7 CONCLUSIONS
We presented a new model for describing differ-
ent learning scenarios in a typical classroom setting.
By focusing on objects, attributes and rules, we are
able to describe a large amount of different scenar-
ios within one model. We implemented a prototype
application based on this model and did a first proof
of concept in more than 25 university exercises with
up to 50 students. Our results showed that the model
is valid and satisfies the expectations. However, we
were confronted with significant performance issues
in scenarios with more than 30 participants and a non-
trivial body of rules. Complex marketplace simula-
tions in a course with 100 students would cause no-
ticeable delays at current state.
We are now improving the prototype and are fo-
cusing on performance, stability and lecturers’ expe-
rience. We are also implementing the tool in the uni-
versity’s LMS to grant an easy accessibility and usage
for the lecturers, also for these without programming
experience. Even in the current state of implemen-
tation, we experience a high interest of our lecturers
who want to use the new application in their lectures.
The prototype will reach beta phase during the
next Spring semester, and we are planning to steadily
increase the number of lectures using the enhanced
learning scenarios at our university. We will further
extend the overall functionality and analysing capa-
bilities of our tool. We established technical and ed-
ucational expertise at the university’s didactic center
to support lecturers in defining new mobile learning
scenarios and enhancing their classroom interactivity
in novel ways. With the growing amount of users, we
plan to evaluate the approach on further, more didac-
tic centered focuses (like the creation of educational
patterns) and to extend the approach to serious gam-
ing scenarios.
ACKNOWLEDGMENTS
Special thanks to Licheng Yang for his frontier spirit
in using the prototype and Dominik Campanella for
his cutting-edge technology expertise in web pro-
gramming. We also want to thank the lecturers who
enthusiastically test and evaluate our developments
and inspire our work in new directions, especially
Philip Schaber and Henrik Orzen.
REFERENCES
Al-Smadi, M., Wesiak, G., and Guetl, C. (2012). Assess-
ment in serious games: An enhanced approach for
integrated assessment forms and feedback to support
guided learning. In Interactive Collaborative Learn-
ing (ICL), 2012 15th International Conference on,
pages 1–6.
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., and
Berta, R. (2013). Assessment in and of serious
games:an overview. In Advances in Human-Computer
Interaction Volume 2013.
Chabi, M. and Ibrahim, S. (2014). The impact of proper
use of learning system on students performance case
study of using mymathlab. In 6th International Con-
ference on Computer Supported Learning, pages 551–
554.
Chen, J. C., Whittinghill, D. C., and Kadlowec, J. A. (2010).
Classes that click: Fast, rich feedback to enhance stu-
dent learning and satisfaction. Journal of Engineering
Education, pages 159–168.
Dawabi, P., Dietz, L., Fernandez, A., and Wessner, M.
(2003). ConcertStudeo: Using PDAs to support
face-to-face learning. In Wasson, B., Baggetun, R.,
Hoppe, U., and Ludvigsen, S., editors, International
Conference on Computer Support for Collaborative
Learning 2003 - Community Events, pages 235–237,
Bergen, Norway.
Dufresne, R. J., Gerace, W. J., Leonard, W. J., Mestre, J. P.,
and Wenk, L. (1996). Classtalk: A classroom commu-
nication system for active learning. Journal of Com-
puting in Higher Education, 7:3–47.
Dunwell, I., Petridis, P., Hendrix, M., Arnab, S., Al-Smadi,
M., and Guetl, C. (2012). Guiding intuitive learning in
serious games: An achievement-based approach to ex-
ternalized feedback and assessment. In Complex, In-
telligent and Software Intensive Systems (CISIS), 2012
Sixth International Conference on, pages 911–916.
Ehlers, J. P., Mbs, D., vor dem Esche, J., Blume, K.; Boll-
wein, H., and Halle, M. (2010). Einsatz von forma-
tiven, elektronischen testsystemen in der prsenzlehre.
GMS Zeitschrift fur Medizinische Ausbildung, 27.
Jackowska-Strumillo, L., Nowakowski, J., Strumillo, P.,
and Tomczak, P. (2013). Interactive question based
learning methodology and clickers: Fundamentals of
computer science course case study. In Human System
Interaction (HSI), 2013 The 6th International Confer-
ence on, pages 439–442.
Jagar, M., Petrovic, J., and Pale, P. (2012). Auress: The
audience response system. In ELMAR, 2012 Proceed-
ings, pages 171–174.
Kapralos, B., Haji, F., and Dubrowski, A. (2013). A crash
course on serious games design and assessment: A
case study. In Games Innovation Conference (IGIC),
2013 IEEE International, pages 105–109.
Kay, R. H. and LeSage, A. (2009). Examining the benefits
and challenges of using audience response systems:
A review of the literature. Comput. Educ., 53(3):819–
827.
AModelforCustomizedIn-classLearningScenarios-AnApproachtoEnhanceAudienceResponseSystemswith
CustomizedLogicandInteractivity
117