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Die folgenden Publikationen sind in der Online-Universitätsbibliographie der Universität Duisburg-Essen verzeichnet. Weitere Informationen finden Sie gegebenenfalls auch auf den persönlichen Webseiten der Person.
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Virtual Reality in Vocational Training : A Study Demonstrating the Potential of a VR-based Vehicle Painting Simulator for Skills Acquisition in Apprenticeship TrainingIn: Technology, Knowledge and Learning, Jg. 29, 2024, Nr. 2, S. 697 – 712DOI (Open Access)
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Media comparison studies dominate comparative research on augmented reality in educationIn: Computers & Education, Jg. 195, 2023, 104711DOI (Open Access)
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Education after the Pandemic : What We Have (Not) Learned about LearningIn: Education Sciences, Jg. 12, 2022, Nr. 5, 315DOI (Open Access)
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Generative learning strategies do not diminish primary students’ attitudes towards augmented realityIn: Education and Information Technologies, Jg. 27, 2022, Nr. 1, S. 701 – 717DOI (Open Access)
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Learning with a digital escape room game: before or after instruction?In: Research and Practice in Technology Enhanced Learning (RPTEL), Jg. 17, 2022, Nr. 1, 10DOI (Open Access)
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The impact of augmented reality on cognitive load and performance : A systematic reviewIn: Journal of Computer Assisted Learning, Jg. 38, 2022, Nr. 1, S. 285 – 303DOI (Open Access)
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The more the better? : Comparing two SQD-based learning designs in a teacher training on augmented and virtual realityIn: International Journal of Educational Technology in Higher Education, Jg. 19, 2022, Nr. 1, 24DOI (Open Access)
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Virtual Reality für Schüler:innen : Ein «Beipackzettel» für die Durchführung immersiver Lernszenarien im schulischen KontextIn: MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung, 2022, Nr. 47: Immersives Lehren und Lernen mit Augmented und Virtual Reality – Teil 1, S. 26 – 52DOI, Online Volltext (Open Access)
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A systematic map of research characteristics in studies on augmented reality and cognitive loadIn: Computers and Education Open (CAEO), Jg. 2, 2021, 100036DOI (Open Access)
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An Augmented Reality Learning Environment for Informal Geoinformatics EducationIn: GI_Forum: Journal for Geographic Information Science, Jg. 9, 2021, Nr. 2, S. 3 – 17DOI (Open Access)
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Students as designers of augmented reality : Impact on learning and motivation in computer scienceIn: Multimodal Technologies and Interaction, Jg. 5, 2021, Nr. 8, 41DOI, Online Volltext (Open Access)
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A Framework for the Use of Immersive Virtual Reality in Learning EnvironmentsIn: International Journal of Emerging Technologies in Learning, Jg. 15, 2020, Nr. 24, S. 208 – 224DOI (Open Access)
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Escape the Fake : Development and evaluation of an augmented reality escape room game for fighting fake newsIn: CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play / CHI PLAY '21, Annual Symposium on Computer-Human Interaction in Play, 18-21 October 2021, Austria, virtual event. New York: Association for Computing Machinery, 2021, S. 320 – 325
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Towards a Transformative Framework for AR Learning and Instruction Through the Lenses of Research and Practice : An Interdisciplinary Community WorkshopIn: Practitioner Proceedings of the 11th International Conference of the Immersive Learning Research Network / 11th International Conference of the Immersive Learning Research Network (iLRN2025), June 15 - 19, 2025, Chicago, Illinois / Economou, Daphne; Lazou, Chrysoula; MacDowell, Paula; Pedrosa, Daniela; Beck, Dennis; Smith-Nunes, Genevieve; Mystakidis, Stylianos; Peña-Rios, Anasol; Richter, Jonathon (Hrsg.). Walnut: The Immersive Learning Research Network, 2025, S. 24 – 28DOI, Online Volltext (Open Access)
