Jäger, Janine

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Jäger, Janine

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Publikation

The role of gamification in the development of (fake) news literacy in higher education

2023, Jäger, Janine, Eisemann, Christoph, Pimmer, Christoph, Gómez Chova, Luis, González Martínez, Chelo, Lees, Joanna

Fake news has become a major societal concern, particularly in the online and social media sphere. Higher education institutions have an important role to play in fostering critical thinking and promoting media and news literacy. Therefore, educators need to explore effective and innovative ways to teach news literacy. Online games have emerged as a potentially promising tool. Against this background, the paper presents a framework that conceptualises competences relevant for news literacy and 'fake' news literacy. It then uses the framework to conduct an evaluation of 17 popular and freely available online games about misinformation and disinformation and their suitability for developing competences relevant to (fake) news literacy in a higher education context. The findings indicate that the games were generally limited in scope and covered only specific news literacy competence areas. The paper discusses the results of the analysis and develops some suggestions for the integration of games in the higher education landscape.

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Publikation

Exploring Variables That Affect Robot Likeability

2022, Zhong, Jia, Mürset, Nicolas, Jäger, Janine, Schmiedel, Theresa

Like in human-human interaction, people tend to interact in human-robot settings with those they like. Therefore, it is important to understand what variables affect robot likeability. The present study aims at providing insights into how robots’ anthropomorphism, voice, gestures, approaching behaviors as well as perceived warmth and competence play a role in robot likeability. We conducted an online survey (N=191) studying two humanoid robots with different characteristics. Our exploratory study empirically indicates that the investigated variables are significantly correlated with robot likeability for both robots but with differing strengths. Further, the likeability of the two robots is predicted by differing variables, with robot voice being the only common predictor for both robots.

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Publikation

Social robots in organizational contexts: The role of culture and future research needs

2020, Schmiedel, Theresa, Jäger, Janine, Zhong, Jia, Dornberger, Rolf

The integration of social robots in organizations is on the rise. In the future, an increase in the application of physically embodied robots who socially interact and collaborate with humans is expected. In this chapter, we outline the organizational contexts in which current research examines social robots and point out cultural challenges regarding their implementation in the workplace. We suggest that the successful integration of social robots in organizations requires a cultural fit between values embedded in social robots and values lived in the organizational context in which the robot is deployed. In addition, we propose an agenda for future research that addresses the associated cultural challenges of introducing social robots into organizational contexts.

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Publikation

BioTourney: Gamifying a Biology Class by Applying a Content-Independent Learning Game Framework

2016-10-06, Korkut, Safak, Jäger, Janine, Dornberger, Rolf

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Publikation

Introducing case study audio podcasts in business and information systems studies

2023, Jäger, Janine, Korkut, Safak, Inglese, Terry, Schmiedel, Theresa

The paper presents a project of the School of Business of the University of Applied Sciences and Arts Northwestern Switzerland in which the project team is developing case study podcasts together with Swiss-based technology startups to apply them in case-based teaching in Business and Information Systems study programs. The goal of the project is to facilitate students' access to case study contexts by allowing them to listen to podcasts for self-study and develop solutions for practice-oriented business and technology challenges in the classroom and guided group work. This provides an engaging blended learning approach for the students through increased motivation to consume the learning material as well as a deeper connection to the study material, compared to the more commonly applied text-based case studies. This can enable much more productive classroom discussions and group work and could therefore provide improved learning outcomes, such as increased reflection, critical thinking, as well as analytical and problem-solving skills. The paper enriches the blended learning debate with details about the case study podcast production from a content-related, technological and didactical perspective as well as provides insights into the planned evaluation of the application of case study podcasts with regard to learning outcomes.

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Publikation

May I show you the route? Developing a service robot application in a library using design science research

2021, Sabbioni, Giordano, Zhong, Jia, Jäger, Janine, Schmiedel, Theresa, Ahram, Tareq, Taiar, Redha

The present study demonstrates the ongoing development of a service robot application in a campus library through the application of Design Science Research (DSR) combined with user-centered design (UCD). In particular, we involved librarians and co-created an application solution addressing two use cases: giving directions to a desired subject area/book and providing recommendations for an event/book. Additionally, we involved potential end users to evaluate the robot artifact through an onsite usability test (N = 14) already within the design cycle. This process resulted in a successful application of the robot artifact for the identified use cases and shows feasibility of combining DSR with UCD.

