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Software development, like any prolonged and intellectually demanding activity, can negatively affect the motivation of developers. This is especially true in specific areas of software engineering, such as requirements engineering, test-driven development, bug reporting and fixing, where the creative aspects of programming fall short. The developers' engagement might progressively degrade, potentially...
Observations realized during a course using of a learning game show that a cooperation starts inside the classroom. A social study checks that the cooperation is legitimant although the learning game hasn't been designed for cooperative work. A didactic study gives then an explanation to this unexpected collaboration and shows the importance of the learning context for cooperation.
Universities around the world are increasingly under pressure to ‘internationalise’ and to support and embrace multicultural student bodies and learning environments. At the same time, ‘internationalisation’ is often associated with issues that complicate and pressurise the experiences of ‘international students’ as they attempt to identify and acculturate in their new settings, both socially and...
Storytelling is widely recognized as a powerful tool to enhance learning, because of its support to meaning making and to the development of expressive (possibly multimodal) skills. An interesting variant to storytelling-based learning activities is the construction of storyworlds apt to support the development of interactive stories. This differs from the design of traditional story plots in that...
We present initial findings from an experiment where we used Semantic Free Utterances — vocalizations and sounds without semantic content — as an alternative to Natural Language in a child-robot collaborative game. We tested (i) if two types of Semantic Free Utterances could be accurately recognized by the children; (ii) what effect the type of Semantic Free Utterances had as part of help-giving behaviors...
There exists a gap in knowledge between scientists and the larger non-scientist public. Therefore, much of the information provided to the public regarding research that should influence their decisions is often misunderstood. In order to eliminate, or at the very least, minimize this gap, there is a need to educate non-scientists about research methods and experimental design. In order to address...
In this study we conceptualize a gamified system for companies to be used in IT-backed ideation processes. We conducted two rounds of expert interviews in German and Austrian companies focusing on the challenges and obstacles of gamification systems within an enterprise setting. We then drew from the gamification literature and established eight stimuli, for a conjoint analysis. The survey among 75...
The frequent advances in Information and Communication Technologies (ICTs) represent an opportunity to rethink teaching and learning in the context of virtual education. In this perspective, MOOCs (Massive Open Online Courses) have been promoting research in the technological and educational areas, since they serve as an emerging and powerful knowledge-building platform for anyone, anytime and anywhere...
Because collaboration plays a key role in today's society, it is beneficial to prepare people at a young age for collaborative work. However, there is no academic or professional consensus on the most effective approach. To remedy this shortcoming, our research will expand on one promising method: the incorporation of collaborative scaffolding into collaborative educational video games. Although there...
Requirement engineering (RE) presents several challenges stemming from the required collaboration and knowledge transfer between analysists, developers and customers. In order to overcome these challenges and improve the effectiveness of RE, we developed REVISE: Requirement Elicitation and Verification Integrated in Social Environment. This tool is designed based on cognitive theories and implementing...
Advances in computer and communication technology have brought about a so-called digital exodus and have impacts on the whole social life. The most remarkable example of the changes brought about by these advances is the birth of an entire generation of digital kids. These emerging "digital natives" are providing the impetus for profound social changes and cultural conflicts. The author...
Game design demands a comprehensive understanding of the audience. Although recent developments in the video game industry have heightened the need to involve players in the design process, the research to date has tended to focus on participatory design with children rather than older adults. Moreover, due to the lack of information regarding gamers' social context and their experiences, there has...
Code review is an important task in software development. However, performing code review is perceived, for the most part, as an undesired task, presenting several challenges to the required collaboration and knowledge transfer between programmers and reviewers. In order to overcome these challenges and improve the effectiveness of code review, we developed SCRUT: Social Code Review Unifying Tool...
With lifestyle-related conditions such as obesity amongst adolescents on the rise across the developed world, a pressing need exists for interventions which tackle the many factors underlying early-stage lifestyle formation. As a medium, digital games have the potential to integrate well with existing lifestyle patterns in adolescents, whilst engaging them and facilitating such lifestyle changes....
Currently, numerous researches made several treatments on the traces recorded from distance learning environments. These researches collect traces from different sources to solve several problems: (i) support learners, (ii) engineering/reengineering of learning devices and (iii) adaptation/personalization of learning environments. The traces describe the learners' actions where they interacting with...
Game-based Learning (GBL) is an efficient approach to increase students' learning motivations. However, to develop a specially-designed educational game is time-consuming and limited to specific subject, which leads to high cost and low reusability problems. Integrating general purpose commercial games into educational context and subjects seems a potential approach but the pressing issue still is...
In this paper we discuss the construction of Martha Madison: Marvelous Machines, a serious video game designed to help students learn about the use of simple machines in the everyday world. Game participants are introduced to real-world, meaningful tasks that must be solved through the placement and manipulation of simple machines. The game provides in-game scaffolding and is played collaboratively...
We have found ourselves struggling with the design of digital technology to support scripted collaboration in science education. There are two emergent trends that challenge current understanding of collaborative scripts: One is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. The other is the...
The rapid development of mobile technologies is driving the evolution of e-learning to mobile-learning (m-learning), however; academic research on the impact of mobile-technologies on the learning process in higher education and instructional design guidelines based on a solid theoretical framework for mobile-learning has not yet been exhaustively covered. The focus of this paper is to compare mobile-learning...
Combining large interactive surface computers (e.g., digital walls and tables) with smaller, multi-touch surface devices (e.g., smartphones and tablets) provides groups of users with both private and shared workspaces during collaborative (or competitive) activities. Such multi-surface environments introduce the need for effective interaction techniques that enable the transfer of digital content...
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