260 results on '"Lieberoth, Andreas"'
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2. Oplevelseslæring
3. Skulle det nu være nyt?
4. Den didaktiske cirkel
5. Mest til lærere
6. Hvem er bange for den store stygge Playstation?
7. Spørg spilpsykologien
8. Forside
9. Indhold
10. Titelside, Kolofon
11. Lessons from COVID-19 for behavioural and communication interventions to enhance vaccine uptake
12. How Socially Sustainable Is Social Media Gamification? A Look into Snapchat, Facebook, Twitter and Instagram
13. Digital media as COVID-19 lifeline or stressor? An exploratory study on the perception of media usage under isolation
14. Knowledge Formation and Inter-Game Transfer With Classical and Quantum Physics
15. DiffGame: Game-based mathematics learning for physics
16. Virtual learning environment for interactive engagement with advanced quantum mechanics
17. Play or science?: a study of learning and framing in crowdscience games
18. Exploring the Quantum Speed Limit with Computer Games
19. Getting Humans to do Quantum Optimization - User Acquisition, Engagement and Early Results from the Citizen Cyberscience Game Quantum Moves
20. Play Types, Design Principles and Participation in Play
21. Ten considerations for effectively managing the COVID-19 transition
22. Can Cooperative Video Games Encourage Social and Motivational Inclusion of At-Risk Students?
23. Selective psychological effects of nudging, gamification and rational information in converting commuters from cars to buses: A controlled field experiment
24. Digital media as COVID-19 lifeline or stressor? An exploratory study on the perception of media usage under isolation.
25. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics
26. Inklusions- og eksklusionsprocesser i leg
27. Inklusions- og eksklusionsprocesser i leg
28. COVIDiSTRESS diverse dataset on psychological and behavioural outcomes one year into the COVID-19 pandemic
29. Du jeu « online » au jeu « offline » - Un programme pilote pour réduire l’usage excessif des jeux vidéo
30. Hvem sidder dér bag skærmen … og hvem hjælper? : National kortlægning af brugen af digitale medier i børnehaver og vuggestuer
31. Psychology and Role-Playing Games
32. TÆNK, HVIS STAUNING VAR GÅET I KRIG MOD HITLER
33. Gør vores telefoner os dummere og mindre sociale? Ny forskning genfinder ikke berømte resultater
34. Hvordan diagnosesproget stak af med skærmdebatten
35. Can playing Dungeons and Dragons be good for you? A registered exploratory pilot program using offline Tabletop Role-Playing Games (TTRPGs) to mitigate social anxiety and reduce problematic involvement in multiplayer online videogames
36. Can playing Dungeons and Dragons be good for you? A registered exploratory pilot program using offline Tabletop Role-Playing Games (TTRPGs) to mitigate social anxiety and reduce problematic involvement in multiplayer online videogames
37. Can pink dinosaurs enhance participant engagement in economic games? Testing the impact of adding gamified elements to the public goods game experimental paradigm
38. Retraction Note: Exploring the quantum speed limit with computer games
39. Editorial Expression of Concern: Exploring the quantum speed limit with computer games
40. Fantasi
41. Exploring the quantum speed limit with computer games
42. Skærm - skærm ikke? Rapport om skolers mobilregler: Hvorfor? Hvordan? Hvad virker?
43. Structural Determinants of Reaction to Covid Pandemic and Compliance with Measures Aimed at Curbing the Pandemic
44. Mental Health and the use of ICTs during isolation due to COVID-19
45. COVIDiSTRESS: Stress and Personality
46. COVIDiSTRESS global survey v. 1.1 materials pre-registration
47. Can parents accurately assess the effects of video games and screentime on their children?
48. COVID-19-pandemian vaikutukset suomalaisten elämään: COVIDiSTRESS-hankkeen väliraportti
49. COVIDiSTRESS global survey
50. Stress and worry in the 2020 coronavirus pandemic: Relationships to trust and compliance with preventive measures across 45* countries
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