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<title>6 Wirtschafts- und Sozialwissenschaftliche Fakultät</title>
<link href="http://hdl.handle.net/10900/42132" rel="alternate"/>
<subtitle/>
<id>http://hdl.handle.net/10900/42132</id>
<updated>2026-08-01T17:36:56Z</updated>
<dc:date>2026-08-01T17:36:56Z</dc:date>
<entry>
<title>Integrating Motivation Into Immersive Learning: An Experimental Approach to Enhance Virtual Reality’s Effectiveness in Science Education</title>
<link href="http://hdl.handle.net/10900/181999" rel="alternate"/>
<author>
<name>Ferdinand, Joseph</name>
</author>
<id>http://hdl.handle.net/10900/181999</id>
<updated>2026-08-01T01:08:47Z</updated>
<published>2026-07-31T00:00:00Z</published>
<summary type="text">Integrating Motivation Into Immersive Learning: An Experimental Approach to Enhance Virtual Reality’s Effectiveness in Science Education
Ferdinand, Joseph
This dissertation aims to integrate motivational support into immersive virtual reality (VR) to enhance its effectiveness in science education. VR is considered a unique multimedia learning tool that affords students the possibility to experience and interact with the learning content in a unique way. From a hedonic perspective, the embedded visual representations and images, narrations, and interactive elements in VR can foster students’ motivation (e.g., interest, enjoyment, and engagement), which can positively affect their learning outcomes. From a utilitarian perspective, VR offers unique affordances that traditional classroom teaching cannot and places students at the center of the learning process, thus facilitating the learning of complex concepts that can otherwise be too abstract or difficult to learn. However, despite its unique character, VR’s effectiveness as a learning tool has not yet been established. In this regard, a growing number of empirical studies suggest that VR positively affects students’ interest, motivation, and presence in the virtual learning environment but does not necessarily lead to better academic achievement. One of the reasons often presented to explain these mixed results is that the embedded hedonic elements in virtual learning simulations—which are supposed to enhance students’ motivation—can also distract students, cause overstimulation, and increase cognitive load. Moreover, many currently available virtual learning simulations fail to incorporate instructional and motivational support. &#13;
According to the cognitive theory of multimedia learning (CTML), students’ motivation plays a fundamental role in learning with multimedia; it fosters generative processing, which is the processing capacity required for students to make sense of the lesson content. At the same time, it has been shown that embedded motivational features (interactions, vivid simulations, and visual representations) and seductive details in VR (interesting elements that are irrelevant for the learning objectives) can take students’ attention away from their learning goals and thus impede effective learning in VR. Hence, the fundamental question is how to keep students focused on their learning goals and engaged in effective processing of the learning content—consequently mitigating the possible negative effects of the hedonic elements on their learning performance. It has been argued that the integration of motivational support into the instructional design of virtual learning simulations (hereafter referred to as the integrative approach) can facilitate appropriate cognitive processing of the learning content. This is because motivation and cognition are directly or indirectly linked, and motivation is an important driving force behind students’ behaviors (e.g., actions and interactions) and mental processes (e.g., attention, selection, organization, and integration of relevant learning content into prior knowledge). &#13;
On the basis of the CTML and the integrative approach, this dissertation proposes that VR’s effectiveness can be enhanced when motivational cues are integrated into immersive learning environments. The concept of motivation in this dissertation is grounded in two other theoretical perspectives: the technology acceptance model (TAM) and the expectancy-value theory (EVT). Both theoretical perspectives foreground the role of motivation in learning and have practical implications for both the traditional classroom and multimedia learning tools. The TAM is the most parsimonious and widely used model to study and predict students’ attitudes towards multimedia learning tools. The TAM stipulates that students’ perceived usefulness of a given multimedia learning tool such as VR is the most important predictor of its acceptance—in terms of intention to use the learning tool—which constitutes a fundamental prerequisite for its effectiveness. In the classroom setting, EVT also highlights the role of students’ perceived usefulness of the learning activities for their learning performance. Notably, empirical research based on EVT has shown that classical usefulness interventions help to stimulate achievement-related behavior and improve learning outcomes. Most importantly, a large body of research on EVT provides clear and parsimonious methods on how to affect students’ motivation positively. &#13;
