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Word saber: an effective and fun VR vocabulary learning game 

Mensch und Computer 2020 - Tagungsband Hartfill, Judith; Gabel, Jenny; Neves-Coelho, Daniel; Vogel, Daniel; Räthel, Fabian; Tiede, Simon; Ariza, Oscar; Steinicke, Frank
In this paper, we introduce Word Saber, a virtual reality (VR) edu-game for vocabulary learning. The game design and game mechanics are inspired by Beat Saber, where players have to cut virtual cubes from predefined directions by using bi-manual interactions with two lightsabers. Word Saber uses a similar concept, but ...

A gamified and adaptive learning system for neurodivergent workers in electronic assembling tasks 

Mensch und Computer 2020 - Tagungsband Grund, Jonas; Umfahrer, Moritz; Buchweitz, Lea; Gay, James; Theil, Arthur; Korn, Oliver
Learning and work-oriented assistive systems are often designed to fit the workflow of neurotypical workers. Neurodivergent workers and individuals with learning disabilities often present cognitive and sensorimotor characteristics that are better accommodated with personalized learning and working processes. Therefore, ...

Horst - The teaching frog: learning the anatomy of a frog using tangible AR 

Mensch und Computer 2020 - Tagungsband Oberdörfer, Sebastian; Elsässer, Anne; Schraudt, David; Grafe, Silke; Latoschik, Marc Erich
Learning environments targeting Augmented Reality (AR) visualize complex facts, can increase a learner's motivation, and allow for the application of learning contents. When using tangible user interfaces, the learning process receives a physical aspect improving the overall intuitiveness. We present a tangible AR system ...

Game of TUK: deploying a large-scale activity-boosting gamification project in a university context 

Mensch und Computer 2020 - Tagungsband Müller, Julia; Sprenger, Max; Franke, Tobias; Lukowicz, Paul; Reidick, Claudia; Herrlich, Marc
We present Game of TUK, a gamified mobile app to increase physical activity among students at TU Kaiserslautern. The scale of our project with almost 2,000 players over the course of four weeks is unique for a project in a university context. We present feedback we received and share our insights. Our results show that ...

Achiever or explorer? gamifying the creation process of training data for machine learning 

Mensch und Computer 2020 - Tagungsband Alaghbari, Sarah; Mitschick, Annett; Blichmann, Gregor; Voigt, Martin; Dachselt, Raimund
The development of artificial intelligence, e. g., for Computer Vision, through supervised learning requires the input of large amounts of annotated or labeled data objects as training data. The creation of high-quality training data is usually done manually which can be repetitive and tiring. Gamification, the use of ...

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Author

Alaghbari, Sarah (1)Ariza, Oscar (1)Blichmann, Gregor (1)Buchweitz, Lea (1)Dachselt, Raimund (1)Elsässer, Anne (1)Franke, Tobias (1)Gabel, Jenny (1)Gay, James (1)Grafe, Silke (1)... View More

Subject

gamification (5)
augmented reality (2)assistive technology (1)autism (1)CALL (1)cognitive and learning disabilities (1)conversational interfaces (1)digital game-based language learning (1)edu-game (1)education (1)... View More

Date Issued

2020 (5)

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No (5)

About uns | FAQ | Help | Imprint | Datenschutz

Gesellschaft für Informatik e.V. (GI), Kontakt: Geschäftsstelle der GI
Diese Digital Library basiert auf DSpace.