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1. Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

8. Modeling the Player: Predictability of the Models of Bartle and Kolb Based on NEO-FFI (Big5) and the Implications for Game Based Learning

9. An Authoring Tool for Educational Adventure Games: Concept, Game Models and Authoring Processes

11. Software Architecture for Location-Based Games Designed for Social Interaction in Public Space

13. A case control study to investigate differences in motor control between individuals with and without non-specific low back pain during standing

14. A case control study to investigate differences in motor control between individuals with and without non-specific low back pain during standing

15. Evaluating the Adoption of the Physical Board Game Ludo for Automated Assessments of Cognitive Abilities

17. Making Serious Games with Reusable Software Components

18. Ethical stewardship

21. Processes and models for serious game design and development

22. Realizing a Mobile Multimodal Platform for Serious Games Analytics.

23. Games for learning

24. Lebenslanges Lernen und Wissenschaftliche Weiterbildung an der Universität Rostock: Problemfelder und Lösungsansätze

25. Lebenslanges Lernen und Wissenschaftliche Weiterbildung an der Universität Rostock:Problemfelder und Lösungsansätze

27. Die Hochschulweiterbildung zwischen Gemeinwohl und Rechtsicherheit. Der Umgang mit beihilferechtlichen Unsicherheiten

36. Preface

38. Emotional characters for automatic plot creation

39. Modeling the Player

40. INVISIP : Metadata-based Information Visualization Techniques to Access Geodata Archives and to Support the Site Planning Process

43. Game Mastering in Collaborative Serious Games: A Novel Approach for Instructor Support in Multiplayer Serious Games

45. PEDALE -- A Peer Education Diagnostic and Learning Environment.

46. Serious Games: Proceedings of the Third Joint International Conference on Serious Games (JCSG 2017)

47. A Hypothesis of Brain-to-Brain Coupling in Interactive New Media Art and Games Using Brain-Computer Interfaces

48. An Observational Study of Children Interacting with an Augmented Story Book

49. Die Nutzung des Transparenzberichts als Qualitätssignal in der Wirtschaftsprüfung:eine empirische Untersuchung

50. Augmented Reality and Gamification in Heritage museums

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