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Levels of Immersive Teaching and Learning : Influences of Challenges in the Everyday ClassroomIn: Immersive Education: Designing for Learning / MacDowell, Paula; Lock, Jennifer. Cham: Springer International Publishing, 2023, S. 107 – 122
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Teachers’ use of augmented reality in the classroom : Reasons, practices, and needIn: International Collaboration toward Educational Innovation for All: Overarching Research, Development, and Practices ; Proceedings / 16th International Conference of the Learning Sciences (ICLS) ; 2nd Annual Meeting of the International Society of the Learning Sciences (ISLS) ; June 6 –10, Hiroshima, Japan, Online Event / Chinn, Clark; Tan, Edna; Chan, Carol; Kali, Yael (Hrsg.). Hiroshima: International Society of the Learning Sciences, 2022, S. 1133 – 1136
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Technology-enhanced education of english in ubiquitous context : An overview of the past 60 yearsIn: Intercultural Communication and Ubiquitous Learning in Multimodal English Language Education / García-Sánchez, Soraya; Clouet, Richard (Hrsg.). Hershey: Information Science Reference, 2022, S. 244 – 274
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Beyond the horizon : Integrating immersive learning environments in the everyday classroomIn: Proceedings of 2021 7th International Conference of the Immersive Learning Research Network (iLRN) / International Conference of the Immersive Learning Research Network (iLRN) ; May 17 – June 10, 2021, online / Economou, Daphne; Peña-Rios, Anasol; Dengel, Andreas; Dodds, Heather; Mentzelopoulos, Markos; Klippel, Alexander; Erenli, Kai; Lee, Mark J. W.; Richter, Jonathon (Hrsg.): Institute of Electrical and Electronics Engineers, 2021, S. 380 – 384
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Applying instructional design principles on augmented reality cards for computer science educationIn: Addressing Global Challenges and Quality Education: Proceedings / 15th European Conference on Technology Enhanced Learning, EC-TEL 2020, Heidelberg, Germany, September 14–18, 2020 / Alario-Hoyos, Carlos; Rodríguez-Triana, María Jesús; Scheffel, Maren; Arnedillo-Sánchez, Inmaculada; Dennerlein, Sebastian Maximilian (Hrsg.). Cham: Springer, 2020, S. 477 – 481DOI (Open Access)
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Learning to use a digital workbench to develop competence-based tests in vocational education : Guided or explorative?In: 17th International Conference on Cognition and Exploratory Learning in Digital Age / CELDA 2020; Virtual; Lisbon, Portugal; 18 - 20 November 2020. Lisbon: IADIS Press, 2020, S. 19 – 26
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There Is Nothing to See. Or Is There? : Visualizing Language Through Augmented RealityIn: Recent Tools for Computer- and Mobile-Assisted Foreign Language Learning / Andujar, Alberto (Hrsg.). Hershey, Pennsylvania: IGI Global, 2020, S. 170 – 193
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Work-in-Progress-The ARI²VE Model for Augmented Reality BooksIn: Proceedings of 6th International Conference of the Immersive Learning Research Network / iLRN 2020; Virtual, Online, United States; 21 - 25 June 2020. Piscataway: IEEE, 2020, S. 287 – 290
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Tagungsband des 1. AK Mediendidaktik der DGfE-Sektion Medienpädagogik (MEDIDA24)Berlin: MedienPädagogik, 2025
(MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung ; 65)DOI (Open Access) -
Immersives Lehren und Lernen mit Augmented und Virtual Reality : Teil 2Berlin: Deutsche Gesellschaft für Erziehungswissenschaft (DGfE), 2023
(Medien Pädagogik ; 51)DOI, Online Volltext (Open Access) -
Immersives Lehren und Lernen mit Augmented und Virtual Reality : Teil 1Berlin: Deutsche Gesellschaft für Erziehungswissenschaft (DGfE), 2022
(MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung ; Themenheft ; 47)DOI, Online Volltext (Open Access) -
Lernen mit einem Augmented Reality Escape Game : Der Einfluss didaktischer Variationen auf den Lernerfolg und das ImmersionserlebenDuisburg, Essen, 2022DOI, Online Volltext (Open Access)