39 results on '"Fares Kayali"'
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2. Towards Bridging the Gap between Participatory Design and Formal Education.
3. Analyzing Students' Motivation for Acquiring Digital Competences.
4. Evaluating Students' Learning Expectations and Concerns in a University Course on Digital Transformations in the Framework of Learning Objective Taxonomies.
5. Exploring the Design and Implementation of a Robotic-Coding Camp in Teacher Education.
6. STEAM for non-novice STEM students with Digital Musical Instruments.
7. Assessing Students' Motivation in a University Course on Digital Education.
8. Erstellung und Einsatz von 360-Grad-Medien in der Lehre - leicht gemacht.
9. Facilitating Interpersonal Exchange on Digital Transformations by Anchoring a MOOC in a Distance-Learning University Course.
10. Situating computational empowerment in formal education: A multi-perspective view.
11. Teaching gameful design.
12. Cologon: a game to foster communication skills in inclusive education.
13. Evaluation of Informative Content of Health Data Submitted Through a Mobile Serious Game.
14. Adapting Gameplay to Eye Movements - An Exploration with TETRIS.
15. MyoBeatz: Using music and rhythm to improve prosthetic control in a mobile game for health.
16. Design considerations towards long-term engagement in games for health.
17. Technological interventions to increase mobility of older adults with dementia.
18. Playful Technology-Mediated Audience Participation in a Live Music Event.
19. 'Not another Z piece!': Adaptive Difficulty in TETRIS.
20. Game mechanics to further engagement with physical activity.
21. Poème Numérique: Technology-Mediated Audience Participation (TMAP) Using Smartphones and High-Frequency Sound IDs.
22. Usability and Fun of the INTERACCT Client.
23. Fitter, Happier, More Productive?: The Normative Ontology of Fitness Trackers.
24. INTERACCT: Remote data entry system with game-elements for young leukaemia patients.
25. Participatory Game Design for the INTERACCT Serious Game for Health.
26. Serious Game Scores as Health Condition Indicator for Cancer Patients.
27. Design considerations for a serious game for children after hematopoietic stem cell transplantation.
28. A Participatory Game Design Approach for Children After Cancer Treatment.
29. A Case Study of a Learning Game about the Internet.
30. From Research to Design - Sketching a Game to Trigger Reminiscence in Older Adults.
31. Elements of Play for Cognitive, Physical and Social Health in Older Adults.
32. Interpreting Data of Serious Games for Health using Decision Support Systems.
33. Designing Interactive Audience Participation using Smart phones in a Musical Performance.
34. Retro Evolved: Level Design Practice exemplified by the Contemporary Retro Game.
35. Serious Beats: Transdisciplinary research methodologies for designing and evaluating a socially integrative serious music-based online game.
36. Learnings from an Iterative Design Process for Technology-Mediated Audience Participation (TMAP) using Smartphones.
37. Using Game Design to Teach Informatics and Society Topics in Secondary Schools.
38. Levels of Sound: On the Principles of Interactivity in Music Video Games.
39. INTERACCT: Serious Game Performance as Medical Condition Indicator.
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