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Future Skills.Applied

Digitale Vernetzung der Lehr-/Lernorte“ ist ein Teilprojekt im Verbundprojekt „Future Skills.Applied“ an dem die Hochschule Braunschweig/Wolfenbüttel(Ostfalia), Hochschule Emden/Leer, Hochschule Hannover, Hochschule Hildesheim/Holzminden/Göttingen(HAWK), Hochschule Wilhelmshaven/Oldenburg/Elsfleth (Jade) beteiligt sind. Diese Projekt wird von der Stiftung Innovation in der Hochschullehre gefördert.

Das Teilprojekt 3 „Digitale Vernetzung der Lehr-/Lernorte“ fokussiert die Entwicklung, Umsetzung und Erprobung von Lehrveranstaltungen, deren Inhalte ganz oder teilweise in die Sphäre der Studierenden verlagert werden. Dadurch soll die bislang klassische Trennung der Lehr-/Lernorte mit der Hochschule als einem Ort der Präsenzlehre und des anwendungsorientierten Lernens und dem Arbeitsplatz zu Hause als reinem Ort des Selbststudiums aufgebrochen werden. Hierfür eignen sich verschiedene digitale Labore aber auch andere digitale Lehrveranstaltungen, in denen komplexe Themen mit starkem Anwendungsbezug behandelt werden.

Bildschirmfoto 2022-05-18 um 13.03.50

Die Hochschule Emden/Leer entwickelt „Immersive Digitale Praktika“ (IDP), die kompetenzorientiertes, berufspraktisches Lernen mit Virtual Reality und Gamification kombinieren. Statt linear-deterministische Versuchsvorschriften abzuarbeiten, entscheiden die Studierenden selbständig im virtuellen Labor in der VR-Brille. Gamification erhöht dabei die intrinsische Motivation und steigert den Lernerfolg.


  • Prof. Dr. Martin Sohn (Naturwissenschaften Chemie)
  • Isabelle Dittmar
  • Matthias Luczak


Voice User Interfaces

Voice user interfaces (VUI) are currently a trending topic but the ability to measure and improve the user experience (UX) is still missing. We aim to develop a tool selector as a web application that can provide a suitable tool to measure UX quality of VUIs. The UX tool selector for VUIs will include a UX measurement toolbox containing several existing and new VUI assessment methods. The UX tool selector will provide context-dependent measurement recommendations without prior extensive research to evaluate and improve VUIs.

Phd Thesis of Andreas Klein in cooperation with Prof. Dr. Maria Jose Escalona,  University of Sevilla, and myself, Maria Rauschenberger.

Researchgate Project:

Maybe We Don’t Need a New Gamification Framework Afer All

Gamifcation is widely known and implemented for various purposes. But it is also criticized for recurring lack of quality. Many researchers developed gamifcation frameworks and tools to ensure a purposeful gamifcation, but these theoretical frameworks are used by less than half of gamifcation research. There are numerous gamifcation frameworks and it is difcult to fnd a specifc one. Our research aims to tackle this problem by providing a fast and easy process, that allows fnding a gamifcation framework for a specifc use case. We want to achieve this, by identifying selection and quality criteria and developing a method to match these criteria to a gamifcation framework. Succeeding this we will develop a tool, that allows the user to identify the most suited gamifcation frameworks for any combination of the selection criteria.

Phd Thesis of Kristina Kölln in cooperation with Prof. Dr. Maria Jose Escalona,  University of Sevilla and myself, Maria Rauschenberger.

Kooperationspartnerin vom NICO – Projekt

This is the summary of the NICO project:
When developing software, quality assurance is a key aspect that becomes more important every day. The NICO project will investigate and develop solutions that follow the quality of the software from the earliest stages of the life cycle. The project focuses on three strategic lines. The first is early software testing. In this line, we work on the generation of tests from the definition of both functional and nonfunctional requirements, specifically security, user experience and traceability problems. The second line is focused on the early management of business processes, mainly those that are developed in complex and changing and multi-organizational environments. In this line, we intend to define techniques to incorporate the user effectively in their definition and early validation to modify their suitability. Work is also done on the robotization of business processes so that solutions that can robotize human-machine interaction are proposed. The third line focuses on the use of gamification to train users and engineers so that communication between them is as productive as possible. The project has the forecast of a high scientific-technical impact. In fact, NICO has the participation of prestigious international researchers and intends to develop transferable tools. In this sense, there is also the support of 22 institutions that have demonstrated their interest in the results of the project.
Auswahl der ProjektteilnehmerInnen

Prediction of Dyslexia using Musical Elements and Visual Elements (Ph.D.)

Advisors: Ricardo Baeza-Yates , Luz Rello

Goal: The aim of this research is to show that a playful approach combined with music is able to predict the risk of having dyslexia. screenshot-2017-01-06-12-34-38
Early detection will prevent children from suffering in school until they are detected due to bad grades. Our envisioned web application will contribute to 10% of the population by giving them a chance to succeed in life and find their skills to impress the world.

The game might provide the child and the parent with a diagnosis of risk for dyslexia, give the child time to practice skills, gain confidence and has the chance to prevent the child from failing school.

We will announce the start of the study here.
The study is conducted in different languages.
If you want to participate please sign up for the project.

Press releases (partly):

Dytective:  Detection of Dyslexia with Linguistic Features (German Version)

Cooperation with Luz Rello.

Dytective is a web-based game that uses 17 stages with 212 exercises to detect dyslexia. The exercises exist in English and Spanish. The game can be played after a child gained readers skills. For Spanish, Dytective has an accuracy of 83% in detecting a person with dyslexia. Further information and to participated are provided in german – click here.

Luz Rello, Miguel Ballesteros, Abdullah Ali, Miquel Serra, Daniela Alarcóon, and Jeffrey P. Bigham. Dytective: Diagnosing risk of dyslexia with a game. In Proc. Pervasive Health’16, Cancun, Mexico, 2016.

Information Group: Dyslexia

screenshot-2017-01-20-11-08-55For everyone who is interested in the topic. Have dyslexia themself, knows somebody, is a parents, a child …. For people who do research on the topic. For exchanging information, asking question and be helpful to each another.

Intervention for Dyslexia

Cooperation with Luz Rello, Clara Bayarri, Silke Füchsel & Jörg Thomaschewski

Dyseggxia (Piruletras in its Spanish, English and German version) is a mobile game that helps children with dyslexia overcome Screenshot 2017-01-20 11.12.40.pngtheir reading and writing problems by the means of fun word games. All exercises in Dyseggxia have been scientifically designed to target reading and writing errors specific for dyslexic children.

German Version:

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