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8. Forside

9. Indhold

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

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

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

22. Can Cooperative Video Games Encourage Social and Motivational Inclusion of At-Risk Students?

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

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

40. Fantasi

41. Exploring the quantum speed limit with computer games

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

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