Education and Training

Arbeiter auf einer Baustelle betrachten ein virtuelles Modell

FachWerk: Fachkräftequalifizierung und -sicherung in der zukünftig digitalisierten Arbeitswelt: Multimediales Lehr- und Lernarrangement für die Adoption von IuK-Technologien im Handwerk

Informations- und Kommunikationstechnologien (IuK-Technologien) verbreiten sich zunehmend in nahezu allen Bereichen des privaten und beruflichen Lebens und sind für die Lebensgestaltung der Menschen heutzutage unverzichtbar. Allerdings steht das Handwerk noch am Beginn der Digitalisierung, da handwerkliche Arbeit von einem hohen Anteil an manuellen, erfahrungsbasierten und nicht automatisierbaren Tätigkeiten geprägt ist. Ein zunehmender Qualifikationsbedarf bezüglich der Nutzung von IuK-Technologien ist aber auch hier zu beobachten. Exemplarisch für das Bauhandwerk und die Elektroinnung verfolgt FachWerk das Ziel, durch die bedarfsgerechte Entwicklung und Erprobung eines multimedialen Lehr- und Lernarrangements, Fachkräfte des Handwerks für die zukünftige Nutzung der Potenziale von IuK-Technologien zu qualifizieren.

Das Fachgebiet Mensch-Maschine-Systemtechnik der Universität Kassel übernimmt im Rahmen des Projekts den Aufbau, die Bereitstellung und die Evaluation einer gebrauchstauglichen digitalen Lernumgebung für die Selbstlernphase. Dazu werden in der Konzeptionsphase bestehende Lernmanagementsysteme identifiziert und anhand von zuvor erhobenen Anforderungen auf ihre Einsatzeignung bewertet. Weiter wird ein Konzept der digitalen Lernumgebung erarbeitet und iterativ umgesetzt. Um die Gebrauchstauglichkeit für die Lernumgebung zu gewährleisten, werden Umsetzungen unter Einbezug der Praxispartner entwicklungsbegleitend evaluiert.

Am Projekt beteiligte Wissenschaftler

Univ.-Prof. Dr.-Ing. Ludger Schmidt
Andrea Eis, M. Sc.
Johannes Funk, M. Sc.

Kooperationspartner

Fachgebiet Technologie- und Innovationsmanagement der Universität Kassel
Universität Hannover
Berufsförderungswerk des Handwerks GmbH, Korbach
Gringel Bau + Plan GmbH, Schwalmstadt
Hübschmann Aufzüge GmbH & Co. KG, Korbach
Agentur für Arbeit, Korbach
Handwerkskammer Kassel

Förderung und Laufzeit

Bundesministerium für Bildung und Forschung, 2 / 2017 - 1 / 2020


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TAAndem Logo and Link to Project Home Page

TAAndem: Tandem Training for AAL Application

This project will exploit the potential of innovative technical developments for age-appropriate assistance systems (AAL – Ambient-Assisted Living) and transfer developments into practice. Therefore, professionals from different domains will receive training in order to learn how to design and to apply new items in such a way, that the resulting solutions fully take into account the requirements of the people to be supported. Staff with medical and social work skills (e.g., nurses) will team up with technically qualified persons (e.g., craftsmen) and work jointly on hands-on project tasks. The project will also incorporate university classes and higher education and, thus, integrate future developers of assistance systems.

The project uses the didactic approach of learning in tandem arrangements, in which pairs of differently qualified participants support each other in the learning process while working on case studies.

As research partners, the Information Systems Group of the University of Kassel and the INNIAS institute (Institut für nachhaltige, innovative und angewandte Systemtechnik) are involved in this project. While the quality management consultant Flobo Qualitätsmanagement takes care of certification issues, cooperation with the training center for elder care Diakonisches Aus- und Fortbildungszentrum Hofgeismar aims on building a regional network focused on Age Specific Assistence Systems.

Participating Scientists

Univ.-Prof. Dr.-Ing. Ludger Schmidt
Laura Ackermann, M. Sc.
Melanie Heußner, M. A.
Birte Löffler, M. A.
Dipl.-Psych. Julia Malinka

Cooperation

Information Systems Group of the University of Kassel
INNIAS Institut für nachhaltige, innovative und angewandte Systemtechnik GmbH & Co. KG, Frankenberg/Eder, Germany
Kreishandwerkerschaft Waldeck-Frankenberg, Korbach, Germany
Arbeitskreis Altersgerechte Assistenzsysteme, Kassel, Germany

Support and Duration

Federal Ministry of Education and Research (Bundesministerium für Bildung und Forschung), 1 / 2012 - 6 / 2015

Further Information about this Project

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Compiling Training Lectures about Human Perception in Human-Machine Interaction

During redesign of the lectures on Human-Machine Systems (Mensch-Maschine-Systeme) and Labour Science (Arbeitswissenschaft) we experienced an unexpected large interest of students in these topics and especially in hands-on training. In these classes, students come from very different disciplines (mechanical engineering, mechatronics, industrial engineering, vocational training, product design, environmental engineering, humanities, economics) with both different qualifications and needs. 38 % of students do not origin from the Department of Mechanical Engineering.

Practical training and laboratory lectures for students in the technical field usually teach the use of technical devices and methods. Between the students and the real world, whose properties they are supposed to learn, are technical instruments located, providing abstract readings that must be written down and evaluated. The experience is limited to perception of data series and their representation in graphs. Students enrolled in psychology or product design, not looking for an engineering degree, are unfamiliar to this kind of experience. However, even among students in engineering, mathematics skills are very different. This heterogeneity of interests and knowledge should be handled proficiently.

