23. Juni 2026, 10:05 – 10:35 Uhr

Wie gelingt innovatives Lehren und Lernen? Ergebnisse internationaler Fallstudien

Digitale Technologien und Künstliche Intelligenz (KI) verändern die Hochschulbildung fundamental und erfordern neue Ansätze für das Lehren, Lernen und Prüfen. Im Zentrum der vorliegenden Studie steht die Frage, wie innovatives Lehren und Lernen in den Natur- und Ingenieurwissenschaften unter Einbindung von digitalen Technologien gelingen kann. Grundlage sind internationale Fallstudien von zehn weltweit führenden Universitäten in den Natur- und Ingenieurwissenschaften. Die Fragestellung nimmt verschiedene Facetten des Lehr-Lernprozesses in den Blick: Die pädagogisch-didaktische und technologische Dimension, die organisationalen Strukturen an Hochschulen sowie die baulich-räumliche Gestaltung von Lehrräumen. Anhand von konkreten Beispielen wird aufgezeigt, wie innovatives Lehren und Lernen in ein Gesamtkonzept eingebunden ist, in dessen Mittelpunkt das aktive, kollaborative und forschungsorientierte Lernen in hybriden Lehr-Lern-Settings steht.

Literatur: Literaturverzeichnis Chiu, T. K. F., Xia, Q., Zhou, X., Chai, C. S. & Cheng, M. (2023). Systematic literature review on opportunities, challenges, and future research recommendations of artificial intelligence in education. Computers and Education: Artificial Intelligence, 4, 100118. Crompton, H. & Burke, D. (2023). Artificial intelligence in higher education: the state of the field. International Journal of Educational Technology in Higher Education, 20(1), 22. Demers, M. (2022). Innovation in the classroom. MIT’s Residential Education group fuels faculty ingenuity and student engagement., Massachusetts Institute of Technology. https://news.mit.edu/2022/innovation-classroom-mit-residential-education-1003 Demszky, D., Liu, J., Hill, H. C., Jurafsky, D. & Piech, C. (2024). Can automated feedback improve teachers’ uptake of student ideas? evidence from a randomized controlled trial in a large-scale online course. Educational Evaluation and Policy Analysis, 46(3), 483-505. Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (Hrsg.). (2011). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek '11). Association for Computing Machinery, New York, NY, USA, 9-15. https://doi.org/10.1145/2181037.2181040 Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H. et al. (2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences, 111(23), 8410-8415. Han, F. & Ellis, R. A. (2021). Patterns of student collaborative learning in blended course designs based on their learning orientations: a student approaches to learning perspective. International Journal of Educational Technology in Higher Education, 18(1), 66. Jahnke, I., Schmidt, M., Earnshaw, Y. & Tawfik, A. A. (2022). Theoretical considerations of learning experience design. Theories to influence the future of learning design and technology. EdTech Books. https://edtechbooks. org/theory_comp_2021/toward_theory_of_LXD_jahnke_earnshaw_schmidt_tawfik, 1. Lam, E., Chan, D. & Wong, I. (2019). The Architecture of Built Pedagogy for Active Learning—A Case Study of a University Campus in Hong Kong. Buildings, 9(11), 230. Lampropoulos, G., Keramopoulos, E., Diamantaras, K. & Evangelidis, G. (2023). Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education. Education Sciences, 13(6). https://doi.org/10.3390/educsci13060618 Li, S., AlZoubi, D., Glaser, N., Mendoza, K. R., Schmidt, M. & Singh, K. P. (2024). Active Learning Strategies in the Technology-Enabled Classroom: Perspectives of Both Students and Instructors. Journal of formative Design in Learning. https://doi.org/10.1007/s41686-024-00094-y Müller, C. & Mildenberger, T. (2021). Facilitating flexible learning by replacing classroom time with an online learning environment: A systematic review of blended learning in higher education. Educational Research Review, 34, 100394. Wang, S., Sun, Z. & Chen, Y. (2023). Effects of higher education institutes’ artificial intelligence capability on students' self-efficacy, creativity and learning performance. Education and Information Technologies, 2(5), 4919-4939. Wang, Y.-H. (2020). Design-based research on integrating learning technology tools into higher education classes to achieve active learning. Computers & Education, 156, 103935. Zimmerman, B. J. (2002). Becoming a self-regulated learner: An overview. Theory into practice, 41(2), 64-70.

Speaker:innen
  • Susanne Falk, Wissenschaftliche Referentin und Projektleiterin am IHFSusanne Falk
    Wissenschaftliche Referentin und Projektleiterin am IHF
Track

Innovative Learning

Raum

Innovative Learning (DIGITAL)

Sprache

DE

Format

Input