Prof. Dr. Roland Klemke
- Universelle Erstellung von emotionalen und diversen Avataren durch generative KI; Klemke Roland; EFRE/JTF-Programms NRW 2021-2027
- Preparing multi-actor projects in a co-creative way; Klemke Roland; European Commission - HORIZON EUROPE
- Computational Thinking Education for Diversity and Inclusion; Klemke Roland; European Commission - ERASMUS+
- Remote Enhanced Asymmetric Collaboration for Human-Robot Interaction; Klemke Roland; Ministerium für Wirtschaft, Industrie, Klimaschutz und Energie des Landes Nordrhein-Westfalen
- Model für hybrid teaching; Klemke Roland; Bundesministerium für Bildung und Forschung
- Virtual Reality for Vocational Education and Training; Klemke Roland; European Commission - ERASMUS+
- Multimodales Immersives Lernen mit künstlicher Intelligenz für psychomotorische Fähigkeiten; Klemke Roland; Bundesministerium für Bildung und Forschung
- Affective Computing in Online Higher Education: A Systematic Literature Review
- Computational Thinking Education for Diversity and Inclusion (CoTEDI) – An Overview from an Inventory Survey
- Design Principles for Affective Online Learning
- Enhancing Presentation Skills: Key Technical Features of Automated Feedback Systems
- Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment
- Make an IMPECT on the Dancefloor!: An Immersive Learning Environment for the Development of Dance Choreography Skills
- Virtual Virtuoso
- Educational Robotics at Schools Online with Augmented Reality
- Locked In Generative AI: The Impact of Large Language Models on Educational Freedom and Teacher Education
- MILSDeM
- Multimodal and Immersive Systems for Skills Development and Education
- Sense the Classroom: AI-supported Synchronous Online Education for a Resilient New Normal
- Shaping and Evaluating a System for Affective Computing in Online Higher Education using a Participatory Design and the System Usability Scale
- Technology-Enhanced Learning in the Age of Technology that Learns
- Evaluating an Immersive Learning Toolkit for Training Psychomotor Skills in the Fields of Human-Robot Interaction and Dance
- Exploring Immersive Learning Environments in Human-Robot Interaction Use Cases
- Implementing Cloud-Based Feedback to Facilitate Scalable Psychomotor Skills Acquisition
- Editorial
- Experts’ Evaluation of a Proposed Taxonomy for Immersive Learning Systems
- IMPECT-Sports: Using an Immersive Learning System to Facilitate the Psychomotor Skills Acquisition Process
- Preface
- Prerequisite Knowledge of Learning Environments in Human-Robot Collaboration for Dyadic Teams
- Conceptualising Immersive Multimodal Environments for Psychomotor Skills Training
- Examining the Impact of Data Augmentation for Psychomotor Skills Training in Human-Robot Interaction
- Immersive Training Environments for Psychomotor Skills Development
- Sense the Classroom: AI-Supported Synchronous Online Education for a Resilient New Normal
- Table Tennis Tutor: Forehand Strokes Classification Based on Multimodal Data and Neural Networks
- Designing and Implementing Gamification: GaDeP, Gamifire, and Applied Case Studies
- A Conceptual Framework for Supporting Expertise Development with Augmented Reality and Wearable Sensors
- Can You Ink While You Blink?
- Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement
- Gamifire
- Gamifire
- May the Plan be with you!
- Read Between the Lines
- The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
- WEKIT.One
- Programmieren, was andere spielen sollen
Als Herausgeber*in
- MILeS 2023
- MILeS 2022
- Proceedings of the First International Workshop on Multimodal Immersive Learning Systems (MILeS 2021)
Publikationsliste
Publikationsliste (CSV)
Publikationsliste (PDF) im "American Psychological Association 6th edition (DOI)"-Zitierstil
Publikationsliste (PDF) im "Anglia Ruskin University - Harvard"-Zitierstil
Publikationsliste (PDF) im "Gesellschaft für Bildung und Forschung in Europa - Harvard"-Zitierstil
Download
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- Universelle Erstellung von emotionalen und diversen Avataren durch generative KI; Klemke Roland; EFRE/JTF-Programms NRW 2021-2027
- Preparing multi-actor projects in a co-creative way; Klemke Roland; European Commission - HORIZON EUROPE
- Computational Thinking Education for Diversity and Inclusion; Klemke Roland; European Commission - ERASMUS+
- Remote Enhanced Asymmetric Collaboration for Human-Robot Interaction; Klemke Roland; Ministerium für Wirtschaft, Industrie, Klimaschutz und Energie des Landes Nordrhein-Westfalen
- Model für hybrid teaching; Klemke Roland; Bundesministerium für Bildung und Forschung
- Virtual Reality for Vocational Education and Training; Klemke Roland; European Commission - ERASMUS+
- Multimodales Immersives Lernen mit künstlicher Intelligenz für psychomotorische Fähigkeiten; Klemke Roland; Bundesministerium für Bildung und Forschung
- