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Knowledge Sharing in the Classroom: A Social Network Approach for Diagnostic Assessment and Learning Together.

, , , and . ICALT, page 350-354. IEEE Computer Society, (2011)

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Flex Your Muscles: EMG-Based Serious Game Controls., , , , , , and . JCSG, volume 12434 of Lecture Notes in Computer Science, page 230-242. Springer, (2020)Match Our Cities: Cross-Location-Based Games to Enable Simultaneous Multiplayer., , and . IEEE Trans. Games, 15 (3): 326-336 (September 2023)Full-Body Motion Recognition in Immersive- Virtual-Reality-Based Exergame., , and . IEEE Trans. Games, 14 (2): 243-252 (2022)Realizing a Mobile Multimodal Platform for Serious Games Analytics., and . Int. J. Serious Games, 6 (4): 19-48 (2019)Contributing Disciplines., , , , , , , and . Serious Games, Springer International Publishing, (2016)Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook., , , and . Virtual Real., 25 (4): 1153-1170 (2021)Antiziganism and Persecution of the Sinti and Roma from the Late Middle Ages to the 20th Century., , and . TIDSE, volume 3105 of Lecture Notes in Computer Science, page 297-302. Springer, (2004)80Days: Adaptive Digital Storytelling for Digital Educational Games., , and . STEG@ICWL, volume 498 of CEUR Workshop Proceedings, CEUR-WS.org, (2009)Rock beats Scissor: SVM based gesture recognition with data gloves., , , , and . PerCom Workshops, page 617-622. IEEE, (2021)Prüfung von EDV-Programmsystemen im Rahmen der Jahresabschlußprüfung. IDW-Verl., Düsseldorf, (1990)