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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

7. HotCity—A Gamified Token System for Reporting Waste Heat Sources

11. Green E-Commerce

14. Das Metaverse aus technischer, soziologischer und ökologischer Sicht: Chancen und Herausforderungen im Kontext der Medienbildung

23. TRINE: TELEPRESENCE ROBOTS IN EDUCATION

26. Two Novel Use-Cases for Non-Fungible Tokens (NFTs).

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

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

44. HOW TO ENGAGE PARENTS IN STEM

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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