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Spielende Kompetenzmessung im Projekt StaySmart

, , and . Praeview - Zeitschrift für innovative Arbeitsgestaltung und Prävention, (2017)

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Kompetenzen und Qualifikationen von Energieberatern - Eine qualitative Analyse des Energieberatungsmarktes, , , , , , and . (2016)The Agony of Choice - Analyzing User Preferences regarding Gamification Elements in Learning Management Systems., , and . ICIS, Association for Information Systems, (2016)How to Gamify a Mobile Learning Application - A Modularization Approach., , , and . ICIS, Association for Information Systems, (2017)Come Closer, but Not Too Close: How Virtual Influencers Can Facilitate or Restrict Brand Experiences in the Metaverse., , , and . HICSS, page 2797-2806. ScholarSpace, (2024)Designing for Digital Wellbeing on a Smartphone: Co-creation of Digital Nudges to Mitigate Instagram Overuse., , , , and . HICSS, page 4087-4096. ScholarSpace, (2023)Engaging Minds - How Gamified Chatbots Can Support and Motivate Learners in Digital Education., , , and . HICSS, page 54-63. ScholarSpace, (2024)Gamifying Online Training in Management Education to Support Emotional Engagement and Problem-solving Skills, , and . Journal of Management Education (JME), 47 (2): 166-203 (2022)A Configurational View on Avatar Design – The Role of Emotional Attachment, Satisfaction, and Cognitive Load in Digital Learning, , and . International Conference on Information Systems (ICIS), (2019)Is it all about Having Fun? - Developing a Taxonomy to Gamify Information Systems, and . European Conference on Information Systems (ECIS), (2018)Exploring gamification in digital learning environments: conceptual and empirical foundations for gamification designs.. University of Kassel, Germany, (2020)