David Haselberger’s research while affiliated with University of Vienna and other places

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Publications (17)


Didaktische Szenarien im Bereich Produktionstechnologien: Eine explorative Erhebung zur Nutzung von neun Lehr- und Lernräumen in Wien und Niederösterreich
  • Article
  • Full-text available

January 2024

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36 Reads

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1 Citation

MedienPädagogik Zeitschrift für Theorie und Praxis der Medienbildung

Christoph Braun

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David Haselberger

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Fares Kayali

Dieser Artikel beschreibt die Ergebnisse einer explorativen Studie zur aktuellen Nutzungssituation von neun an Hochschulen in Ostösterreich angesiedelten Lehr- und Lernräumen im Bereich der digitalen Produktionstechnologien. Leitfadengestützt führten Forschende, die selbst in der Laborlehre, -gestaltung und -organisation eingebunden sind, bis zu einstündige semi-strukturierte Interviews mit den jeweiligen Lab-Expert:innen. Die damit erhobenen Daten wurden danach im Rahmen einer qualitativen inhaltlichen Analyse den Komponenten didaktischer Szenarien nach Reinmann (2015) zugeordnet. Daraus ergab sich sowohl, welche (teils spielerischen) Formen von Vermittlung, Aktivierung, Betreuung und Überprüfung zur Kompetenz- bzw. Wissensaneignung angewendet werden, als auch welche Alternativen aufgrund der Coronapandemie zur Online-Laborlehre geschaffen wurden. Die Untersuchung zeigt, dass sich die Nutzungssituation zwar bedingt durch inhaltliche Schwerpunkte und Zielgruppenausrichtung unterscheidet, jedoch die angewendeten Lehr-Lernszenarien vergleichbar sind. Dabei steht der spielerische Charakter des Ausprobierens und Kennenlernens im Vordergrund. Erkannt wurde ebenfalls, dass – aufgrund hohen organisatorischen, personellen und infrastrukturellen Aufwands – aktuell nur wenige tatsächlich durchführbare Online-Settings (z. B. Distanzlaborlehre) bestehen. Zudem erkennen die Autoren der Studie ein ungenutztes Potenzial der Labore in der zielgruppenübergreifenden Nutzung. So werden etwa die Labore zumeist nur für lediglich einige wenige bzw. ähnliche Zielgruppen (z. B. kleine und mittlere Unternehmen oder Lehrpersonen) genutzt. Die Autoren stellen in diesem Artikel beispielhaft dar, wie diese Räume weiteren Zielgruppen wie Schüler:innen, Studierende, Lehrende etc. für Aktivitäten im Wissenstransfer gemeinsam nutzbar gemacht werden können. Dazu werden abschliessend Empfehlungen hinsichtlich einer Nutzung für mehrere Zielgruppen sowie zur Integration von virtuellen und spielerischen Ansätzen in Form eines Beispielszenarios mit Praxisüberlegungen beschrieben. Dieses soll ein Angebot für bestehende Labs sein, heterogenere Lerngruppen in Betracht zu ziehen, und die Ausgangsbasis für weitere empirische Untersuchungen hinsichtlich der Anwendbarkeit dieses Szenarios für diversere Gruppen darstellen.

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Assessing Students’ Motivation in a University Course on Digital Education

March 2023

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8 Reads

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2 Citations

In this paper we explore aspiring teachers’ motivation in using digital technology. Referring to the self determination theory, we examine changes in their perceived competence, autonomy and relatedness before and after a University course on “Digital Education” in the two consecutive winter terms of 2020/21 and 2021/22. This course aims at contributing to students’ digital empowerment and critical perspective on digitalisation. To get insight on students’ motivation, we arranged a questionnaire. Apart from their motivation, we asked for students’ technology use continuance intention. The validation of the questionnaire along with its evaluation is based on several statistical approaches: We compare the internal validity of content-related group of questions through correlation and factor analyses. Further, we explore the outcomes for two specific student cohorts in two succeeding years. Students perceived competence and realisation of digital media’s usefulness increased in both cohorts after course participation. KeywordsDigitalisationDigital media useMedia use continuanceSelf-determination theoryDesign-based researchPre-post test





Pair-Programming of video games at a secondary level classroom -concept and case study

