Zahn, Carmen

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Carmen
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Zahn, Carmen

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Gerade angezeigt 1 - 10 von 53
  • Publikation
    Stressors in online exams – Same same but different?
    (06/2023) Roos, Anna-Lena; Jeitziner, Loris Tizian; Zahn, Carmen
    04B - Beitrag Konferenzschrift
  • Publikation
    Exploring linguistic indicators of social collaborative group engagement
    (International Society of the Learning Sciences, 2023) Jeitziner, Loris Tizian; Paneth, Lisa; Rack, Oliver; Zahn, Carmen; Wulff, Dirk U.; Damşa, Crina; Borge, Marcela; Koh, Elizabeth; Worsley, Marcelo [in: Proceedings of the 16th International Conference on Computer-Supported Collaborative Learning - CSCL 2023]
    This study takes a NLP approach to measuring social engagement in CSCL-learning groups. Specifically, we develop linguistic markers to capture aspects of social engagement, namely sentiment, responsiveness and uniformity of participation and compare them to human ratings of social engagement. We observed small to moderate links between NLP-markers and human ratings that varied in size and direction across the different groups. We discuss measurement and prediction of social collaborative group engagement using natural language processing.
    04B - Beitrag Konferenzschrift
  • Publikation
    A multi-method approach to capture quality of collaborative group engagement
    (International Society of the Learning Sciences, 2023) Paneth, Lisa; Jeitziner, Loris Tizian; Rack, Oliver; Zahn, Carmen; Damsa, Crina; Borge, Marcela; Koh, Elizabeth; Worsley, Marcelo [in: Proceedings of the 16th International Conference on Computer-Supported Collaborative Learning - CSCL 2023]
    Multi-method approaches are an emerging trend in CSCL research as they allow to paint a more comprehensive picture of complex group learning processes than using a single method. In this contribution, we combined measures from different data sources to capture the quality of collaborative group engagement (QCGE) in CSCL-groups: QCGE-self-assessments, QCGE-ratings of verbal group communication, and video recorded nonverbal group behaviors. Using different methods of analysis, we visualized, described, and analyzed the data and related the measures to each other. Here, we present results suggesting that measures from different data sources are interrelated: For instance, nonverbal behavior (like nodding the head) is related to high QCGE-ratings of verbal communications. Results are preliminary and show disparities, too. Yet, we conclude that the multi-method approach results in a more comprehensive understanding of QCGE. Feasibility and suitability of the multi-method approach are discussed and conclusions for future research are drawn.
    04B - Beitrag Konferenzschrift
  • 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