Zahn, Carmen

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Carmen
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Zahn, Carmen

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Gerade angezeigt 1 - 10 von 14
  • Publikation
    Poster Presentation of Project Examples in the Field of Artificial Intelligence
    (17.11.2022) Schwaninger, Adrian; Sterchi, Yanik; Wäfler, Toni; Renggli, Philipp; Rack, Oliver; Bleisch, Susanne; Paneth, Lisa; Jeitziner, Loris Tizian; Gasparik, Matus; Zahn, Carmen
    06 - Präsentation
  • Publikation
    Exploring nonverbal behavior and collaborative group engagement in online learning groups
    (22.07.2022) Rack, Oliver; Paneth, Lisa; Jeitziner, Loris Tizian; Zahn, Carmen
    In an explorative field study, we investigated nonverbal behavior and collaborative group engagement (QCGE) in online learning groups. Participants in small groups performed a hidden profile task. Results suggests differences within and between groups in their nonverbal behavior. We expect that nonverbal behaviors relate to QCGE in online learning groups.
    06 - Präsentation
  • Publikation
    What if the computer crashes? Findings from an exploratory factor analysis on stressors in online exams
    (06/2022) 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.
    04B - Beitrag Konferenzschrift
  • Publikation
    Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study
    (JMIR Publications, 16.02.2022) Zahn, Carmen; Leisner, David; Niederhauser, Mario; Roos, Anna-Lena; Iseli, Tabea; Soldati, Marco [in: JMIR Formative Research]
    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.
    01A - Beitrag in wissenschaftlicher Zeitschrift
  • Publikation
    “Grandma! Grandpa! Let`s play together!” – Effects of game mode in multiplayer video games on intergenerational social interaction: A randomized field study
    (JMIR Publications, 2022) Zahn, Carmen; Leisner, David; Niederhauser, Mario; Roos, Anna-Lena; Iseli, Tabea; Soldati, Marco [in: JMIR Formative Research]
    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.
    01A - Beitrag in wissenschaftlicher Zeitschrift
  • Publikation
    Video Data Collection and Video Analyses in CSCL Research
    (Springer, 04/2021) Zahn, Carmen; Ruf, Alessia; Goldman, Ricki; Cress, Ulrike; Rosé, Carolyn; Wise, Alyssa Friend; Oshima, Jun [in: International Handbook of Computer-Supported Collaborative Learning]
    The purpose of this chapter is to examine significant advances in the collection and analysis of video data in Computer Supported Collaborative Learning (CSCL) research. We demonstrate how video-based studies create robust and dynamic research processes. The chapter starts with an overview of how video analysis developed within CSCL by way of its pioneering roots. Linked throughout the chapter are the theoretical, methodological, and technological advances that keep advancing CSCL research. Specific empirical and experimental research examples will illustrate current and future advances in data collection, transformation, coding, and analysis. Research benefits and challenges that include the current state of understanding from observations of single, multiple, or 360° camera recordings will also be featured. In addition, eye-tracking and virtual reality environments for collecting and analyzing video data are discussed as they become new foci for future CSCL research.
    04A - Beitrag Sammelband
  • Publikation
    Grundbausteine engagierter Zusammenarbeit in Lerngruppen
    (28.01.2021) Zahn, Carmen; Paneth, Lisa
    06 - Präsentation
  • Publikation
    Grundbausteine engagierter Zusammenarbeit in Lerngruppen
    (Springer, 2021) Zahn, Carmen; Rack, Oliver; Paneth, Lisa; Geramanis, Olaf; Hutmacher, Stefan; Walser, Lukas [in: Kooperation in der digitalen Arbeitswelt]
    Verlässliche Kooperation in Zeiten der Digitalisierung basiert auf Gruppenprozessen. In diesem Kapitel wird herausgearbeitet, wie eine hohe Qualität engagierter Zusammenarbeit in Gruppen auf verschiedenen Ebenen - sowohl kognitiv-aufgabenbezogen als auch interpersonell-emotional - beschrieben werden kann. Dabei geht es um die praxisrelevante Frage, wie digital unterstütztes Lernen etwa im Hochschulstudium bezüglich der Qualität des gemeinsamen Engagements in Studierendengruppen besser gefördert werden kann. Denn: eine verlässliche Kooperation in Zeiten der Digitalisierung muss gelernt werden. Hochschulen leisten einen bedeutenden Beitrag zur Realisierung verlässlicher Kooperation, wenn sie Studierende gezielt in kollaborativen Lehr- und Lernsituationen fördern und fordern, in denen Gruppenprozesse effektiv und effizient zu gestalten sind. Von besonderer Bedeutung ist es dabei, digital unterstützte Lehr-/Lernszenarien zu entwickeln, in denen Studierende Gelegenheit haben, mit digitalen Werkzeugen zu arbeiten, diese in der Gruppenarbeit anzuwenden und auszuprobieren, um damit komplexe Probleme zu lösen und Teamkompetenzen zu erwerben.
    04A - Beitrag Sammelband
  • Publikation
    Introducing a new approach for investigating learning behavior
    (International Society of the Learning Sciences, 2021) Ruf, Alessia; Niederhauser, Mario; Jäger, Joscha; Zahn, Carmen; Opwis, Klaus; Hmelo-Silver, Cindy; de Wever, Bram; Oshima, Jun [in: 14th International Conference on Computer-Supported Collaborative Learning – CSCL 2021]
    The potential of learners’ video interactions to understand learning behavior has been recognized in previous research. However, little research has yet been conducted on enhanced video-based environments using behavior sequence analyses. Hence, we developed Logible, a sensitive, web-based tool to detect and analyze meaningful behavior sequences of learners interacting with such environments. The tool is based on an iterative method. With Logible we were able to visualize learning behavior and emphasize differences in experimental conditions.
    04B - Beitrag Konferenzschrift
  • Publikation
    Impact of learners’ video interactions on learning success and cognitive load
    (International Society of the Learning Sciences, 2021) Ruf, Alessia; Leisner, David; Zahn, Carmen; Opwis, Klaus; Hmelo-Silver, Cindy; de Wever, Bram; Oshima, Jun [in: 14th International Conference on Computer-Supported Collaborative Learning – CSCL 2021]
    Enhanced video-based learning environments provide new tools (e.g., hyperlinks) – along with the well-known basic video control tools (e.g., play, pause, rewind) – that afford learners‘ enhanced interaction with videos. With these tools, learners can actively transform existing videos into their own hypervideo structures by adding hyperlinks and own materials. Unlike research on basic control tools that has revealed positive impacts on learning, research on enhanced tools is still rare and conflicting. It is thus open, whether the tools support generative interested learning or put too much extrinsic cognitive load onto learners. In the present study, we investigated the effects of video annotation and hyperlinking tools on learning success and cognitive load by analyzing tool-related interaction behavior data of 141 university students. Results indicated that the frequent use of enhanced video tools positively predicted learning success and a decrease in cognitive load. Implications of these results are discussed.
    04B - Beitrag Konferenzschrift