121 results on '"Buchem, Ilona"'
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2. Enhancing Learner Motivation, Engagement, and Enjoyment Through Sound-Recognizing Humanoid Robots in Quiz-Based Educational Games
3. Same Task, Different Robot. Comparing Perceptions of Humanoid Robots Nao and Pepper as Facilitators of Empathy Mapping
4. Learner Skills in Open Virtual Mobility
5. Culture, Identity and Learning: A Mediation Model in the Context of Blogging in Teacher Education
6. Planning Poker Simulation with the Humanoid Robot NAO in Project Management Courses
7. Non-verbal Sound Detection by Humanoid Educational Robots in Game-Based Learning. Multiple-Talker Tracking in a Buzzer Quiz Game with the Pepper Robot
8. Shift Toward Value-Based Learning: Applying Agile Approaches in Higher Education
9. 'NAO Says': Designing and Evaluating Multimodal Playful Interactions with the Humanoid Robot NAO
10. Learning Agile Estimation in Diverse Student Teams by Playing Planning Poker with the Humanoid Robot NAO. Results from Two Pilot Studies in Higher Education
11. Culture, identity and learning: A mediation model in the context of blogging in teacher education
12. Planning Poker Simulation with the Humanoid Robot NAO in Project Management Courses
13. Non-verbal Sound Detection by Humanoid Educational Robots in Game-Based Learning. Multiple-Talker Tracking in a Buzzer Quiz Game with the Pepper Robot
14. Designing for Rapport with Virtual Agents in a Simulated Mixed Reality Environment: Results from a Pilot Study with Senior Users in the bewARe Project
15. Introduction to Wearable Enhanced Learning (WELL): Trends, Opportunities, and Challenges
16. Evaluation of an E-learning Platform Promoting Electronic Personal Health Record Competence: A Pilot Study in Older Adults
17. The Usability and User Experience of an Interactive E-Learning Platform to Empower Older Adults When Using Electronic Personal Health Records: An Online Intervention Study
18. Semantic Competency Directory for Constructive Alignment in Digital Learning Designs and Systems
19. Design Principles for Wearable Enhanced Embodied Learning of Movement
20. Requirements for Wearable Technologies to Promote Adherence to Physical Activity Programs for Older Adults
21. Advancing Sustainable Educational Ecosystems with Open Digital Credentials and Badges
22. Designing a Collaborative Learning Hub for Virtual Mobility Skills - Insights from the European Project Open Virtual Mobility
23. Veränderungen in der Didaktik durch Mobile Learning
24. Semantic Competency Directory for Constructive Alignment in Digital Learning Designs and Systems
25. Digital Badges as (Parts of) Digital Portfolios: Design Patterns for Educational and Personal Learning Practice
26. Zukunft der Anerkennung?
27. Requirements for Wearable Technologies to Promote Adherence to Physical Activity Programs for Older Adults
28. Design Principles for Wearable Enhanced Embodied Learning of Movement
29. A wearable-enhanced fitness program for older adults, combining fitness trackers and gamification elements: the pilot study fMOOC@Home
30. Designing a Collaborative Learning Hub for Virtual Mobility Skills - Insights from the European Project Open Virtual Mobility
31. Usability and Acceptance of Exergames Using Different Types of Training among Older Hypertensive Patients in a Simulated Mixed Reality
32. DESIGNING AND PROGRAMMING GAME-BASED LEARNING WITH HUMANOID ROBOTS: A CASE STUDY OF THE MULTIMODAL “MAKE OR DO” ENGLISH GRAMMAR GAME WITH THE PEPPER ROBOT
33. A BREATHING EXERCISE WITH THE HUMANOID ROBOT NAO DESIGNED TO REDUCE STUDENT STRESS DURING CLASS: RESULTS FROM A PILOT STUDY WITH STUDENTS IN HIGHER EDUCATION
34. VIRTUAL EXCHANGE AS AN INSTRUCTIONAL DESIGN APPROACH TO PROMOTING CRITICAL SKILLS IN HIGHER EDUCATION: A CASE STUDY OF PROJECT-BASED COLLABORATION ON "SOCIAL ROBOTS IN EDUCATION"
35. Building Global Learning Communities
36. Scaling-Up Social Learning in Small Groups with Robot Supported Collaborative Learning (RSCL): Effects of Learners' Prior Experience in the Case Study of Planning Poker with the Robot NAO.
37. Usability and Acceptance of Exergames Using Different Types of Training among Older Hypertensive Patients in a Simulated Mixed Reality
38. ONLINE HACKATHON AS AN INSTRUCTIONAL DESIGN APPROACH TO STUDENT ENGAGEMENT AND INTERNATIONAL COLLABORATION DURING COVID19. A CASE STUDY OF A HACKATHON CHALLENGE AT THE DIGIEDUHACK2021
39. HUMANOID ROBOTS IN HIGHER EDUCATION: AN EXPLORATORY STUDY ON APPLYING THE NAO ROBOT AS AN EDUCATIONAL TECHNOLOGY IN BUSINESS STUDIES IN HYBRID SETTINGS
40. EVALUATION OF A GAMIFICATION APPROACH FOR OLDER PEOPLE IN E-LEARNING
41. Agile in Higher Education: How Can Value-based Learning Be Implemented in Higher Education?
42. NAO Robot as Scrum Master: Results from a scenario-based study on building rapport with a humanoid robot in hybrid higher education settings
43. Effectiveness of self-competitive gamification designs in VR exergames. Pilot study results from a 6-week training intervention with senior users.
44. Evaluation of Rapport in Human-Agent Interactions with a VR Trainer after a 6-week Exergame Training for Senior Users with Hypertension.
45. JOIN IN & BREAK-OUT! SUSTAINING INTERNATIONALISATION IN HIGHER EDUCATION THROUGH A VIRTUAL EXCHANGE IN TIMES OF THE COVID19 PANDEMIC
46. DIGITAL LITERACY OF SENIORS IN THE CONTEXT OF THE ELECTRONIC HEALTH RECORD
47. A Conceptual Framework for Supporting Expertise Development with Augmented Reality and Wearable Sensors
48. Using the Addie Model to Produce MOOCs
49. EMOOCs 2021
50. Digitale Auszeichnungen 'Gute Lehre mit digitalen Medien'. Ein Praxisbeispiel zur Anwendung von Open Badges zur Anerkennung von Lehrleistungen an der Beuth Hochschule für Technik Berlin
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