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Computerspiele zum Anfassen ein digital-analoger Baukasten für Brettspiel.

, , , , and . MuC (Workshopband), page 509-514. Oldenbourg Verlag, (2013)

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Peer-Review from Learners' Perspective., and . ICWL Workshops, volume 8699 of Lecture Notes in Computer Science, page 72-81. Springer, (2014)Unsichtbar und unverständlich: Aktuelle Kennzeichnungen von Roboterjournalismus., , and . MuC, Gesellschaft für Informatik e.V., (2018)Vielfalt in der mediengestützten (Weiter-)Bildung Visionen, Realisierungen und Grenzen 1984 bis heute., , , , and . MuC (Workshopband), page 401-402. Oldenbourg Verlag, (2013)SWOT as a Method for Immediate Peer Feedback in Business Education., , , and . ITHET, page 1-6. IEEE, (2021)The Digital Competence of Vocational Education Teachers and of Learners with and Without Cognitive Disabilities., , , , , , and . SETE, volume 13089 of Lecture Notes in Computer Science, page 190-206. Springer, (2021)A Tangible Learning Application from the 3D Printer for the Practical Teaching of Meat Cutting in Inclusive Vocational Education., , , , , and . ICWL, volume 13869 of Lecture Notes in Computer Science, page 290-301. Springer, (2022)Computerspiele zum Anfassen ein digital-analoger Baukasten für Brettspiel., , , , and . MuC (Workshopband), page 509-514. Oldenbourg Verlag, (2013)Analyzing Collaborative Research Projects regarding Topic, Methodology and Media., , , and . ITHET, page 1-6. IEEE, (2019)Casino Melanoma - Gamble with Your Life: An Interactive Roulette Game to Raise Awareness of Individual Skin Cancer Risk: Casino Melanom - Spiel mit Deinem Leben: Ein interaktives Roulette-Spiel zur Sensibilisierung des individuellen Hautkrebsrisikos., , and . MuC, page 576-579. ACM, (2022)Integration of a social media platform into university information architecture., , and . IDAACS, page 193-196. IEEE, (2013)