Auflistung nach Autor:in "Follert, Fabiane"
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- KonferenzbeitragGamification in der Hochschullehre. Herleitung von Handlungsempfehlungen für den Einsatz von Gamedesign-Elementen in der sächsischen Lernplattform OPAL(Workshop Gemeinschaften in Neuen Medien (GeNeMe) 2015, 2015) Follert, Fabiane; Fischer, HelgeDer Beitrag geht der Fragestellung nach, welche Gamedesign-Elemente sich als attraktive und strategisch sinnvolle Ergänzung für die sächsische Lernplattform OPAL identifizieren lassen und wie mithilfe solcher Elemente die Motivation zur OPAL-Nutzung und im Zuge dessen auch zum Studium gesteigert werden kann.
- KonferenzbeitragGamifying Higher Education. Beyond Badges, Points and Leaderboards(Workshop Gemeinschaften in Neuen Medien (GeNeMe) 2016, 2016) Fischer, Helge; Heinz, Matthias; Schlenker, Lars; Follert, FabianeGamification or related concepts such as serious games and playful design are discussed intensively in the field of academic education. Since 2011, gamification has continuously been recorded as a medium-term trend of online education in the annually published Horizon Report. In all areas in which engagement, participation, and motivation of individuals are the key success factors, strategies of gamification are considered. But, what are potentials of gamification in the field of higher education? How can educational technologies such as learning management systems be gamified? An essential part of this article is a study regarding the gamification of the learning management system OPAL. Design/methodology/approach – Based on a master thesis at the faculty of educational sciences, a study was conducted in order to investigate how the use of game elements can increase the attractiveness of OPAL for students. OPAL is the central learning management system at the Technische Universität Dresden. The study should answer the question: Which game design elements increase the attractiveness of OPAL for students? The research question was answered with a qualitative approach, while the collection of data was carried out by a focus group and expert interviews. The sample included six master’s students and one expert. The findings provide recommendations for redesigning OPAL. Originality/value – Often gamification is related to tools like points, badges, and leaderboards. But what elements exist beyond these? The contribution initially provides conceptual foundations and refers to game mechanics as the specifics of games. Based on this, the potential of gamification in higher education teaching was discussed. Practical implications – The article describes the concept of gamification and how this approach can be used in university teaching, especially for designing Learning Management Systems.
- KonferenzbeitragOpen Educational Resources (OER) in Sachsen(Workshop Gemeinschaften in Neuen Medien (GeNeMe) 2017, 2017) Follert, Fabiane; Bergert, Aline; Fischer, Helge; Lauber-Rönsberg, Anne; Horlacher, SebastianIm Kontext der Digitalisierung vollzieht sich an Hochschulen aktuell ein umfassender Transformationsprozess. Gerade im Bereich der Lehre scheinen die Möglichkeiten digitaler Technologien unbegrenzt. Lernmaterialien, bspw. Texte, Bilder, Videos, Online-Kurse sind ubiquitär verfügbar. Doch wie können diese Materialien sinnvoll und legal integriert, genutzt und verbreitet werden?Sog. Open Educational Resources (OER) bieten Möglichkeiten, den aktuellen Herausforderungen – rechtlicher, didaktischer sowie organisatorischer Natur – adäquat zu begegnen und die Potentiale digitaler Bildung nachhaltig zu erschließen: ... [... aus dem Text]