July 2019

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28 Reads

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2 Citations

In the era of digitalization, learning to code and to think computationally has become a key competence. However, the path and the learning environments to develop competences for coding and computational thinking at various levels of school education and various degrees of specialization (engineering school vs schools of general education) have to be chosen thoroughly. While simple graphic block based languages lead to fast progress, their functionality is limited and the transition to text-based languages tends to be elaborate and effortful. Pair-programming comes from the industry and has its roots in the agile method of Extreme Programming. In the context of software development in industry pair-programming was confirmed to be effective. Following the successful appliance in industry for particular software development scenarios, pair-programming found its way to CS education in graduate courses and also to K12 education. The research question we pose is whether pair-programming is also applicable in the context of learning to program in secondary (K9) classrooms. The present case study aims to explore the setting, procedure, advantages, and limitations of pair-programming computer games among 14-15 year-old-students in a computer science class. According to the students' surveys both in questionnaire form and with a structured focus group, students prefer pair-programming to individual work. They appreciate the collaborative setting in which they can consult each other.




A literature-based framework of performance-related leadership interactions in ICT project teams

October 2015

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71 Reads

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16 Citations

Information and Software Technology

Context: In Information and Communication Technology (ICT) projects, leadership interactions affect project team performance and so influence the outcomes of projects. While aspects of team performance have been vastly researched, leadership skills and interactions specific to the challenges of ICT project environments remain less investigated. Objective: A taxonomy of leadership interactions is developed and descriptions of interactions are collected to form a framework of leadership interactions that support team performance in ICT projects. Method: A systematic literature review was conducted to find resources on supportive leadership interactions in ICT project teams, including categorization schemas of leadership functions and behaviors. The review was limited by the selection of sources to be searched and comprises articles from 1977 until early 2014. The developed taxonomy was compared to benchmark work on team leadership. Risks and challenges of leading ICT project teams as well as descriptions of interactions were collected. Results: Throughout the search process, 2780 articles were examined, 218 of which were included in the review. 62 articles qualified to be accepted, 156 were rejected. 20 (including 4 meta-studies) papers holding leadership interaction categories were selected as taxonomy papers. The developed taxonomy holds 18 key dimensions of leadership team interaction. 13 areas of risks and challenges were discerned. 262 leadership interaction descriptions relevant in ICT project teams were retrieved. Conclusions: In collected studies, the categories "systems sensing", "planning and scheduling", "coaching", as well as "monitoring and controlling" were highly developed. Many risks deal with project complexity and interpersonal processes. However, leadership interactions addressing these challenges are scarce, indicating a research gap. Furthermore, prominent leadership team interactions such as monitoring or consulting may need to be adapted to deal with challenges specific to ICT project teams. Few studies describe best-practice examples of leadership interaction in ICT teams.


Citations (10)


... Concepts from computer science, such as computational thinking, are combined with ethical questions (e.g., regarding the use of robots) and economic, social, historical and legal perspectives in education. The common thread is created by the interplay of topics, cross-references within and between the MOOCs, the small group sessions, and by discussion and reflection tasks that each cover several units (Haselberger et al., 2021;Posekany et al., 2023;Yüksel-Arslan et al., 2023). ...

Reference:

Empowering marginalized communities through the digital transformation course
Analyzing Students' Motivation for Acquiring Digital Competences
  • Citing Conference Paper
  • October 2023

... Concepts from computer science, such as computational thinking, are combined with ethical questions (e.g., regarding the use of robots) and economic, social, historical and legal perspectives in education. The common thread is created by the interplay of topics, cross-references within and between the MOOCs, the small group sessions, and by discussion and reflection tasks that each cover several units (Haselberger et al., 2021;Posekany et al., 2023;Yüksel-Arslan et al., 2023). ...

Facilitating Interpersonal Exchange on Digital Transformations by Anchoring a MOOC in a Distance-Learning University Course
  • Citing Conference Paper
  • October 2021

... However, the contemporary institutions of formal education risk falling short of the modern age expectations. Instilling the interest in programming and computer science in young children and teenagers with no prior knowledge is challenging [4][5][6]. At the same time, university instructors struggle to maintain students' engagement in programming courses and battle low completion rates and low enrollment rates at Science, Technology, Engineering, and Math -STEM degree programs [7][8][9]. ...

