InfoSphere: School Laboratory “InfoSphere“ – An Extracurricular Place of Learning for School Students of All Ages
The InfoSphere, founded in summer 2010, is an extracurricular learning place especially for Computer Science topics. It offers several perspectives on numerous facets and applications of Computer Science for school students of all ages and types of schools, beginning with the third class.
The SCOUT project is investigating which content and methods can be used to sensitize students from the 5th grade onwards to the threats involved in using IT systems and to promote safe online behavior. Within the scope of the project, digital learning resources on the topic of IT security will be developed and evaluated with the target group. The results of the project will be made available as OER for use in student labs, schools and for teacher training.
FAIBLE: Didactics of Computer Science in Building Blocks for Teaching
The goal of the FAIBLE project is to provide open teaching/learning resources for scientific computer science didactics that can be integrated at many locations, that take into account the heterogeneity of computer science teaching degree programs, and that can be used flexibly in various teaching scenarios with different points of connection to subject-specific prerequisites and at different levels.
Media-interruption-free integration of Jupyter Notebooks into Open edX learning platforms for academic teaching and professional development. In the OpenJupyter project, the web-based interactive environment for data-driven teaching and research Jupyter Notebook is integrated into the learning management system Open edX and the service based on it is comprehensively connected to the prototype of the national education platform BIRD.
The VR classroom is a training environment for prospective teachers in which, for example, classroom management can be practiced. In the X-Teach VR project, the VR classroom is expanded to include components of the KMK's media and foreign language competency model. Prospective teachers are trained in dialog in learner-language utterances and can try out giving work assignments in the foreign language and how helpful error correction takes place. In addition, learners will be able to integrate typical foreign language teaching media into their teaching.
The project AIStudyBuddy uses modern AI technologies to support the individual planning and reflection of study paths. Target groups are students who are to be individually supported in their own study planning and study program designers who are to further develop curricula in an evidence-based manner. For this purpose, two AI paradigms are combined: data-based (process mining) and rule-based (answer set programming, ASP). The project is a joint project of RWTH Aachen University, Bergische Universität Wuppertal (BUW) and Ruhr-Universität Bochum (RUB).
The project NOVA:ea (Innovation Cluster E-Assessments) aims to further develop a wide range of e-assessment formats technologically, psychometrically, competence-oriented and diversity-friendly.
The aim of bridgingAI is to provide students with the necessary skills to use, assess, and develop artificial intelligence applications, enabling them to contribute to shaping science, industry and society in the age of artificial intelligence. It is one of the strategic goals of RWTH as an interdisciplinary, integrated university of technology to develop and maintain interdisciplinary AI competencies. Specifically, a bridging course for Bachelor’s graduates who want to take up a master’s program shall be developed and made available to a broad range of disciplines.
With increasing heterogeneity among students and the drive for interdisciplinary studies in higher education, cooperative learning is a popular concept applied in more and more universities. Yet often neglected is the composition of learning groups—which students should be grouped together for optimal performance and satisfaction? In the AMIGO project, an algorithmic method for intelligent group formation will be integrated in the online learning platform of Jacobs University. Together with instructors ready for radical change, we provide optimized cooperative learning by using established psychological criteria for group formation. Click here for the AMIGO project.
The joint project MeinBerufBau focuses on trainees with a learning disability who (would like to) complete dual training in a training occupation in the construction industry in the sense of a narrow understanding of inclusion. The aim is to develop digital learning settings that provide new forms for collaborative learning by trainees with and without learning disabilities. The focus here is on designing barrier-free learning and education processes to support trainees in learning and exercising a vocational activity over the long term.
The project ERBSE – „Enable Risk-aware Behavior to Secure End-users” – aims at end-users as factors in IT security. Users compromise their own security and by extension the security of devices within their network through their behavior. The optimal level of security is degraded by lacking, maladaptive or inadequate action. Consequently, the research foci of ERBSE are twofold: The first goal is technical – to find out what knowledge is actually necessary. The second is didactic – to find out how to convey that knowledge. ERBSE will integrate both questions in order to design, implement, and evaluate game-based learning interventions that improve IT security for end-users. The project is part of the postgraduate research training group NERD.NRW. Click here for the ERBSE project.
LeBiAC - Quality Initiative in Teacher Education
As part of the LeBiAC project our Computing Education Research group develops measures for the development of teacher training: Open Educational Resources, Collaborative Learning Games and Extracurricular Labs in teacher training. The current LeBiAC project is the continuation of the succesful project LeBiAC-Phase 1.
Blended Learning - second step
Since 2018, the second phase of the digitization strategy for teaching has been implemented. In the first phase, which served to establish an enabling culture, CodeScape was created as a first serious game for computer science. It is used in the bachelor course "Programming" and teaches students basic programming knowledge in Java and basic program verification. The video project produced scenes that highlight the technological differences that have arisen over time from computer science. The video project was a collection of knowledge about the basic work of producing a film. In addition, tools for activating students in lectures were developed and evaluated, the online exams were tested and evaluated, and recommendations for computer science were made.