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127 results on '"Lieberoth, Andreas"'

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1. Lessons from COVID-19 for behavioural and communication interventions to enhance vaccine uptake

3. Knowledge Formation and Inter-Game Transfer With Classical and Quantum Physics

4. DiffGame: Game-based mathematics learning for physics

5. Virtual learning environment for interactive engagement with advanced quantum mechanics

6. Play or science?: a study of learning and framing in crowdscience games

7. Exploring the Quantum Speed Limit with Computer Games

8. Getting Humans to do Quantum Optimization - User Acquisition, Engagement and Early Results from the Citizen Cyberscience Game Quantum Moves

10. Digital media as COVID-19 lifeline or stressor? An exploratory study on the perception of media usage under isolation.

11. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

12. Inklusions- og eksklusionsprocesser i leg

13. Inklusions- og eksklusionsprocesser i leg

14. COVIDiSTRESS diverse dataset on psychological and behavioural outcomes one year into the COVID-19 pandemic

17. Exploring the quantum speed limit with computer games

18. Stress and worry in the 2020 coronavirus pandemic: relationships to trust and compliance with preventive measures across 48 countries in the COVIDiSTRESS global survey

19. Stress and worry in the 2020 coronavirus pandemic: relationships to trust and compliance with preventive measures across 48 countries in the COVIDiSTRESS global survey

20. COVIDiSTRESS diverse dataset on psychological and behavioural outcomes one year into the COVID-19 pandemic

21. Stress and worry in the 2020 coronavirus pandemic: relationships to trust and compliance with preventive measures across 48 countries in the COVIDiSTRESS global survey

23. Consortium member list and publication co-contributor statement from Stress and worry in the 2020 coronavirus pandemic: relationships to trust and compliance with preventive measures across 48 countries in the COVIDiSTRESS global survey

24. Country data and descriptive statistics from Stress and worry in the 2020 coronavirus pandemic: relationships to trust and compliance with preventive measures across 48 countries in the COVIDiSTRESS global survey

25. Who is the Most Stressed During the COVID?19 Pandemic? Data From 26 Countries and Areas

26. COVIDiSTRESS Global Survey dataset on psychological and behavioural consequences of the COVID-19 outbreak

28. Stress and worry in the 2020 coronavirus pandemic : relationships to trust and compliance with preventive measures across 48 countries in the COVIDiSTRESS global survey

29. Stress and worry in the 2020 coronavirus pandemic: relationships to trust and compliance with preventive measures across 48 countries in the COVIDiSTRESS global survey

31. Snapchat Streaks:How Adolescents Metagame Gamification in Social Media

32. Can worried parents predict effects of video games on their children?:A case-control study of cognitive abilities, wellbeing and addiction indicators

33. Exploring Institutionalised eSport in High School: A Mixed Methods Study of Well-being

35. Hvem sidder dér bag skærmen … og hvem hjælper? : National kortlægning af brugen af digitale medier i børnehaver og vuggestuer

36. Ten considerations for effectively managing the COVID-19 transition

38. Screen - or no screen:white paper on mobile phone rules at schools - Why? How? What works?

40. Skærm - skærm ikke? Rapport om skolers mobilregler: Hvorfor? Hvordan? Hvad virker?

41. A weak scientific basis for gaming disorder : Let us err on the side of caution

42. A weak scientific basis for gaming disorder: Let us err on the side of caution

43. A weak scientific basis for gaming disorder: Let us err on the side of caution

44. Differential effects of gamification, nudging and rational information on travel behavior:a field experiment

45. Exploring the Quantum Speed Limit with Computer Games

46. Sex, violence and learning:Assessing game effects

47. Can playing Dungeons and Dragons be good for you? Tabletop role-playing games to mitigate social anxiety and reduce problematic gaming.

49. Seduced by brains?:Learn how to tell babble from science in the wonderful world of popular neuroscience

50. let’s throw in some playing pieces…:framing cooperation as a game adds fun but not motivation

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