57 research outputs found

    Designing Game Based Learning – a Participatory Approach

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    Game Based Learning seems to be an interesting new possibility of teaching and learning, but the effort spent on designing games and the possible positive outcomes have to be weighed carefully. The following paper describes the development process and the conceptual design of a simulation game on sustainability for teenagers. The design process is participatory in nature. Members of the future group of learners are involved in the design process at every stage. This involvement is especially important to overcome the contradiction between the goal of the game as such and the pedagogical goal of the designers

    Visualization Literacy: Decoding Visual Messages

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    Visualisierung von abstrakten Daten (z. B. Daten zu COVID-19) spielt in den Massenmedien eine immer grössere Rolle. Allerdings sind komplexe Visualisierungen für viele Personen nicht leicht zu interpretieren. Die Fähigkeit, solche Darstellungen zu verstehen, wird als Visualization Literacy bezeichnet. Diese neue Forschungsrichtung beruht auf Untersuchungen in anderen Bereichen, wie etwa Visual Literacy, Graph Comprehension oder Studien zu Cognitive Biases oder Onboarding für Visualisierungen. Im folgenden Artikel werden diese Forschungsbereiche dargestellt und ihre Bedeutung für Visualization Literacy diskutiert. Es gibt zwei wesentliche Aspekte bei Visualization Literacy, einerseits die Frage, wie man Wissen über Visualisierungen am besten vermitteln kann, andererseits auch, wie Visualisierungen gestaltet sein müssen, dass sie von Menschen ohne Vorwissen über dieses Gebiet angemessen verstanden werden können. Visualization Literacy ist eng mit Data Literacy verwandt, da grosse, komplexe Datensätze durch Visualisierungen oft leichter interpretiert werden können. Zusammenhänge in den Daten oder Extremwerte können wesentlich problemloser erkannt werden. Daher ist es wichtig, dass Kenntnisse über Visualisierungen im schulischen Unterricht vermittelt werden, damit Betrachtende keine fehlerhaften Schlüsse aus Visualisierungen ziehen.Visualization of abstract data (e.g., data on COVID-19) plays an increasingly important role in the mass media. However, complex visualizations cannot be understood easily by many people. The ability to understand such representations is called visualization literacy. This new direction of research is based on investigations in other areas, such as visual literacy, graph comprehension, or research on cognitive biases or onboarding for visualizations. The following article presents these research areas and discusses their importance for visualization literacy. There are two essential aspects of visualization literacy, on the one hand the question of how knowledge about visualizations can best be taught, and on the other hand how visualizations must be designed so that they can be understood by people who have no prior knowledge of this area. Visualization literacy is closely related to data literacy, as large, complex data sets can often be made easier to understand through visualizations. Relationships in the data or extreme values can be recognized much more easily. It is therefore important that knowledge about visualizations is taught in school so that viewers do not draw incorrect conclusions from the visualizations

    Blackbox Lernprozess und informelle Lernszenarien

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    Im Kontrast zu weit verbreiteten Auffassungen ist es aus der Sicht von Lernpsychologie und Hirnforschung nicht möglich, individuelle Lernprozesse exakt zu steuern. Im Gegenteil: Der individuelle Lernprozess stellt sich als Blackbox dar, deren Output immer wieder nur erstaunt zur Kenntnis genommen werden kann. Alle Versuche, dieses Problem zu lösen, erweisen sich regelmäßig als Ressourcenverschwendung. Als deutlich effizienter könnte es sich hingegen offenbaren, informelle Lernformen als Methode der Wahl massiv einzusetzen und somit den - ohnehin unrealistischen - Kontrollanspruch als Lehrende endgültig aufzugeben. (DIPF/Orig.

    Segundo FOLGADO FLÓREZ, Teoría eclesial en el Pastor de Hermas, Real Monasterio de El Escorial (Biblioteca «La Ciudad de Dios». I. Libros, n. 30), 1979, 142 pp., 17 X 24. [RECENSIÓN]

