provide guidance to the development of nov...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Conference Paper
Digital transformation impacts almost every aspect of life, and it is linked to a comprehensive societal transformation. It is broadly accepted that future citizens require substantial information and media literacy skills, not only to participate effectively in societal and political processes, but also to succeed in their professional life. Schoo...
Chapter
Full-text available
In this paper, we report work in designing a decision-making system that aims to support teachers in appropriating to their practice innovative scenarios that employ uses of information and communication technologies (ICT) in teaching and learning. To this end, we break down educational scenarios into micro-activities, and connect them to required...
Conference Paper
In this paper, we report work in designing a decision-making system that aims to support teachers in appropriating to their practice innovative scenarios that employ uses of information and communication technologies (ICT) in teaching and learning. To this end, we break down educational scenarios into micro-activities, and connect them to required...
Chapter
The idea of 360 degree is not a new phenomenon in arts and media. It has its origins in the arts of the early 18th century and later the panoramic view in the field of photography and also in film was adapted. Groundbreaking technological progress has allowed for a new hype in 360 degree videos in recent years, including new possibilities of intera...
Chapter
The digitalization and commercialization of the Internet have led to a digital culture of remembrance in recent years. This change is difficult; negative examples are subject of ongoing discussions. These discussions are elucidating that the collective remembrance culture, especially within the digital domain, is a sensitive field. Currently there...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Conference Paper
Full-text available
The Reader's Theatre (RT) is a pedagogical activity, in which the children read aloud to an audience. Prior research established that the RT can be used to foster reading fluency and ultimately to increase reading skills [11]. However, this activity still has the margin to grow its potential. One way to support and empower children in this pedagogi...
Conference Paper
This paper describes the design, development and evaluation of a technology-based mobile training assistant, TASI, providing support for amateur athletes and coaches in handball sports. TASI addresses typical problems in amateur sports regarding the lack of coaches to personalize training and to provide alternative training forms, which is often re...
Conference Paper
Full-text available
In this paper, we present an ongoing project named STREEN (Story Reading Environmental Enrichment). The project explores a concept of augmented reading focusing on a smart environment that is able to automatically trigger digital media enrichments depending on the reading performance and the narrative. By creating an engaging and immersive reading...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Conference Paper
In diesem Beitrag wird die Konzeption, Entwicklung und Evaluation eines technologiebasierten Trainingsassistenten vorgestellt. Der Prototyp des mobilen Trainingsassistenten mit der Bezeichnung TASI wurde für den Bereich Handball konzipiert. Mit ihm sollen typische Problemfelder bewältigt und alternative Trainings- und Organisationsformen, wie beisp...
Chapter
This article looks at the concepts, the historical roots, and the scope of gamification. The term Gamification has its roots in terms like game and game-based learning. Moreover, there exists a strong relation to the psychological background of playing, of using game elements and game mechanics. Also, the term game thinking is part of interpreting...
Article
Full-text available
Augmented e-books employ digital media to enhance the reading experience, and although they have the potential to promote the reader's engagement, so far the possibilities afforded by these technologies have been underexplored. In this article, we study the potential of literally transforming the space where reading takes place, in order to create...
Conference Paper
The concept of e-portfolio is finding an ever-growing uptake in secondary and post-secondary education as a tool to measure holistically the effects of learning. Learners document their development process in form of a collection of documents. In this research, we propose an automated method to support teachers in their assessment of e-portfolios b...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Conference Paper
Reading is no more limited to the physicality of the book whether it is screen or paper. Digital media’s potentialities represent an opportunity to leverage a novel reading-experience. We envision that a more joyful and immersive reading-experience can be promoted by interacting with the reading space. Reading can be enriched by controlling digital...
Conference Paper
We present the design of an online environment providing mechanisms for the exploitation of school ICT infrastructure by empowering teachers to discover and comment on educational activities (patterns, scenarios, experience reports) that can be implemented in their schools. To this end, our design approach will make explicit the linking between the...
Article
Full-text available
In this paper a brief review of the framework that addressed mobile learning implementation challenges (pedagogical, technological, policy and research) that was developed by Khaddage et al. (2015) is briefly discussed, followed by possible solutions that could be deployed to tackle those challenges. A unique approach is then applied to bridge the...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Article
Full-text available
Research has identified a need for design of interactive products for children, as well as long-term studies that investigate the effects of its use in the classroom environment. Following the design and development of a digital manipulative system for storytelling, which involved preschool children and teachers, the investigation presented here re...
Conference Paper
This paper is available form http://direct.hoplahup.net/copy_left/eSIT4SIP-vision-2015-ISSEP-Poster.pdf while the associated poster is available from http://direct.hoplahup.net/copy_left/eSIT4SIP-vision-2015-ISSEP-Poster-poster.pdf In this poster, we describe a vision of supporting the teach- ers towards the choice and adoption of ICT-based learnin...
