Mateescu, Magdalena

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Mateescu
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Magdalena
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Mateescu, Magdalena

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  • Publikation
    Understanding Leadership in Agile Software Development Teams: Who and How?
    (Springer, 09.06.2022) Weichbrodt, Johann; Kropp, Martin; Biddle, Robert; Gregory, Peggy; Anslow, Craig; Bühler, Ursina Maria; Mateescu, Magdalena; Meier, Andreas; Stray, Viktoria; Stol, Klaas-Jan; Paasivaara, Maria; Kruchten, Philippe [in: Agile Processes in Software Engineering and Extreme Programming. XP 2022]
    In this paper we report on a study of the nature of different aspects of leadership in agile teams. We used an established model of leadership, distinguishing transactional and transformational styles, and asked IT professionals a set of questions about the leadership they experience, both from direct supervisors (hierarchical leadership) and from the team itself (shared leadership). Our results show that agility is indeed related to the transformational style, but that the transactional style also plays a part, especially as shared leadership. Furthermore, even in highly agile software development, leadership by direct supervisors still plays an important role. We propose that, as software development becomes more agile, the transactional aspects of leadership may shift away from the leadership dyad between supervisor and employee into the agile team, while transformational leadership is important for both the team and supervisors.
    04B - Beitrag Konferenzschrift
  • Publikation
    Fake News Resilience through Online Games? Tentative Findings from a Randomized Controlled Trial in Higher Education
    (IADIS Press, 2021) Eisemann, Christoph; Pimmer, Christoph; Mateescu, Magdalena; Demetrios, G. Sampson; Ifenthaler, Dirk; Isaías, Pedro [in: Proceedings of the IADIS International Conference Cognition and Exploratory Learning in the Digital Age 2020]
    Learners’ cognitive abilities to assess the credibility of information in digital spaces are a relevant part of 21st century skills. Emerging evidence suggests that gamification could be a suitable approach for learners to develop these skills independently of their educational level. This study examined two popular online fake news games in a higher education setting using a randomized controlled trial. 72 students were randomly assigned to one of two games. Their ability to classify news, i.e. to distinguish fake news from correct news, was tested before and after playing the game. The results from multiple regression analysis suggest that there was only a very modest increase in participants’ news classification abilities in one game and no improvement in the other game. Contrary to some prior literature, these preliminary findings provide no evidence for the use of gamification in developing students’ fake news resilience in higher education contexts and they call for more nuanced education and gamification approaches.
    04B - Beitrag Konferenzschrift
  • Publikation
    Visualizing progress tracking for software teams on large collaborative touch displays
    (IEEE, 2020) Scott-Hill, Brandon; Anslow, Craig; Ferreira, Jennifer; Kropp, Martin; Mateescu, Magdalena; Meier, Andreas [in: 2020 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)]
    04B - Beitrag Konferenzschrift
  • Publikation
    Enhancing Agile Team Collaboration Through the Use of Large Digital Multi-touch Cardwalls
    (Springer, 2017) Kropp, Martin; Anslow, Craig; Mateescu, Magdalena; Burkhard, Roger; Vischi, Dario; Zahn, Carmen [in: Agile Processes in Software Engineering and Extreme Programming : 18th International Conference, XP 2017, Cologne, Germany, May 22-26, 2017, Proceedings]
    04B - Beitrag Konferenzschrift
  • Publikation
    Enhancing agile team collaboration through the use of large digital multi-touch cardwalls
    (Springer, 2017) Kropp, Martin; Anslow, Craig; Mateescu, Magdalena; Burkhard, Roger; Vischi, Dario; Zahn, Carmen; Baumeister, Hubert; Lichter, Horst; Riebisch, Matthias [in: Agile Processes in Software Engineering and Extreme Programming]
    04B - Beitrag Konferenzschrift
  • Publikation
    Potenziale kollaborativer Medien: Eine empirische Untersuchung am Beispiel interaktiver Tische
    (2016) Mateescu, Magdalena; Zahn, Carmen; Klinkhammer, Daniel; Rack, Oliver; Reiterer, Harald; Weiße, Nora [in: 50. Kongress der Deutschen Gesellschaft für Psychologie (DGPs)]
    04B - Beitrag Konferenzschrift
  • Publikation
    aWall: A Socio-Cognitive Tool for Agile Team Collaboration using Large Multi-Touch Wall Systems
    (ACM, 2015) Kropp, Martin; Mateescu, Magdalena; Burkhard, Roger; Zahn, Carmen; Vischi, Dario [in: ITS' 15 Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces]
    Agile methods emphasize highly interactive and close collaboration within teams and among stakeholders. Due to still missing adequate digital tools, agile teams use mostly physical artefacts like wallboards and story cards. In this paper, we present aWall, an agile team collaboration tool for large multi-touch wall systems. aWall was designed based on empirical user research using new interaction and visualization concepts to support and foster the highly collaborative and communicative agile work style. The application is based on web technology and can be used in both co-located and distributed setting. The implemented prototypes were validated with end-users in a user workshop. In the demo, users can experience the interaction and visualization concepts hands-on.
    04B - Beitrag Konferenzschrift
  • Publikation
    aWall: A Socio-Cognitive Tool for Agile Team Collaboration using Large Multi-Touch Wall Systems
    (ACM, 2015) Kropp, Martin; Mateescu, Magdalena; Burkhard, Roger; Zahn, Carmen; Vischi, Dario [in: ITS' 15 Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces (ITS 2015)]
    Agile methods emphasize highly interactive and close collaboration within teams and among stakeholders. Due to still missing adequate digital tools, agile teams use mostly physical artefacts like wallboards and story cards. In this paper, we present aWall, an agile team collaboration tool for large multi-touch wall systems. aWall was designed based on empirical user research using new interaction and visualization concepts to support and foster the highly collaborative and communicative agile work style. The application is based on web technology and can be used in both co-located and distributed setting. The implemented prototypes were validated with end-users in a user workshop.
    04B - Beitrag Konferenzschrift
  • Publikation
    04B - Beitrag Konferenzschrift