Publications
2024[ to top ]
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Iteratively Designing a Mobile App for Measuring In-Group Out-Group Bias with Preschool Children. . In ACM Interaction Design and Children Conference (IDC ’24), bll 119–132. 2024.
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Improving word reading skills of low-skilled readers: An intervention combining a syllable-based approach with digital game-based features. . In Journal of Computer Assisted Learning. 2024.
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Uli-RL: A Real-World Deep Reinforcement Learning Pedagogical Agent for Children. . In 47th German Conference on Artificial Intelligence, Vol. to appear.KI 2024. 2024.
2023[ to top ]
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MobiLe: Konzeption einer digitalen, silbenbasierten Leseförderung für die Grundschule. . In Psychologie in Erziehung und Unterricht., 71(1), bll 41–51. 2023.
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Digitale silbenbasierte Leseintervention in Klasse 2: Worterkennungsleistung moderiert den Einfluss auf Lese- und Rechtschreibfähigkeiten. . In Vortrag bei der 19. Fachgruppentagung Pädagogische Psychologie, PAEPS. 2023.
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Towards an Adaptive Pedagogical Agent in a Reading Intervention Using Reinforcement Learning. . In ACM International Conference on Intelligent Virtual Agents (IVA ’23). ACM, 2023.
2022[ to top ]
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Digitale Leseförderung: Effekte eines silbenbasierten digitalen Lesetrainings in Klasse 2. . In Vortrag auf dem 52. Kongress der Deutschen Gesellschaft für Psychologie (DGPs). 2022.
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A Theory Based Adaptive Pedagogical Agent in a Reading App for Primary Students - A User Study. . In Intelligent Tutoring Systems. ITS 2022. Lecture Notes in Computer Science, Vol. 13284, S. Crossley, E. Popescu (reds.). Springer, 2022.
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Iteratively Digitizing an Analogue Syllable-Based Reading Intervention. . In Interacting with Computers. Oxford University Press, 2022.
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Addressing Motivation in an E-Learning Scenario by applying Narration and Choice. . In Proceedings of the 35th British Human-Computer Interaction Conference (BCS HCI 22). 2022.
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Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performance. . In AI & Society. Springer, 2022.
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Addressing Waste Separation With a Persuasive Augmented Reality App. . In Proceedings of the 24th International Conference on Mobile Human-Computer Interaction (MobileHCI ’22). Association for Computing Machinery, New York, NY, USA, 2022.
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Second Language Learning through Storytelling with a Social Robot-An Online Case Study. . In 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN), bll 67–74. IEEE, 2022.
2021[ to top ]
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Social robots and gamification for technology supported learning: An empirical study on engagement and motivation. . In Computers in Human Behavior, 121, bl 106792. Elsevier, 2021.
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Internalisation of Situational Motivation in an E-Learning Scenario Using Gamification. . In International Conference on Artificial Intelligence in Education (AIED 2021), bll 314–319. Springer, 2021.
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Towards a digital syllable-based reading intervention: An interview study with second-graders. . In British HCI Conference 2021 (BCS-HCI 2021). 2021.
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Digitale Leseförderung: Konzeption und Evaluation der "Mobilen Leseförderung". . In Round Table-Session präsentiert auf der Online-Tagung der Fachgruppe Pädagogische Psychologie der Deutschen Gesellschaft für Psychologie (DGPs). 2021.
2019[ to top ]
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Fancy Fruits - An Augmented Reality Application for Special Needs Education. . In Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications (VS Games 2019), bll 1–4. IEEE, 2019.