Roos, Anna-Lena
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Hybride und virtuelle Lernszenarien
2022-11-08, Roos, Anna-Lena, Jeitziner, Loris Tizian
Synchron hybride Lernszenarien, bei denen ein Teil der Teilnehmenden vor Ort anwesend ist und gleichzeitig andere Teilnehmende online zugeschaltet sind, ermöglichen mehr Flexibilität und Anpassung an individuelle Lebenssituationen und können somit einen grossen Mehrwert für Lernende bieten. Dies gilt auch für virtuelle Lernräume, im Sinne kollaborativ nutzbarer 3D-Umgebungen. Damit hybride und virtuelle Lernszenarien erfolgreich sind, müssen sie jedoch methodisch-didaktisch und technisch sinnvoll geplant, vorbereitet und umgesetzt werden. Dr. Anna-Lena Roos und Loris Jeitziner geben in dieser Veranstaltung Einblicke in Ihre Erfahrungen bei der Konzeption und Umsetzung solcher Szenarien.
Von frontal zu digital: Aus- und Weiterbildung lernwirksam und zukunftsorientiert gestalten
2022-05-05, Roos, Anna-Lena
Stressors in online exams – Same same but different?
2023-06, Roos, Anna-Lena, Jeitziner, Loris Tizian, Zahn, Carmen
Control, anxiety and test performance: Self-reported and physiological indicators of anxiety as mediators
2022-07-29, Roos, Anna-Lena, Goetz, Thomas, Krannich, Maike, Donker, Monika, Bieleke, Maik, Caltabiano, Anna, Mainhard, Tim
Background This study investigated the role of different test anxiety components (affective, cognitive, motivational and physiological) as mediators between control and performance as proposed by Pekrun's control-value theory (CVT). While all components were assessed via self-report, the physiological component was additionally assessed via electrodermal activity (EDA). Aims We examined the relative impact of the self-reported anxiety components and EDA in this mediating mechanism to identify the most relevant assessment(s) (i.e., self-reported anxiety components and/or EDA) for predicting test performance. Sample The study comprised 50 eighth graders. Methods Data were collected during a mathematics test comprising six task blocks. State self-reports of control and anxiety components along with test performance and other test emotions were collected block-wise (i.e., repeated assessments within students). EDA was continuously recorded. Results Consistent with CVT, intra-individual mediation analysis with multiple mediators revealed that higher control predicted lower anxiety (i.e., all self-reported components). Unexpectedly, higher control was associated with increased EDA. Follow-up analyses taking other test emotions into account suggested this might reflect positive activation. Correlations between EDA and control and self-reported anxiety components differed depending on which test emotion was dominant in each situation. Regarding test performance, only the cognitive component was a significant mediator and thus seems to play a pivotal role in the relationship between control and performance. Conclusions Distinguishing between anxiety components and including unbiased physiological measures improve our understanding of the mechanisms behind the relationship between test anxiety and performance. Higher physiological arousal may be a sign of anxiety but can also be a sign of positive activation. When aiming to reduce negative effects of anxiety on performance, targeting the cognitive component seems crucial. Implications of these findings for educational and psychological practice are discussed.
Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study
2022-02-16, Zahn, Carmen, Leisner, David, Niederhauser, Mario, Roos, Anna-Lena, Iseli, Tabea, Soldati, Marco
Maintaining social relationships is a basic human need and particularly essential in old age, including when living in a retirement home. Multiplayer video games can promote positive social interactions among players from different generations while playing. Yet, such facilitation of positive social interactions depends on specific game design. To systematically investigate the effects of game design on social interaction between seniors and their coplayers, the game Myosotis FoodPlanet was developed in this study, and the impacts of 3 different game modes on social interaction were compared in a controlled field trial. This study aims to compare the effects of 3 different game modes (competitive, cooperative, and creative) on social interactions (verbal and nonverbal communication) between seniors and their younger coplayers. The results show that game mode can be an important factor for shaping the social interactions of players playing together. Compared with other modes, creative game modes can increase verbal communication. In contrast, competitive modes may stimulate more laughing together. This has important implications for game design and the use of computer games to promote social interaction between seniors and their coplayers in practice.
Interaktive entscheidungsabhängige Video-Lernumgebung für angehende Lehrpersonen
2023-06, Roos, Anna-Lena, Jeitziner, Loris Tizian, Bäuerlein, Kerstin, Mahler, Sara, Ruf, Alessia
What if the computer crashes? Findings from an exploratory factor analysis on stressors in online exams
2022-06, Jeitziner, Loris Tizian, Roos, Anna-Lena, Ruf, Alessia, Zahn, Carmen
The pandemic has forced higher education to shift from onsite to online environments. This novel situation may increase students’ exam stress and induce new stressors. In the present study, we identified stressors in online exams by conducting an exploratory factor analysis of a novel questionnaire. The analysis revealed five factors that categorize students’ experience of stress. Preliminary descriptive results suggest that possible system failures and social pressures cause the highest stress for students.
“Grandma! Grandpa! Let`s play together!” – Effects of game mode in multiplayer video games on intergenerational social interaction: A randomized field study
2022, Zahn, Carmen, Leisner, David, Niederhauser, Mario, Roos, Anna-Lena, Iseli, Tabea, Soldati, Marco
Maintaining social relationships is a basic human need and particularly essential in old age, including when living in a retirement home. Multiplayer video games can promote the establishment and maintenance of social relationships, due to facilitating positive social interactions between players, even from different generations. Such facilitation of positive social interactions depends, however, on specific game design. The present study investigates the impacts of three different game modes on social interaction in a controlled field trial. Results reveal significant differences. Important implications on game design and the use of computer games for seniors in practice are discussed.
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