Chapter
Learning tools that produce automated feedback are becoming commodity, from multiple-choice questions to intelligent tutoring systems, and from direct manipulations to exploratory environments. In this paper, we argue how such learning tools can become smart by applying the semi-automatic feedback paradigm where the teacher complements the feedback...
Conference Paper
In this contribution we explore the challenges and opportunities of innovative mobile historical experiences in the domain of commemorative culture. We present two prototypes conceptualized and implemented for a mobile experience in this field, one as an experiment to apply gamification concepts in this domain, the other one in the utilization of A...
Chapter
Many mathematics teachers and learners are living in a world where Information and Communication Technologies (ICTs), including computers and mobile phones, are common – they are digital natives. Many devices of the information and communication technologies are also connected to the Internet, meaning that an unprecedented audience and unparalleled...
Conference Paper
Full-text available
During the Fourth International Summit on ICT in Education (EDUsummIT, 2015) which was held in Bangkok, Thailand, members of the Thematic Working Group 2 (TWG2) discussed methods, strategies, and guidelines for some of the issues and challenges in the design, implementation, evaluation, and policy development of mobile learning. Some major key chal...
Article
Current curricular trends require teachers in Baden- Wuerttemberg (Germany) to integrate Computer Science (CS) into traditional subjects, such as Physical Science. However, concrete guidelines are missing. To fill this gap, we outline an approach where a microcontroller is used to perform and evaluate measurements in the Physical Science classroom....
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Chapter
This article looks at the concepts, the historical roots, and the scope of gamification. The term Gamification has its roots in terms like game and game-based learning. Moreover, there exists a strong relation to the psychological background of playing, of using game elements and game mechanics. Also, the term game thinking is part of interpreting...
Conference Paper
The hereby given article focuses on challenges and potentials of the integration of a one-to-one tablet computer environment in schools. On the basis of advantages and disad-vantages of the use of tablet computers in learning scenarios and especially in classroom use, actual approaches to implementation of one-to-one tablet configurations in formal...
Conference Paper
Current curricular trends require teachers in Baden-Wuerttemberg (Germany) to integrate Computer Science (CS) into traditional subjects, such as Physical Science. However, concrete guidelines are missing. To fill this gap, we outline an approach where a microcontroller is used to perform and evaluate measurements in the Phys- ical Science classroom...
Chapter
Der vorliegende Beitrag diskutiert mit der Erfassung von Medienkompetenzen einen zentralen Aspekt des derzeitigen wissenschaftlichen Diskurses, der insbesondere innerhalb der Medienpädagogik wie auch in zunehmendem Maße in der empirischen Bildungsforschung geführt wird. In einem ersten Schritt führen die Autoren über das Skizzieren der Notwendigkei...
Conference Paper
Full-text available
We propose digital audio/video streaming as highly expressive representation form for interactive storytelling on the web, in spite of widespread assumptions that pre-authored videos may reduce flexibility. To address the latter, we present our new end-user client for dynamic ad-hoc playback of video or audio snippets managed by a multi-agent conve...
Conference Paper
Information and media literacy are indispensable in the modern world. Only little attention has been paid to the specific aspects of information and media literacy suitable for disabled people, and specifically, for blind and partially sighted individuals. In fact, media and technology are even more important in the world of VI (visually impaired)...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Conference Paper
Formative assessment plays an important role in teaching, to both provide learners with valuable feedback and to improve the teaching process. Recently, novel tools have been developed to support teachers in this context. These tools allow one to analyze the students' activity in detail and guide and improve the teaching process. We present one suc...
Book
Full-text available
The use of computer-based mathematics tools is widespread in learning. Depending on the way that these tools assess the learner’s solution paths, one can distinguish between automatic assessment tools and semi-automatic assessment tools. Automatic assessment tools directly provide all feedback necessary to the learners, while semi-automatic assessm...
Chapter
Mathematics students, often among large university classes of several hundreds of students, are easily daunted when solving math problems. Lacking individual feedback, they easily give up. To bolster learning, Computer-Aided Assessment may help students by giving them individual feedback about their progress. This article presents some general requ...
Conference Paper
Full-text available
Adaptivity has long been a key demand for e-learning, but is still far from being an understood feature in game-based learning. Simply transferring paradigms from adaptive e-learning does not suffice, as digital games are highly interactive real-time systems. We are implementing an educational game with real-time adaptivity, based on a generic arch...
Book
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based ed...
Book
Full-text available
Die Herausgeber, die zugleich Ausrichter der 16. Europäischen Jahrestagung der Gesellschaft für Medien in der Wissenschaft „GMW 2011“ sind, freuen sich, den E-Learning-Akteuren aus dem deutschsprachigen Raum und den Nachbarländern im 20. Jahr des Bestehens der GMW als Fortsetzung eines bisher sehr fruchtbaren Dialoges diesen Sammelband, der in der...