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    Visual comparison of directed acyclic graphs (DAGs) is commonly encountered in various disciplines (e.g., finance, biology). Still, knowledge about humans' perception of their similarity is currently quite limited. By similarity perception, we mean how humans perceive commonalities and differences of DAGs and herewith come to a similarity judgment. To fill this gap, we strive to identify factors influencing the DAG similarity perception. Therefore, we conducted a card sorting study employing a quantitative and qualitative analysis approach to identify (1) groups of DAGs the participants perceived as similar and (2) the reasons behind their groupings. We also did an extended analysis of our collected data to (1) reveal specifics of the influencing factors and (2) investigate which strategies are employed to come to a similarity judgment. Our results suggest that DAG similarity perception is mainly influenced by the number of levels, the number of nodes on a level, and the overall shape of the DAG. We also identified three strategies used by the participants to form groups of similar DAGs: divide and conquer, respecting the entire dataset and considering the factors one after the other, and considering a single factor. Factor specifics are, e.g., that humans on average consider four factors while judging the similarity of DAGs. Building an understanding of these processes may inform the design of comparative visualizations and strategies for interacting with them. The interaction strategies must allow the user to apply her similarity judgment strategy to the data. The considered factors bear information on, e.g., which factors are overlooked by humans and thus need to be highlighted by the visualization

    Consensus-Based Core Set of Outcome Measures for Clinical Motor Rehabilitation After Stroke—A Delphi Study

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    Introduction: Outcome measures are key to tailor rehabilitation goals to the stroke patient’s individual needs and to monitor poststroke recovery. The large number of available outcome measures leads to high variability in clinical use. Currently, an internationally agreed core set of motor outcome measures for clinical application is lacking. Therefore, the goal was to develop such a set to serve as a quality standard in clinical motor rehabilitation poststroke. Methods: Outcome measures for the upper and lower extremities, and activities of daily living (ADL)/stroke-specific outcomes were identified and presented to stroke rehabilitation experts in an electronic Delphi study. In round 1, clinical feasibility and relevance of the outcome measures were rated on a 7-point Likert scale. In round 2, those rated at least as “relevant” and “feasible” were ranked within the body functions, activities, and participation domains of the International Classification of Functioning, Disability, and Health (ICF). Furthermore, measurement time points poststroke were indicated. In round 3, answers were reviewed in reference to overall results to reach final consensus.This work was financially supported by the P & K Pühringer Foundation

    Sense-making strategies in explorative intelligence analysis of network evolutions

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    Visualising how social networks evolve is important in intelligence analysis in order to detect and monitor issues, such as emerging crime patterns or rapidly growing groups of offenders. It remains an open research question how this type of information should be presented for visual exploration. To get a sense of how users work with different types of visualisations, we evaluate a matrix and a node-link diagram in a controlled thinking aloud study. We describe the sense-making strategies that users adopted during explorative and realistic tasks. Thereby, we focus on the user behaviour in switching between the two visualisations and propose a set of nine strategies. Based on a qualitative and quantitative content analysis we show which visualisation supports which strategy better. We find that the two visualisations clearly support intelligence tasks and that for some tasks the combined use is more advantageous than the use of an individual visualisation

    EuReCa ONE—27 Nations, ONE Europe, ONE Registry A prospective one month analysis of out-of-hospital cardiac arrest outcomes in 27 countries in Europe

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    AbstractIntroductionThe aim of the EuReCa ONE study was to determine the incidence, process, and outcome for out of hospital cardiac arrest (OHCA) throughout Europe.MethodsThis was an international, prospective, multi-centre one-month study. Patients who suffered an OHCA during October 2014 who were attended and/or treated by an Emergency Medical Service (EMS) were eligible for inclusion in the study. Data were extracted from national, regional or local registries.ResultsData on 10,682 confirmed OHCAs from 248 regions in 27 countries, covering an estimated population of 174 million. In 7146 (66%) cases, CPR was started by a bystander or by the EMS. The incidence of CPR attempts ranged from 19.0 to 104.0 per 100,000 population per year. 1735 had ROSC on arrival at hospital (25.2%), Overall, 662/6414 (10.3%) in all cases with CPR attempted survived for at least 30 days or to hospital discharge.ConclusionThe results of EuReCa ONE highlight that OHCA is still a major public health problem accounting for a substantial number of deaths in Europe.EuReCa ONE very clearly demonstrates marked differences in the processes for data collection and reported outcomes following OHCA all over Europe. Using these data and analyses, different countries, regions, systems, and concepts can benchmark themselves and may learn from each other to further improve survival following one of our major health care events

    Sense-making Strategies for the Interpretation of Visualizations—Bridging the Gap between Theory and Empirical Research

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    Making sense of visualizations is often an open and explorative process. This process is still not very well understood. On the one hand, it is an open question which theoretical models are appropriate for the explanation of these activities. Heuristics and theories of everyday thinking probably describe this process better than more formal models. On the other hand, there are only few detailed investigations of interaction processes with information visualizations. We will try to relate approaches describing the usage of heuristics and everyday thinking with existing empirical studies describing sense-making of visualizations
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