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Wie kann pädagogische Integrationsförderung von Heranwachsenden mit Fluchterfahrung gelingen? Ziel des Buches ist es, auf Basis einer quantitativen und qualitativen Längsschnittstudie Gelingensbedingungen pädagogischer Integrationsförderung im Kontext außerschulischer Bildungsangebote zu identifizieren. Eine integrationsfördernde Wirkung wird für einzelne Gelingensbedingungen nachgewiesen und eine erste Typologie institutioneller Handlungslogiken aufgestellt.
Bislang sind nur wenige Studien zu verzeichnen, die sich mit dem integrationsfördernden Potenzial außerschulischer Bildungsangebote für Heranwachsende mit Fluchterfahrung auseinandersetzen. An diesem Punkt setzt die vorliegende Studie an und erörtert den Effekt von Gelingensbedingungen für eine pädagogische Integrationsförderung auf Grundlage einer quantitativen sowie qualitativen Längsschnittstudie. Eine Identifikation dieser integrationsfördernden Gelingensbedingungen erfolgt auf den Ebenen des Individuums, der Interaktion sowie der Institution.
Digitalisierung und Mediatisierung prägen die Gesellschaft und auch die Erwachsenenbildung/Weiterbildung. Der Beitrag geht der Frage nach, wie Digitalisierung in Angeboten der Erwachsenenbildung/Weiterbildung gelingt. Damit wird ein Fokus auf den Einsatz digitaler Medien gelegt. Dazu werden die Angebotsentwicklung für Adressatinnen und Adressaten sowie Teilnehmende, medienbezogene Inhalte, Lehr- und Lernarrangements mit digitalen Medien, der Einsatz digitaler Medien und die Zugänglichkeit von Lehr- und Lernmaterialien als relevante Merkmale identifiziert. Insgesamt zeigen die analysierten Interviewdaten, dass der Einsatz digitaler Medien in Angeboten eine Erweiterung der didaktischen Aufgaben darstellt, da Angebote mit digitalen Medien zielgenau auf die Bedarfe und Möglichkeiten von Adressatinnen und Adressaten sowie Teilnehmenden abgestimmt werden müssen.
This study provides a systematic literature review of research (2001–2020) in the field of teaching and learning a foreign language and intercultural learning using immersive technologies. Based on 2507 sources, 54 articles were selected according to a predefined selection criteria. The review is aimed at providing information about which immersive interventions are being used for foreign language learning and teaching and where potential research gaps exist. The papers were analyzed and coded according to the following categories: (1) investigation form and education level, (2) degree of immersion, and technology used, (3) predictors, and (4) criterions. The review identified key research findings relating the use of immersive technologies for learning and teaching a foreign language and intercultural learning at cognitive, affective, and conative levels. The findings revealed research gaps in the area of teachers as a target group, and virtual reality (VR) as a fully immersive intervention form. Furthermore, the studies reviewed rarely examined behavior, and implicit measurements related to inter- and trans-cultural learning and teaching. Inter- and transcultural learning and teaching especially is an underrepresented investigation subject. Finally, concrete suggestions for future research are given. The systematic review contributes to the challenge of interdisciplinary cooperation between pedagogy, foreign language didactics, and Human-Computer Interaction to achieve innovative teaching-learning formats and a successful digital transformation.
Educational robotics is an innovative approach to teaching and learning a variety of different concepts and skills as well as motivating students in the field of Science, Technology, Engineering, and Mathematics (STEM) education. This especially applies to educational robotics competitions such as, for example, the FIRST LEGO League, the RoboCup Junior, or the World Robot Olympiad as out-of-school and goal-oriented approach to educational robotics. These competitions have gained greatly in popularity in recent years and thousands of students participate in these competitions worldwide each year. Moreover, the corresponding technology became more accessible for teachers and students to use it in their classrooms and has arguably a high potential to impact the nature of science education at all levels. One skill, which is said to be benefitting from educational robotics, is problem solving. This thesis understands problem solving skills as engineering design skills (in contrast to scientific inquiry). Problem solving skills count as important skills as demanded by industry leaders and policy makers in the context of 21st century skills, which are relevant for students to be well-prepared for their future working life in today’s world, shaped by an ongoing process of automation, globalization, and digitalization. The overall aim of this thesis is to try to answer the question if educational robotics competitions such as the World Robot Olympiad (WRO) have a positive impact on students’ learning in terms of their problem solving skills (as part of 21st century skills). In detail, this thesis focuses on a) if students can improve their problem solving skills through participation in educational robotics competitions, b) how this skill development is accomplished, and c) the teachers’ support of their students during their learning process in the competition. The corresponding empirical studies were conducted throughout the seasons of 2018 and 2019 of the WRO in Germany. The results show overall positive effects of the participation in the WRO on students’ learning of problem solving skills. They display an increase of students’ problem solving skills, which is not moderated by other variables such as the competition’s category or age group, the students’ gender or experience, or the success of the teams at the competition. Moreover, the results indicate that students develop their problem solving skills by using a systematic engineering design process and sophisticated problem solving strategies. Lastly, the teacher’s role in the educational robotics competitions as manager and guide (in terms of the constructionist learning theory) of the students’ learning process (especially regarding the affective level) is underlined by the results of this thesis. All in all, this thesis contributes to the research gap concerning the lack of systematic evaluation of educational robotics to promote students’ learning by providing more (methodologically) sophisticated research on this topic. Thereby, this thesis follows the call for more rigorous (quantitative) research by the educational robotics community, which is necessary to validate the impact of educational robotics.
Computer games are highly immersive, engaging, and motivating learning environments. By providing a tutorial at the start of a new game, players learn the basics of the game's underlying principles as well as practice how to successfully play the game. During the actual gameplay, players repetitively apply this knowledge, thus improving it due to repetition. Computer games also challenge players with a constant stream of new challenges which increase in difficulty over time. As a result, computer games even require players to transfer their knowledge to master these new challenges. A computer game consists of several game mechanics. Game mechanics are the rules of a computer game and encode the game's underlying principles. They create the virtual environments, generate a game's challenges and allow players to interact with the game. Game mechanics also can encode real world knowledge. This knowledge may be acquired by players via gameplay. However, the actual process of knowledge encoding and knowledge learning using game mechanics has not been thoroughly defined, yet. This thesis therefore proposes a theoretical model to define the knowledge learning using game mechanics: the Gamified Knowledge Encoding. The model is applied to design a serious game for affine transformations, i.e., GEtiT, and to predict the learning outcome of playing a computer game that encodes orbital mechanics in its game mechanics, i.e., Kerbal Space Program. To assess the effects of different visualization technologies on the overall learning outcome, GEtiT visualizes the gameplay in desktop-3D and immersive virtual reality. The model's applicability for effective game design as well as GEtiT's overall design are evaluated in a usability study. The learning outcome of playing GEtiT and Kerbal Space Program is assessed in four additional user studies. The studies' results validate the use of the Gamified Knowledge Encoding for the purpose of developing effective serious games and to predict the learning outcome of existing serious games. GEtiT and Kerbal Space Program yield a similar training effect but a higher motivation to tackle the assignments in comparison to a traditional learning method. In conclusion, this thesis expands the understanding of using game mechanics for an effective learning of knowledge. The presented results are of high importance for researches, educators, and developers as they also provide guidelines for the development of effective serious games.