Therefore, a training environment will be formed, in that the focus is not on quantifying and calculating, but on experience, evaluation, and design. This will be unusual in two respects. Firstly, the students’ own experience takes the place of measuring and evaluating. Secondly, it will be taken advantage of the heterogeneity of the participants by teaming up students from different disciplines, complementing each other with their a priori knowledge.

The assignments will cover visual perception (size, contrast, and shape of visual indicators), auditory perception (loudness and loudness perception, pitch and tone sensation, auditory threshold, and warning signals), and tactile perception (force sensation using controls, joysticks, steering wheel, and force feedback) as well as spatial vision and directional hearing.

Participating Scientists

Univ.-Prof. Dr.-Ing. Ludger Schmidt
Dr.-Ing. Bernd-Burkhard Borys

Support and Duration

"Coping with Heterogeneity"-Initiative of the University of Kassel, 3 / 2011 - 2 / 2012

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Names of colours (in German: blau, rot, grün, ...) written in different colours
Stroop Test Stimuli

Modules for Experience-based Learning 

Implementation of Interactive Experimental Modules for Experience-based Learning in Human-Machine Systems

Students will experience human behavior modelling in experiments and learn, how to use these models to ensure appropriate design of human-machine systems. The knowledge about transfer functions and stability of manually controlled systems and about displays design will be deepened.

Three modules are implemented, covering cognitive and motor tasks common in human-machine systems:

  • a manual control task,
  • the AGARD test, and
  • the Stroop test.

The manual control task consists of input device, controlled system, and display. An example is the speed control of a simulated aircraft by operating the throttles with the keyboard. Keyboard input controls speed either directly or following single or multiple integration. According to theory, the control loop becomes unstable for more than two integrations or large time lag, unless the human is supported by a predictive display. The mean square error of speed is used as a performance measure.

The AGARD test combines manual control with a congnitive task, the Sternberg test: Characters shown on the display must be classified as coming from a pre-defined "Positive Set" or not. Performance is calculated from response time and error rate. According to theory, performance decreases with the size of the Positive Set, and cognitive and manual control task influence each other.

When performing the Stroop test it is shown, and, in particular, experienced, that highly automated cognitive processes (such as reading the word YELLOW written in red) cannot be suppressed and interfere with other tasks (such as the naming the color red, in which the word is written).

These three functions are implemented in separate flash animations including interaction, computation, and visual and auditory display.

Each module is embedded into a framework that repeats the theory known from the lectures. Then the corresponding task is performed while varying the experimental conditions (control system, quickening display, size of the positive set). The performance criteria will be recorded anonymously and stored in a "Hall of Fame". Entering a competition among students ensures a more intense participation in the tasks. The session ends with a summary of the theory and de-briefing. From the intense self-experience we expect a better insight into human-machine interaction compared to classroom lectures. 

Participating Scientists

Univ.-Professor Dr.-Ing. Ludger Schmidt
Dr.-Ing. Bernd-Burkhard Borys 

Support and Duration

E-Learning Initiative of the University of Kassel, 11 / 2008 - 10 / 2009  

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Authoring System for Planning Games

Development of a Internet-based Authoring System for Planning Games

Participating Scientist 

Dr.-Ing. Ingo Wagner

Cooperation

Medienzentrum Kassel

Support and Duration 

Hessisches Kultusministerium (Hessen County Ministry of Education), 4 / 2006 - 12 / 2006

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Quality Securing Criterion-Based Evaluation of Multi-Media Learning Systems in the Mechanical Engineering Studies at University Level

Innovative studying technologies in the education area, known under the buzzwords "new media" or "eLearning", shall make an individual, interactive, cooperative, interdisciplinary and global studying possible. Aim of multi-media learning systems is the creation of attractive learning conditions. The outstanding advantages of computer-assisted learning are the local and time-independentness.

The success of learning systems is strongly associated with the quality of the learning system for the completion of a studying task. Quality considerations must not only confine themselves to the technology but also have to take into account the human and his studying environment. Frequently, a systematic quality-assurance during development of learning systems is neglected or carried out with questionable methods. This can lead to not well-engineered learning systems and to general refusal of multi-media learning systems.

The integral quality-assurance of learning systems in the mechanical engineering education is the aim of the LearningSystemAnalysis LSA. A criterion-based evaluation methodology must be available to developers, consultants and instructors, which supports them with an integrated information base during learning system choice, development, and quality assurance.

Doctoral Candidate 

Dr.-Ing. Ingo Wagner, 2006

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Software-based Planning Game Magnetic Suspension Train

The intention of the game is that students can practically apply the methods learned in the Systems Engineering course in teamwork. The simulation game should demonstrate how the system understanding will be improved when using systems engineering methods. Therefore, the inclusion of a simulation game corresponds to the theory of constructivism and its concretion in approach of situational learning.

The planning game method acts as a time lapse camera to enable learning in the four phases in a short schedule.

The simulated example demonstrates how to detect correlations within the complete system and to use these to achieve the overall goal. For reaching the goal the system is analysed and modelled in exercises during the Systems Engineering lecture and this model is evaluated using the planning game. The model comprises simplified functions of the real system. Because of these functions which mostly correspond to an algorithmic model, the system can be experienced and the model be played.

Several students form a team and influence the game with their decisions. The planning game is didactically embedded in the Systems Engineering lecture and directed by a tutor who successively focuses and discusses certain issues. Therefore, the following learning effects are expected: 

  • Increase of cognitive abilities 
  • Improvement of social abilities 
  • Development of intrinsic abilities

Participating Scientist 

Dr.-Ing. Ingo Wagner

Support and Duration 

E-Learning Initiative of the University of Kassel, 7 / 2002 - 6 / 2003

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