VLDB 2026 Research / reviewers in the wild / expert
Oliver Kastner-Hauler
dblp:280/6369
· DBLP profile ↗
5ranked-venue papers
2as first author
4since 2021 · last 2024
0000-0002-9958-3298ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 2 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Developing Design Principles for Computational Thinking Learning Environments: Pathways into Practice with Physical Computing
Oliver Kastner-Hauler, Bernhard Standl, Barbara Sabitzer, Zsolt Lavicza |
CSEDU (1) | 1 |
| 2021 | Enhancing Computational Thinking Skills using Robots and Digital Storytelling
Karin Tengler, Oliver Kastner-Hauler, Barbara Sabitzer |
CSEDU (1) | 2 |
| 2021 | Adapting an OER Textbook for the Inverted Classroom Model - How To Flip the Classroom with BBC micro: bit Example TasksabstractFull Paper Research-to-Practice The current COVID-19 crisis has created significant challenges for schools. The growing importance of “flipping the classroom” and the needful emphasizing of online-learning were owed to the situation. To meet these requirements, materials and tasks must be adapted. The Open Educational Resource (OER) textbook “Computational Thinking with the BBC micro:bit” was developed for the introduction of Computational Thinking (CT) for 10-14-year-old pupils in Austria's secondary schools. Example tasks in the textbook are designed with an open end and present extensions with ideas for further development instead of ending abruptly. This article provides a guideline for a clear distinction in redesigning existing lessons following the Inverted Classroom Model (ICM) using videos for pre-class work and live task extensions for in-class work. Which parts in the learning design must remain as live lessons and which parts can be adapted for video lessons? The respective research shows that examples that have a makerspace activity as an extension are especially helpful for an efficient determination of the appropriate part in the learning design and particularly suitable for an adaptation with ICM. The central advantage of the ICM is that it responds flexibly to the individual learning needs of each student. It allows students to take their time reviewing the material at their own pace without getting left behind. The textbook used here encourages pupils to find their own solutions by explorative learning using the block-based programming environment MakeCode. Additional information to be uncovered by the learner is provided for every single step in the accompanying online wiki website. Results from observations showed that this uncover-function, being a central element of the online material, encouraged the learners to explore their own way in finding a solution with playful elements and increased motivation. The many haptic elements of a makerspace activity are in particular useful for consolidation of the learned and are predisposed for in-class work and deepening the understanding following the constructionism theory. A Design-Based Research (DBR) approach is used to create and evaluate the redesign of a proven example task in a pilot project. Teachers, who are already familiar with the BBC micro:bit and the OER textbook, were trained on how to use the “flip-version” of an example task in their lessons and asked to develop a lesson plan for implementation. The didactic approach to redesigning the material and teacher training was evaluated during the first cycle of DBR. Results from expert interviews showed that the redesigned material and training deliver a solid ground for rework and further research on a larger scale. Oliver Kastner-Hauler, Karin Tengler, Heike Demarle-Meusel, Barbara Sabitzer |
FIE | 1 |
| 2021 | A Robotics-based Learning Environment Supporting Computational Thinking Skills - Design and DevelopmentabstractThis Research to Practice Full Paper presents the development of a robotics-based learning environment using an educational design research approach. Contemporary teaching should prepare learners for everyday and working life, suggesting that this can only be achieved by implementing Digital Education from primary education onwards. Since computer science education is planned to be anchored in the Austrian primary school curriculum as an interdisciplinary competence development, research into teaching methods and content suitable for this area is becoming increasingly necessary. In this context, the transfer of innovations and didactic approaches into teaching is one of the biggest challenges. Introducing coding and robotics would be a possible strategy. Educational robotics provide access to real-world scenarios and offer age-appropriate possibilities to explore digital aspects of living and working environments. Combined with narrative methods, such as digital storytelling, problem-solving skills could be developed. Since the implementation of computer science in primary education requires practical and theoretical knowledge, an educational design approach is used that takes this aspect into account and allows close interaction between researchers and practitioners. This paper focuses on investigating a feasible and effective robotics-based learning environment for developing and supporting problem-solving skills at primary school using the learning and teaching method digital storytelling. Hence, the development of the learning environment and the didactic approach gained from qualitative results of interviews and observations from the first cycle of the research project are presented, providing plausible arguments for further implementing this robotics-based learning environment. Karin Tengler, Oliver Kastner-Hauler, Barbara Sabitzer |
FIE | 2 |
| 2020 | The Value of Cloud-Based Learning Environments for Digital EducationabstractThis work-in-progress paper deals with the adoption of cloud computing in the education sector. In the past few years, the use of cloud-based teaching and learning environments has substantially increased. Many well-known applications have been enhanced with cloud features, but also completely new tools have emerged. This paper investigates the kind of educational tools that can be expected from the ongoing trend and are not feasible with traditional techniques and discusses potential contributions of cloud computing to the development and implementation of current digital education concepts. Patrick Wolfschwenger, Birgit Albaner, Oliver Kastner-Hauler, Barbara Sabitzer |
FIE | 3 |