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Serious Games for Personal and Social Learning & Ethics: Status and Trends.

, , , , , , and . VS-GAMES, volume 15 of Procedia Computer Science, page 53-65. Elsevier, (2012)

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Case Study on social software in distributed working environments, , , , , , , , , and 3 other author(s). ProLearn, (2007)Industrielles Fehlermanagement mit objektorientierten Technologien., , , , , , , , and . GI Jahrestagung, page 512-513. Springer, (1997)Pattern-Based Competence Management: On the Gap between Intentions and Reality., and . PRO-VE, volume 336 of IFIP Advances in Information and Communication Technology, page 364-371. Springer, (2010)Tracing Self-Regulated Learning in Responsive Open Learning Environments., , , and . ICWL, volume 9412 of Lecture Notes in Computer Science, page 155-164. Springer, (2015)Using Topical Networks to Detect Editor Communities in Wikipedias., , and . SNAMS, page 102-109. IEEE, (2019)Community Learning Analytics with Industry 4.0 and Wearable Sensor Data., and . iLRN, volume 725 of Communications in Computer and Information Science, page 142-151. Springer, (2017)Reflective Community Information Systems., and . ICEIS (Selected Papers), volume 3 of Lecture Notes in Business Information Processing, page 17-28. Springer, (2006)Self-Regulated Learning Nudges, and . (2014)In Memoriam: Martin Wolpers, PhD 1969-2016., , , , , and . IEEE Trans. Learn. Technol., 9 (2): 106 (2016)Decentralized Service Registry and Discovery in P2P Networks Using Blockchain Technology., , and . ICWE, volume 11496 of Lecture Notes in Computer Science, page 296-311. Springer, (2019)