Experiential Factors Supporting Pupils’ Perceived Competence In Coding - An Evaluative Qualitative Content Analysis
  • Citing Conference Paper
  • October 2020

... Previous small-scale studies conducted by the authors of the current study indicate that developing a game in pair-programming improves students understanding of programming [6]. Furthermore, pairprogramming fosters students' motivation, collaboration, and computational thinking as they consult with each other, help each other and try to find a solution within their own pair [5]. ...

Pair-Programming of video games at a secondary level classroom -concept and case study
  • Citing Conference Paper
  • July 2019

... One way to engage students in computer science education is through game development using a game engine. Comber et al. [7] utilized the Unity game engine to instruct secondary school students in the creation of their own video games. Their results suggest that Unity may not be the optimal choice as the primary tool for introductory instruction. ...

Engaging Students in Computer Science Education through Game Development with Unity
  • Citing Conference Paper
  • April 2019

... This analysis helps identify the most significant factors. The same approach of grouping factors and counting their occurrences to determine highly referenced clusters was also employed by Haselberger [20]. Flamini and Naldi [21] similarly used frequency counts to identify preferred publication outlets. ...

A literature-based framework of performance-related leadership interactions in ICT project teams
  • Citing Article
  • October 2015

Information and Software Technology

... Thus, documentation and plans that need to be adhered to are not necessarily crucial for the success of a project, much rather team members proficient at self-actualization, self-responsibility, and self-regulation contribute to the success of a project. Leadership interactions in line with a humanistic image of human beings facilitate self-organizing structures rather than focusing solely on planning and assessment [50] ...

Dealing with Change in a Complex Environment from a Person-centered, Systemic Perspective
  • Citing Article
  • March 2014

Procedia - Social and Behavioral Sciences

... In a person-centred approach to evaluation (Rogers 1983 ;Standl et al. 2012 ), the coachee's self-evaluation would come fi rst and guide the feedback and evaluation process. The self-evaluation can happen either as an open, free-style (oral or written) task or one guided by questions that the coach and coachee determine beforehand and the coachee is asked to respond to. ...

Case study on Person-Centered Assessment in Computer Science and its Support by the VLE Moodle

... For example, Kovshar et al. [8], Pavlyk and Lysohor [9], Khyzhniak et al. [10] and others have focused their works on improving the system of training future primary school teachers. The role of person-centered learning as a key condition for developing professional competencies was emphasized by Bennetts [11], Clouston and Whitcombe [12], Denham et al. [13], Derntl and Motschnig-Pitrik [14], Dolezal et al. [15,16], Harri-Augstein and Thomas [17], Haselberger and Motschnig [18,19], Korhonen et al. [20], Kyprianidou et al. [21], McGraw et al. [22], Miller [23], Motschnig-Pitrik and Standl [24], Motschnig-Pitrik [25,26,27], Motschnig-Pitrik and Rohlíková [28], Motschnig-Pitrik and Derntl [29], Motschnig-Pitrik et al. [30,31], Motschnig-Pitrik and Figl [32], Peetsma and van der Veen [33], Rowley and Lester [34], Vitsenets [35], Xu and Woodruff [36]. ...

Students‘ perceptions on experiential learning in person-centered atmosphere
  • Citing Article
  • January 2011

Journal of E-Learning and Knowledge Society

... There are different perspectives depending on the context, the researcher, the specific aims of each study, etc., which is also shown in the different ways of classifying and grouping these skills (Cinque, 2016). For instance, the Tuning Project (González & Wagennar, 2006) emphasizes instrumental, interpersonal, and systemic skills; Boyatzis (2008) focuses on cognitive, emotional, and social intelligence; the ModEs project (Haselberger et al., 2012;Succi & Wieandt, 2019) identifies personal, social, and methodological skills; Caggiano et al. (2020) categorize soft skills into intrapersonal, interpersonal, activity development, and impression management; and De Campos et al. (2020) classify skills into six categories: (i) problem solving and critical thinking, (ii) communication, (iii) teamwork, (iv) ethical perspective, (v) emotional intelligence and (vi) creative thinking. Table 1 shows the soft skills that form part of the survey, grouped into the six skill categories proposed in (De Campos et al., 2020). ...

Mediating Soft Skills at Higher Education Institutions Guidelines for the design of learning situations supporting soft skills achievement