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Publikation

Prototype-based research on immersive virtual reality and on self-replicating robots

2018, Dornberger, Rolf, Korkut, Safak, Lutz, Jonas, Berga, Janina, Jäger, Janine, Dornberger, Rolf

This chapter presents our recent research in the field of virtual reality (VR) and self-replicating robots. The unifying approach lies in the research philosophy of using consumer market gadgets, mostly developed for the gaming and entertainment business, in order to design and implement research prototypes. With the prototypes, our research aims to better understand real-world problems and derive practice-oriented solutions for them. In the field of VR, these prototypes are dedicated to identifying new business-relevant use cases in order to provide an additional benefit for business and society. A wide range of examples, such as claustrophobia treatment, financial data analysis, gesture control and voice navigation are discussed. In the field of robotics, the idea of self-replicating robots governs particular research questions. Here, the focus is on using model prototypes enriched with artificial intelligence for indoor navigation, computer vision and machine learning. Finally, the prototype-based research approach using gadgets to produce results is discussed.

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Publikation

Soziale Roboter in organisatorischen Kontexten: Die Rolle von Kultur und zukünftiger Forschungsbedarf

2023, Schmiedel, Theresa, Jäger, Janine, Zhong, Jia, Dornberger, Rolf

Die Integration von sozialen Robotern in Unternehmen nimmt stetig zu. Das bedeutet, dass es in Zukunft einen vermehrten Einsatz von physisch verkörperten Robotern geben wird, die mit Menschen sozial interagieren und zusammenarbeiten. In diesem Kapitel skizzieren wir die organisatorischen Kontexte, in denen die aktuelle Forschung soziale Roboter untersucht, und weisen auf kulturelle Herausforderungen hinsichtlich ihrer Implementierung am Arbeitsplatz hin. Wir legen nahe, dass die erfolgreiche Integration von sozialen Robotern in Organisationen eine kulturelle Passung zwischen den in sozialen Robotern eingebetteten Werten und den im organisatorischen Kontext, in dem der Roboter eingesetzt wird, gelebten Werten erfordert. Darüber hinaus schlagen wir eine Agenda für zukünftige Forschung vor, die sich mit den wertebasierten kulturellen Herausforderungen bei der Einführung von sozialen Robotern in organisatorischen Kontexten befasst.

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Publikation

WhatsApp for mobile learning. Effects on knowledge, resilience and isolation in the school-to-work transition

2021, Pimmer, Christoph, Brühlmann, Florian, Odetola, Titilayo Dorothy, Dipeolu, Oluwafemi, Oluwasola, Olusola, Jäger, Janine, Ajuwon, Ademola Johnson

This experimental study investigated the use of instant messaging in the school-to-work transi-tion, a crucial stage of learning and development. Newly graduated health professionals (n=235) participated in WhatsApp groups in which moderators shared knowledge and stimulated professional discussions. The results show that participants in the WhatsApp groups had markedly higher levels of knowledge, greater resilience as well as lower levels of professional isolation– in comparison with the control group. They also reported less stress when searching for a new job These findings are affirmed by the qualitative analysis of open survey questions: knowledge ac-quisition emerged as the main benefit followed by connectedness and professional informational benefits. A further interesting result is that the general, day-to-day use of WhatsApp outside of the intervention was linked to higher levels of resilience. Another finding is that although the actual (measured) and self-reported frequency of participation in the WhatsApp groups correlated highly, these measures did not predict the outcome variables in the regression analysis. This observation questions the frequency of participation as a proxy for the success of engagement.

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Publikation

Innovation potential for human computer interaction domains in the digital enterprise

2018, Jüngling, Stephan, Lutz, Jonas, Korkut, Safak, Jäger, Janine, Dornberger, Rolf

This chapter summarizes a historic overview of some iconic examples of human computer interaction devices and focuses on a human computer interaction paradigm which is based more on human language. Human language is by far the most utilized means of conscious communication between humans whereas the mouse and keyboard are the dominant means to store and process information in computers. This chapter elaborates on the main challenges related to human language, as well as on ideas showing how human language, written or spoken, is embedded in different application scenarios. Built on this premise this chapter presents ideas for today’s digitalized enterprises, which seem to disregard the fact that the latest technological advancements enable different ways of interacting with computerized systems, and that current interaction methods are bound to constraints of half a century ago. Given today’s computational power, the engineers of former decades would not have had to invent intermediary interaction devices such as the mouse, if direct manipulation with touch screen or natural language processing had been possible. The possibilities for modern enterprises to overcome the restrictions of interaction devices from the past are considered.