86 results on '"Wernbacher, Thomas"'
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2. Blockchains, Kryptowährungen, Utility-Token, NFTs und das Metaverse: Eine Einführung für den Bereich der Cyberkriminologie
3. Limits and Benefits of Using Telepresence Robots for Educational Purposes
4. Mobile Telepresence Robots in Education: Strengths, Opportunities, Weaknesses, and Challenges
5. HotCity—A Gamified Token System for Reporting Waste Heat Sources
6. Blockchains, Kryptowährungen, Utility-Token, NFTs und das Metaverse: Eine Einführung für den Bereich der Cyberkriminologie
7. HotCity—A Gamified Token System for Reporting Waste Heat Sources
8. REDEFINING GAMIFICATION IN EDUCATIONAL CONTEXTS: INTEGRATING DATA ASSESSMENT AND EVALUATION INTO PLAYFUL LEARNING ENVIRONMENTS
9. Climate-Friendly Online Shopping Within the Green eCommerce Project: A Fitting Tool to Determine T-Shirt Sizes Using Active Depth Sensing
10. Game-Based Learning Research at the Danube University Krems’ Center for Applied Game Studies
11. Green E-Commerce
12. Blockchain-Technologien im Bildungssektor: Ergebnisse einer ersten Datenerhebung
13. Game-Based Learning Research at the Danube University Krems’ Center for Applied Game Studies
14. Das Metaverse aus technischer, soziologischer und ökologischer Sicht: Chancen und Herausforderungen im Kontext der Medienbildung
15. GAME DESIGN FOR TEACHING, LEARNING AND ASSESSMENT
16. P08-09 The promotion of walking through nudging. Evaluation of the app „Time2Walk“
17. ENHANCING DIGITAL ASSESSMENT THROUGH ARTIFICIAL INTELLIGENCE
18. A FOCUS GROUP STUDY ON TELEPRESENCE ROBOTS IN EDUCATION
19. Two novel use-cases for non-fungible tokens (NFTs).
20. E-MINT: A Gamified App for Empowering Parents in Their Role as STEM Gatekeepers
21. The Magic of Games
22. CARBON DIET: OPPORTUNITIES FOR A CLIMATE-FRIENDLY LEVEL OF MOBILITY THROUGH THE DEFINITION OF FAIR INDIVIDUAL MOBILITY BUDGETS
23. TRINE: TELEPRESENCE ROBOTS IN EDUCATION
24. REFLECTING ON ONE YEAR OF ESPORTS SCHOOL LEAGUE IN VIENNA DURING THE SECOND YEAR OF THE CORONA CRISIS
25. EMBRACING THE SUSTAINABLE DEVELOPMENT GOALS THROUGH CREATIVE ARTS: A GLANCE AT THE MINI GAMES DEVELOPED
26. Two Novel Use-Cases for Non-Fungible Tokens (NFTs).
27. TEACHING FINANCIAL LITERACY AROUND THE TOPIC OF GAMES: A CASE STUDY
28. LESSONS LEARNT FROM THE USER JOURNEY OF WELL-KNOWN DIGITAL GAMES FOR THE DEVELOPMENT OF EDUCATIONAL SOFTWARE
29. THE USE OF BLOCKCHAIN TECHNOLOGIES TO ISSUE AND VERIFY MICRO-CREDENTIALS FOR CUSTOMISED EDUCATIONAL JOURNEYS: PRESENTATION OF A DEMONSTRATOR
30. STEAM EDUCATION MEETS EXERCISE: INTRODUCING THE RUN CHALLENGE PROJECT IN THE MIDST OF THE COVID-19 CRISIS
31. Cycle4Value: a Token-based Incentive System to Promote Cycling
32. Use of blockchain technologies within the creative industry to combat fraud in the production and (re)sale of collectibles
33. A Ludic Society
34. Game! crime? The shadow economy around digital games as a playground for cybercrime
35. On the use of blockchain technologies and digital identity to safeguard and verify the integrity of source material
36. Adaptive learning and assessment : from the teachers' perspective
37. Lessons learnt from the user journey of well-known digital games for the development of educational software
38. Can Gamification be Used for Spatial Energy Data Collection? Experiences Gained from the Development of the HotCity Game to Collect Urban Waste Heat Sources
39. Stem education meets exercise : introducing the run challenge project in the midst of the Covid-19 crisis
40. Teaching financial literacy around the topic of games : a case study
41. What role can blockchain-based digital identities play to counteract (cyber)crime in relation to assessment results and credentials in the educational sector? A glimpse into the future
42. The use of blockchain technologies to issue and verify micro-credentials for customised educational journeys : presentation of a demonstrator
43. ADAPTIVE LEARNING AND ASSESSMENT: FROM THE TEACHERS’ PERSPECTIVE
44. HOW TO ENGAGE PARENTS IN STEM
45. Cycle4Value: A Blockchain-based Reward System to Promote Cycling and Reduce CO2 Footprint
46. Do You Love It Already or Do You Still Ignore It? The Two Faces of the Phenomenon Spectatorship in Esports
47. The use of blockchain-supported reward systems for knowledge transfer between generations
48. Create digital games for education : dame design as a teaching methodology
49. Blockchain technologies and social media : a snapshot
50. The role of blockchain technologies in digital assessment
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