Michael Weigend

ORCID: 0000-0003-3246-5147
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About
Contact & Profiles
Research Areas
  • Teaching and Learning Programming
  • Educational Games and Gamification
  • Innovative Teaching and Learning Methods
  • Education Methods and Technologies
  • Embedded Systems Design Techniques
  • Computability, Logic, AI Algorithms
  • 3D Modeling in Geospatial Applications
  • Formal Methods in Verification
  • Computational Physics and Python Applications
  • Sociology and Education Studies
  • Comics and Graphic Narratives
  • Video Analysis and Summarization
  • Constraint Satisfaction and Optimization
  • Science Education and Pedagogy
  • Logic, programming, and type systems
  • Human Motion and Animation
  • IoT-based Smart Home Systems
  • Software Engineering and Design Patterns
  • Educational Assessment and Pedagogy
  • Bluetooth and Wireless Communication Technologies
  • Complex Systems and Decision Making
  • Green IT and Sustainability
  • Data Visualization and Analytics
  • Online Learning and Analytics
  • Genetics, Bioinformatics, and Biomedical Research

University of Münster
2008-2022

University of Hagen
2001-2005

Scientific issues like the behavior of wild and domesticated animals can serve as a motivation to learn programming concepts. Instead following systematic introduction, students directly dive into start immediately with their projects. In this constructionist approach educational challenge for teacher is provide suitable scaffolds step-by-step instructions, architectural spike solutions, discovery questions, puzzles role plays, which support individual self-directed learning.

10.15388/infedu.2014.18 article EN cc-by Informatics in Education 2014-10-13

Unplugged activities are well known in the computer science education. Creativity and computational thinking have been extensively researched classified last decade. In this paper we focusing on creative unplugged their potential classroom. We propose a model consisting of four types that used CS education present results an international online survey which 360 educators participated 2018. The found out how far is supported by educators, extent to classroom, what intentions being pursued...

10.15388/ioi.2019.11 article EN OLYMPIADS IN INFORMATICS 2019-07-13

Using mathematical models to represent aspects of physical reality is an essential activity in science and education. This contribution discusses four approaches using computer programming classroom activities:1) Mathematical models, found the textbook, are used as a basis for programs. Students, when creating useful interactive python programs calculating concentrations or pH-values, experience similar intellectual challenges solving traditional text book problems.2) Scratch-animations...

10.32603/2071-2340-2019-2-55-64 article EN Computer Tools in Education 2019-06-28

Mit der Profilbildung Schulen und mit Entwicklung individueller schulinterner Lehrpläne, sind in zunehmendem Masse Kopplung von Oberstufenkursen fächerverbindenes Unterrichten gefragt. In diesem Beitrag werden Projekte vorgestellt, die eine Kooperation Fächer Informatik Erziehungswissenschaft voraussetzen. Inhaltlich stellen Neuen Medien den Bezugspunkt dar: multimediale zum Teil interaktive Anwendungen, wie digitale Animationen, Spiele Bildschirm-Experimente können Schüler/innen selbst...

10.21240/mpaed/04/2001.12.03.x article DE cc-by MedienPädagogik Zeitschrift für Theorie und Praxis der Medienbildung 2001-12-03
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