Publikationen
2022[ to top ]
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Addressing Waste Separation With a Persuasive Augmented Reality App in Proceedings of the 24th International Conference on Mobile Human-Computer Interaction (MobileHCI ’22) (2022).
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Second Language Learning through Storytelling with a Social Robot-An Online Case Study in 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN) (2022). 67–74.
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Digitale Leseförderung: Effekte eines silbenbasierten digitalen Lesetrainings in Klasse 2 in Vortrag auf dem 52. Kongress der Deutschen Gesellschaft für Psychologie (DGPs) (2022).
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Iteratively Digitizing an Analogue Syllable-Based Reading Intervention in Interacting with Computers (2022).
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A Theory Based Adaptive Pedagogical Agent in a Reading App for Primary Students - A User Study in Intelligent Tutoring Systems. ITS 2022. Lecture Notes in Computer Science, S. Crossley, E. Popescu (reds.) (2022). (Vol. 13284)
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Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performance in AI & Society (2022).
2021[ to top ]
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Digitale Leseförderung: Konzeption und Evaluation der "Mobilen Leseförderung" in Round Table-Session präsentiert auf der Online-Tagung der Fachgruppe Pädagogische Psychologie der Deutschen Gesellschaft für Psychologie (DGPs) (2021).
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Towards a digital syllable-based reading intervention: An interview study with second-graders in British HCI Conference 2021 (BCS-HCI 2021) (2021).
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Internalisation of Situational Motivation in an E-Learning Scenario Using Gamification in International Conference on Artificial Intelligence in Education (AIED 2021) (2021). 314–319.
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Social robots and gamification for technology supported learning: An empirical study on engagement and motivation in Computers in Human Behavior (2021). 121 106792.
2019[ to top ]
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Fancy Fruits - An Augmented Reality Application for Special Needs Education in Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications (VS Games 2019) (2019). 1–4.