Zahn, Carmen

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Carmen
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Zahn, Carmen

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Gerade angezeigt 1 - 10 von 10
  • 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
    (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
    Create Video Games to Promote Well-Being of Elderly People – A Practice-Driven Guideline
    (Springer, 10.07.2020) Soldati, Marco; Zahn, Carmen; Bildibay, Doruk; Iseli, Tabea; Leisner, David; Niederhauser, Mario; Gao, Qin; Zhou, Jia [in: Human Aspects of IT for the Aged Population : Healthy and Active Aging. HCII 2020]
    This paper presents a selection of game design concepts to promote social interaction between older people and players from other generations. Hardware-related interaction channels, game mechanics and game content can be used to trigger positive communication between several players. The proposed concepts are based on the experience of 32 game prototypes developed with and for the oldest seniors living in several Swiss nursing and retirement homes. The games are directed at the relatives to make their visits a pleasant and positively perceived experience, with the aim of increasing well-being of all involved.
    04B - Beitrag Konferenzschrift
  • Publikation
    Collaboration on large interactive displays: A systematic review
    (Taylor & Francis, 2019) Mateescu, Magdalena; Pimmer, Christoph; Zahn, Carmen; Klinkhammer, Daniel; Reiterer, Harald [in: Human-Computer Interaction]
    Large Interactive Displays (LIDs), such as tabletops or interactive walls, are promising innovations, which are increasingly used to support co-located collaboration. Yet the current evidence base on the impact of LID use on collaborative processes and outcomes, and associated influencing factors, is fragmented, particularly in comparison with other media. To address this gap, a systematic review was carried out in the databases Web of Science, Psych.Info, ACM, Elsevier, JSTOR and Springer and in the ACM CHI conference database. A corpus of 38 articles with experimental study designs met the eligibility criteria and was analyzed in-depth. With regard to collaboration processes, the findings suggest a relatively clear advantage of the use of LIDs over classic forms of collaboration, in particular over single-user environments (e.g. laptops). With attention to collaborative outcomes, positive effects of LIDs were identified for knowledge gains and social encounters, and mixed effects for task-related outcomes. The analysis further shows relevant influencing factors of LID, such as the separation of personal and joint work spaces and the deployment of horizontal instead of vertical displays. Conceptual and practice implications are discussed.
    01A - Beitrag in wissenschaftlicher Zeitschrift
  • Publikation
    Coding and Counting- Frequency Analysis for Group Interaction
    (Cambridge University Press, 2018) Rack, Oliver; Zahn, Carmen; Mateescu, Magdalena; Brauner, Elisabeth; Boos, Margarete; Kolbe, Michaela [in: The Cambridge Handbook of Group Interaction Analysis]
    The basic idea of this chapter is to provide an introduction to the design and conduct of frequency analysis for group research. Frequency analysis has been commonly used for decades in several disciplines and fields of research as stand alone procedures (e.g., configural frequency analysis in clinical psychology, Lienert, 1971). But, despite of specialised articles in experimental psychology journals (e.g., Wickens, 1993), the description of frequency analysis as a specific method within group studies (e.g., coding group interaction data like chat protocols, then calculating frequencies across categories) is rare. This is remarkable, because the interests in frequency analysis nowadays have moved towards to the procedures of implementing its results as indices for further analysis, e.g. for the investigation of relationships between group processes like collaboration and outputs like performance by using the results of frequency analysis as inputs in inferential statistics. In this vein, this chapter attempts to highlight the most important options to use frequency analysis in group research as a relevant brick to gap the bridge between qualitative and quantitative methods (mixed method research). Furthermore, we fold into our descriptions and discussions empirical examples to illustrate the prerequisites, requirements and consequences of using frequency analysis in the field of group research. Finally, we clarify ways to present the results of frequency analysis for analyzing group data.
    04 - Beitrag Sammelband oder 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
    aWall: Agile Collaboration using Large Digital Multi-Touch Cardwalls
    (12/2016) Anslow, Craig; Burkhard, Roger; Kropp, Martin; Mateescu, Magdalena; Vischi, Dario; Zahn, Carmen [in: IMVS Fokus Report]
    Despite the availability of many digital agile board tools, most co-located agile software teams still use physical cardboards for their daily standup meetings. This is due to the fact that existing digital agile boards lacks supporting a collaborative workspace, direct interaction for the whole team in meetings, or making project information directly visible. In this paper we present aWall, a digital agile cardwall designed for the highly collaborative agile work style using large multi-touch wall displays. The effectiveness of aWall was evaluated in a user study with eleven software practitioners. Our findings indicate that aWall enables and encourages team work due to the large size of the wall, accessibility and visibility of large amounts of information, and possibility of customization of the interface. Based on this work, we suggest that augmenting digital cardwalls with large interactive touch technology and new interaction concepts is a useful way to support effective collaborative agile software development processes.
    01B - Beitrag in Magazin oder Zeitung
  • Publikation
    Erfolgreiche Zusammenarbeit in agilen Teams. Ergebnisse einer Interview-Studie über Zusammenarbeit, Kommunikation und Koordination sowie den Einsatz von Tools in agilen Software Projekten in der Schweiz
    (12/2015) Burkhard, Roger; Greiwe, Stephanie; Kropp, Martin; Mateescu, Magdalena; Zahn, Carmen
    Kommunikation und Interaktion spielen eine zentrale Rolle in agilen Teams. Kombiniert mit den agilen Prinzipien wie selbst-bestimmte Teams, vollständige Kundeneinbindung oder sehr häufi-gen Releases ergeben sich neue Herausforderungen an die Zusammenarbeit im agilen Team. Doch wie sehen diese in der Praxis Schweizer Unternehmen und Firmen aus? Wie kommunizieren und kooperieren erfolgreiche agile Teams in der Realität? Neben der quantitativen Swiss Agile Study , www.swissagilestudy.ch, zum Einsatz agiler Methoden in der Softwareentwicklung im Jahr 2012 hat sich die Fachhochschule Nordwestschweiz im Sommer 2013 in einem Forschungsprojekt mittels einer Interview Studie vertiefend mit der Thematik der agilen Teamarbeit in der Schweiz befasst. Dazu wurden Gruppeninterviews in elf agil arbeitenden IT-Unternehmen in der Schweiz realisiert.
    05 - Forschungs- oder Arbeitsbericht