piwik-script

English Intern
    Medieninformatik

    Publikationen

    2022[ to top ]
    • Heß, J., Karageorgos, P., Richter, T., Müller, B., Riedmann, A., Schaper, P., Lugrin, B.: Digitale Leseförderung: Effekte eines silbenbasierten digitalen Lesetrainings in Klasse 2. Vortrag auf dem 52. Kongress der Deutschen Gesellschaft für Psychologie (DGPs) (2022).
    • Riedmann, A., Schaper, P., Donnermann, M., Lein, M., Steinhaeusser, S.C., Karageorgos, P., Müller, B., Richter, T., Lugrin, B.: Iteratively Digitizing an Analogue Syllable-Based Reading Intervention. Interacting with Computers. (2022).
    • Riedmann, A., Schaper, P., Jakob, B., Lugrin, B.: A Theory Based Adaptive Pedagogical Agent in a Reading App for Primary Students - A User Study. In: Crossley, S. en Popescu, E. (reds.) Intelligent Tutoring Systems. ITS 2022. Lecture Notes in Computer Science. Springer (2022).
    • Riedmann, A., Schaper, P., Lugrin, B.: Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performance. AI & Society. (2022).
    2021[ to top ]
    • Heß, J., Karageorgos, P., Richter, T., Müller, B., Riedmann, A., Schaper, P., Lugrin, B.: Digitale Leseförderung: Konzeption und Evaluation der "Mobilen Leseförderung". Round Table-Session präsentiert auf der Online-Tagung der Fachgruppe Pädagogische Psychologie der Deutschen Gesellschaft für Psychologie (DGPs) (2021).
    • Schaper, P., Donnermann, M., Doser, N., Lein, M., Riedmann, A., Steinhaeusser, S.C., Karageorgos, P., Müller, B., Richter, T., Lugrin, B.: Towards a digital syllable-based reading intervention: An interview study with second-graders. British HCI Conference 2021 (BCS-HCI 2021) (2021).
    • Schaper, P., Riedmann, A., Lugrin, B.: Internalisation of Situational Motivation in an E-Learning Scenario Using Gamification. International Conference on Artificial Intelligence in Education (AIED 2021). bll. 314–319. Springer (2021).
    • Donnermann, M., Lein, M., Messingschlager, T., Riedmann, A., Schaper, P., Steinhaeusser, S., Lugrin, B.: Social robots and gamification for technology supported learning: An empirical study on engagement and motivation. Computers in Human Behavior. 121, 106792 (2021).
    2019[ to top ]
    • Steinhaeusser, S.C., Riedmann, A., Haller, M., Oberdörfer, S., Bucher, K., Latoschik, M.E.: Fancy Fruits - An Augmented Reality Application for Special Needs Education. Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications (VS Games 2019). bll. 1–4. IEEE (2019).