Following this rationale, this dissertation pursues the following three main objectives: The first objective is to test whether integrating classical usefulness interventions (a learning usefulness or a daily-life usefulness intervention) into a virtual learning environment could also enhance VR’s effectiveness. The second is to investigate whether students’ acceptance of VR as a learning tool can be increased through motivational interventions and whether acceptance subsequently fosters students’ learning experience in VR (e.g., perceived presence in VR) and enhances their affective and cognitive learning outcomes. The third is to examine to what extent such usefulness interventions affect students’ visual attention and cognitive processing of the lesson content. To address these objectives, this dissertation applies an experimental approach in three studies and uses multimodal methods (e.g., self-report paper-pencil tests, integrated questionnaires in VR, knowledge tests, and eye-tracking analysis). The data (N = 196) used in these studies were collected from 10 different German high schools (academic track).&#13;
This dissertation’s original contribution to the field is threefold: First, it considers the use of VR in education from a hedonic and utilitarian perspective and shows that the integration of motivational support into learning instruction in VR can help increase VR’s effectiveness. By using a classical motivational approach (usefulness interventions) to operationalize motivation, it also demonstrates that such parsimonious interventions can also be applied in the context of learning with VR. Second, contrary to almost all studies on TAM, this dissertation uses an experimental approach to test the assumptions of this model. Correspondently, it shows that a learning usefulness intervention can, in fact, increase students’ acceptance of VR as a learning tool, which subsequently affects their learning experience in VR. Third, using an eye-tracking-based approach, it shows that integrating motivation support into the virtual learning simulation positively affects how students process the learning content in VR: The usefulness interventions have a positive effect on students’ visual attention and cognitive processing of the lesson content in VR. &#13;
From a theoretical perspective, this dissertation supports the integrative approach, according to which the integration of motivation into multimedia learning is fundamental for effective processing of the learning content and provides some evidence concerning the role of motivational support in students’ learning performance in VR. From a practical and educational perspective, this dissertation shows how a parsimonious usefulness intervention can be integrated effectively into virtual simulations and how students’ perception of VR— perceived usefulness and acceptance of VR as a learning tool—can be promoted. This dissertation also provides educators with valuable insights regarding the need for students to be pedagogically prepared and aware of the usefulness of educational tools before using them for learning and teaching purposes. Thereby, this dissertation contributes to our understanding regarding the importance of students’ motivation in learning with VR and how it can enhance VR’s effectiveness in science education. 
</summary>
<dc:date>2026-07-31T00:00:00Z</dc:date>
</entry>
<entry>
<title>Unterrichtsqualität als Ko-Produktion. Empirische Analysen innerhalb des Angebots-Nutzungs-Wirkungsgefüges</title>
<link href="http://hdl.handle.net/10900/181801" rel="alternate"/>
<author>
<name>Meissner, Sibylle</name>
</author>
<id>http://hdl.handle.net/10900/181801</id>
<updated>2026-07-22T01:05:52Z</updated>
<published>2026-07-21T00:00:00Z</published>
<summary type="text">Unterrichtsqualität als Ko-Produktion. Empirische Analysen innerhalb des Angebots-Nutzungs-Wirkungsgefüges
Meissner, Sibylle
Die publikationsbasierte Dissertation untersucht Unterrichtsqualität als Ko-Produktion von Lehrpersonen und Schüler:innen im Angebots-Nutzungs-Modell. Vier empirische Studien analysieren die Zusammenhänge zwischen Unterrichtsqualität, aktivem Lernverhalten und Lernerfolg in unterschiedlichen schulischen Kontexten. Die Ergebnisse verdeutlichen das komplexe Zusammenspiel von Angebots- und Nutzungsprozessen sowie von Oberflächen- und Tiefenmerkmalen des Unterrichts. Sie zeigen die zentrale Bedeutung wirksamer Unterrichtsgestaltung für die Qualität von Lernprozessen und leiten daraus Implikationen für Lehrerbildung, Unterrichtspraxis sowie die Bildungs- und Erziehungswissenschaft ab.
