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Avoiding Failure in Modern Game Design with Academic Content - A Recipe, an Anti-Pattern and Applications Thereof.

, , and . CSEDU (2), page 25-36. SciTePress, (2017)

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Transfer of Educational Skills from Games to Classroom tasks - A Case Study using iRead to Improve Reading and Writing., and . GamiLearn, volume 2497 of CEUR Workshop Proceedings, CEUR-WS.org, (2019)Post-Pandemic Hybrid Lectures are Here to Stay., and . EDUCON, page 1-6. IEEE, (2023)Automatic language identification., and . Speech Commun., 35 (1-2): 115-124 (2001)A Study of Dispositions According to the IEEE Information Technology Curricula 2017 for German Industry and Student Population., , and . EDUCON, page 237-244. IEEE, (2019)Presenting an Open-Source Platform for Supporting Gamified Class Teaching with Peer Reviews., and . EDUCON, page 245-252. IEEE, (2019)Gamification Behind the Scenes - Designing a Software Engineering Course.. CSEDU (Selected Papers), volume 583 of Communications in Computer and Information Science, page 274-292. Springer, (2015)Looking for Usage Patterns in e-Learning Platforms - A Step Towards Adaptive Environments., and . CSEDU (1), page 144-152. SciTePress, (2014)A Critical Examination of Feedback in Early Reading Games., , , , and . CHI, page 373. ACM, (2018)Designing a comprehensive evaluation method for learning games - a general approach with specific application to iRead., and . GamiFIN, volume 2359 of CEUR Workshop Proceedings, page 94-105. CEUR-WS.org, (2019)A non-experts user interface for obtaining automatic diagnostic spelling evaluations for learners of the German writing system.. INTERSPEECH, page 1879-1881. ISCA, (2013)