Heinrich Söbke

Prof. Heinrich Söbke

Fachbereich Informatik und Technik, Hochschule Weserbergland, Hamelin, Germany
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Research Focus & Metrics

Academic Career Length

14Years (2013-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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25 March 2020
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MWMario Wolf
Mario Wolf
Heinrich SöbkeHeinrich Söbke
Heinrich Söbke
FWFlorian Wehking
Florian Wehking

5 August 2019 in Education Sciences
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UAUwe Arnold
Uwe Arnold
Heinrich SöbkeHeinrich Söbke
Heinrich Söbke
MRMaria Reichelt
Maria Reichelt
Simulation games offer a safe space to experiment with system models and provide learning experiences about interdependencies and thus, are considered to foster the development of a deeper understanding of systems. This article describes the use of SimCity in the university course Infrastructure Management, which has been in continuous operation since 2002. Methodologically, a total of four events were observed. Students’ motivation, the didactic scenario and the perceived learning outcomes were examined with the help of a focus group discussion and questionnaires. The didactic scenario shows characteristics not described in this combination in the literature to date: (1) the moderated open, simultaneous and competitive play in groups, (2) the used regional planning scenario and (3) the long, regular period of application of more than 15 years. The results show that SimCity 4 can still serve as a platform for exciting learning scenarios more than 15 years after its initial release. It could also be shown that the didactic scenario motivates the students and that SimCity also generates gaming fun. Furthermore, it could be argued that a regional scenario can be implemented by simple means and is perceived as motivating by the students. Furthermore, this study indicates that even a technically complex and fast-moving medium such as a computer game can be used in a didactic scenario over a longer period with limited effort. Nevertheless, the challenge of game aging should be actively addressed. Furthermore, the study revealed that game-based learning still faces challenges with being recognized by students as a serious learning activity.

13 June 2017 in International Journal of Serious Games
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Heinrich SöbkeHeinrich Söbke
Heinrich Söbke
JHJannicke Baalsrud Hauge
Jannicke Baalsrud Hauge
ISIoana Andreea Stefan
Ioana Andreea Stefan
The growing availability of mobile communication infrastructure over the last decade has contributed significantly to the maturity of Pervasive Gaming. The massive success of games such as Ingress and Pokémon Go made pervasive gaming a viable option for transforming learning. By its adaptability to location and context, pervasive technology is a valuable support for the design of engaging learning experiences. Despite profound examples of pervasive gaming as learning tool, there is still a lack of reliable methodologies to construct purposeful pervasive learning experiences. The Pervasive Game Design Framework (PGDF) is intended to fill this gap. In this article, we present the PGDF using the example of Ingress. Ingress is a prominent pervasive game, as it has received huge attention since its appearance in 2012. A large community of players and third-party-tool suppliers has created a rich set of experiences since then. In this research, we examine Ingress according to PGDF’s categories based on a survey among long-term Ingress players (N=133). Founded on this analysis we identify three main benefits for Ingress players. Furthermore, we discuss the consequences of these findings on the PGDF. Summarizing, this work strengthens the applicability of the PGDF, in order to enable the construction of enriched pervasive learning experiences.

28 November 2023 in Trends in Higher Education
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NSNicolas Schwenke
Nicolas Schwenke
Heinrich SöbkeHeinrich Söbke
Heinrich Söbke
EKEckhard Kraft
Eckhard Kraft
The release of the large language model-based chatbot ChatGPT 3.5 in November 2022 has brought considerable attention to the subject of artificial intelligence, not only to the public. From the perspective of higher education, ChatGPT challenges various learning and assessment formats as it significantly reduces the effectiveness of their learning and assessment functionalities. In particular, ChatGPT might be applied to formats that require learners to generate text, such as bachelor theses or student research papers. Accordingly, the research question arises to what extent writing of bachelor theses is still a valid learning and assessment format. Correspondingly, in this exploratory study, the first author was asked to write his bachelor’s thesis exploiting ChatGPT. For tracing the impact of ChatGPT methodically, an autoethnographic approach was used. First, all considerations on the potential use of ChatGPT were documented in logs, and second, all ChatGPT chats were logged. Both logs and chat histories were analyzed and are presented along with the recommendations for students regarding the use of ChatGPT suggested by a common framework. In conclusion, ChatGPT is beneficial for thesis writing during various activities, such as brainstorming, structuring, and text revision. However, there are limitations that arise, e.g., in referencing. Thus, ChatGPT requires continuous validation of the outcomes generated and thus fosters learning. Currently, ChatGPT is valued as a beneficial tool in thesis writing. However, writing a conclusive thesis still requires the learner’s meaningful engagement. Accordingly, writing a thesis is still a valid learning and assessment format. With further releases of ChatGPT, an increase in capabilities is to be expected, and the research question needs to be reevaluated from time to time.

1 September 2021 in Automation in Construction
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Heinrich SöbkeHeinrich Söbke
Heinrich Söbke
PPPatricia Peralta
Patricia Peralta
KSKay Smarsly
Kay Smarsly
MAMartin Armbruster
Martin Armbruster

16 November 2022
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Conference Paper
Open access
MBManuel Baer
Manuel Baer
TTThomas Tregel
Thomas Tregel
Samuli LaatoSamuli Laato
Samuli Laato
Heinrich SöbkeHeinrich Söbke
Heinrich Söbke
Location-based games (LBGs) are based on digital representations of our surroundings and the spaces we inhabit. These digital twins of the real world, real world metaverses, are subsequently augmented by imaginary game content. However, the virtual reconstruction of the world inevitably emphasises some aspects of reality and disregards others. In this work we explore and discuss the elements of reality that are included, and omitted, in popular commercial LBGs. We focus on eight popular contemporary LBGs from five different developers and investigate their connections to the real world. Subsequently, we compare the identified real world features of the LBGs to the landscape dimensions of the widely adopted Landscape Character Assessment framework. The findings show that settlement, hydrology, climate and land cover are the most commonly incorporated landscape dimensions, albeit in low fidelity. By contrast, dimensions, such as geology, soils and enclosure were not represented in the observed LBGs. In addition, we discovered several anthropogenic and cultural aspects, such as land ownership and time depth that are implicitly included in some commercial LBGs, notably in the Niantic Wayfarer system providing unique high-fidelity data of cultural and historical locations. Overall, we find only little variance within landscape dimensions between the observed commercial LBGs. Our findings open discussions on choices regarding the virtual representation of the real world in systems, such as LBGs, navigational software and a reality-based metaverse.