</summary>
<dc:date>2026-07-21T00:00:00Z</dc:date>
</entry>
<entry>
<title>Essays on Long-Run Wellbeing Evolution of Ancient Societies</title>
<link href="http://hdl.handle.net/10900/181687" rel="alternate"/>
<author>
<name>Tagini, Alessandra</name>
</author>
<id>http://hdl.handle.net/10900/181687</id>
<updated>2026-07-21T01:03:46Z</updated>
<published>2026-07-20T00:00:00Z</published>
<summary type="text">Essays on Long-Run Wellbeing Evolution of Ancient Societies
Tagini, Alessandra
Essays on Long-Run Wellbeing Evolution of Ancient Societies attempts to study the evolution of the Ancient Near East between the Neolithic and the Iron Age, and of the Western Mediterranean between the Neolithic and the Chalcolithic period. Several dimensions of long-run wellbeing are explored. The first in importance, in the framework of the thesis, is health, measured through Linear Enamel Hypoplasia (LEH), a bioarchaeological indicator of malnutrition. The trend of nutrition and health is created from the agglomeration by region of the share of individuals affected by LEH by site-period - and share of affected teeth by site-period for a part of the Western Mediterranean sites -. This measure of health plays a key role throughout all chapters of this thesis. &#13;
In the first chapter, long run trends also for textual production, trade, technology, urbanization are provided. The dataset, to a great extent newly collected, is at a site-period level. The development of the single wellbeing and welfare indicators is contextualized within the main historical processes between the Neolithic and the Iron Age. These different dimensions are then combined in one index, whose long run evolution closely reflects the main historical developments of the Ancient Near East. &#13;
In the second chapter, the development of nutrition of the Western Mediterranean area between the Neolithic and the Chalcolithic is studied in comparative perspective with the Ancient Near East. In the latter region, a decline in nutrition characterizes the transition to the first proto-states. In contrast, nutrition improves in the Western Mediterranean when measured by the share of individuals affected by LEH by site-period, or remains at persistently high levels when considering the share of affected teeth. In the third chapter, the same health indicator is used as a proxy for welfare, and its relation with a bioarchaeological indicator of interpersonal violence, proxying security, linked to state capacity, is studied. The two measures result to be strongly correlated - a result which remains robust after controlling for state capacity and state characteristics -, and their pattern is consistent with the main historical phenomena involving the Ancient Near East in the time span object of the study.
</summary>
<dc:date>2026-07-20T00:00:00Z</dc:date>
</entry>
<entry>
<title>Management Practices, ESG Incentives, and Corporate Communication in Organizations</title>
<link href="http://hdl.handle.net/10900/181684" rel="alternate"/>
<author>
<name>Ehmann, Stefanie Anna</name>
</author>
<id>http://hdl.handle.net/10900/181684</id>
<updated>2026-07-21T01:03:44Z</updated>
<published>2026-07-20T00:00:00Z</published>
<summary type="text">Management Practices, ESG Incentives, and Corporate Communication in Organizations
Ehmann, Stefanie Anna
Organizations face increasing uncertainty, complexity, and changing stakeholder expectations, requiring them to continuously adapt their internal practices and strategic responses. This dissertation examines how organizational practices, incentive systems, and communication contribute to organizational effectiveness and resilience across different contexts. Drawing on four empirical studies, it explores the role of management practices, organizational structures, executive incentives, and managerial communication in shaping organizational and individual outcomes. The findings highlight the importance of aligning formal and informal organizational mechanisms with internal and external demands, while demonstrating that their effectiveness depends on the organizational and environmental context. Overall, the dissertation contributes to a broader understanding of how organizations can respond to evolving challenges through the design and implementation of management and governance practices.
</summary>
<dc:date>2026-07-20T00:00:00Z</dc:date>
</entry>
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