Collaborative learning
Computer-supported collaborative learning (CSCL) refers to the support of collaborative learning in groups or communities through IT systems and methods. Such systems include, for example, collaborative planning and discussion tools, gaze-sharing tools for synchronizing joint activities, as well as asynchronous systems for knowledge co-construction (such as wikis, forums, group editors).
The supported scenarios naturally result in cross-references to the topics of e-learning and cooperative working (CSCW).
Learning process modeling and support
The formal modeling of (collaborative) learning processes is a field that is essential for the flexible support and monitoring of various learning processes, procedures and procedure models.
While such processes are often hard-coded in real systems and thus precisely map the predefined procedures, learning process modeling aims to ensure that the processes can be represented as models / specifications and can thus be made flexibly interchangeable in order to provide a variety of procedures (e.g. interpreted within a process engine).
A current project with aspects of learning process modeling is the IPPOLIS-Scaffolds(Opens in a new tab) sub-project.
Social networks and their analysis
The study of interactions in social structures is carried out in the field of social network analysis (SNA). Computer science can provide systems for the creation and maintenance of social networks, as well as making significant contributions to the analysis and visualization of such networks.
In addition to the development of algorithms for social network analysis, student work on topics such as social media marketing, echo chambers and filter bubbles, as well as the modeling of phenomena and dissemination in networks are also included.
Cooperative work
Computer-supported cooperative work (CSCW) comprises the investigation, conceptual and technical support of work processes and products within organizations, projects and other social systems. Today, this includes widely used tools such as video conferencing systems, code versioning systems, workflow systems and knowledge management systems.
In addition to using such systems in the development of our applications for studying on site, they also play an essential role in the design and realization of these applications, as well as in student work on social co-presence, agile software development, decision-making and digital whiteboards.
e-Learning and educational technologies
As a relatively broadly interpretable term, e-learning ranges from classic learning platforms and learning management systems to interactive multi-touch displays, learning applications in virtual space and learning games.
In addition to funded projects such as Faledia(Opens in a new tab) , SecAware2.0(Opens in a new tab) and IPPOLIS(Opens in a new tab) , numerous student projects in the field of game-based learning and serious gaming also fall under this category.