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Student response systems allow learners to actively contribute to the in-class learning process, while the teacher gets a picture of students’ understanding of the topics at hand. However, not only the teacher is given an evaluation tool, but also the students are able to evaluate their own progress, which is an important aspect in person-centered learning. This paper analyzes the impact of the game-based student response system Kahoot! on a person-centered flipped university course on the introduction to programming and gives recommendations on using quizzes in class. The course was evaluated via anonymous questionnaires before and after introducing regular gamified quizzes. The students’ feedback was extraordinarily positive; the results showed a significant improvement in the satisfaction with the course structure, course design, and perceived suitability of the course material. Hence, evidence found in this research suggests that game-based student response systems provide additional value to flipped classrooms in engineering education.
Die vorliegende epidemiologische Analyse schließt über 1,6 Millionen Versicherte der Oberösterreichischen
Gebietskrankenkasse im Zeitraum 2005–2011 ein. Personen, die im Beobachtungszeitraum wegen eines Ereignisses aus der ICD-10-Diagnosegruppe »Verletzungen des Kopfes« (S00–S09) im Krankenhaus waren, wiesen eine Inzidenz von 579/100.000 pro Jahr auf. Anhand der Aufenthaltszeiten im Krankenhaus oder der stationären Rehabilitation (> 42, 8–42, und < 8 Tage) wurden drei Schweregrade definiert. Von der schweren über die mittelschwere bis zur leichten Gruppe (G1, G2, G3) war die prozentuelle Aufteilung 2 %, 11 % und 87 %. Zusammen mit einer Gruppe (G4), bei der der Aufnahmegrund im Krankenhaus in einer Operation am Bewegungsapparat bestand, wurden die vier Gruppen untereinander anhand der Variablen Alter, Geschlecht, Arbeitslosigkeit, Pensionierung, Krankenhausaufenthalte, Arbeitsunfähigkeit und Sterberisiko verglichen.
Es konnte bestätigt werden, dass ein Schädel-Hirn-Trauma häufiger bei Männern auftritt, je schwerer
es ist (bis zu 2/3), und dass es zwei Altersgipfel gibt, bei den Jüngeren eher mit einer leichteren,
bei den Älteren eher mit einer schwereren Betroffenheit.
Unerwartet war, dass in Gruppe 1 (G1) schon vor dem Ereignis häufigere Krankenhaus- oder Rehabilitationsaufenthalte vorlagen, also eine Prädisposition bei schwerem Schädel-Hirn-Trauma
vorzuliegen scheint. Da die Betroffenen mit großem Leid konfrontiert sind und die Behandlung
dieser Patienten sehr viele Ressourcen benötigt, wird dieser Frage im Rahmen einer Masterarbeit
nachgegangen. Bei Gruppe 3 (G3) , die jüngere Patienten beinhaltete und den Großteil der Schädel-
Hirn-Trauma-Patienten ausmachte, fiel auf, dass doppelt so viele Versicherungsunterbrechungen
und gleich hohe Arbeitslosigkeitsereignisse wie in der schwerer betrofferen Gruppe 2 (G2) auftraten.
Auch hier wären weitere Studien angebracht, weil die absolute Zahl der Betroffenen in Gruppe
3 (G3) sehr hoch ist.
Obtaining Parking Information and Exporting it for Broadcasting Using TPEG, TMC, and DATEX II
(2018)
Obtaining Parking Information and Exporting it for Broadcasting Using TPEG, TMC, and DATEX II
(2018)
Outlook CalDav Synchronizer
(2018)
The Power of Lauf
(2018)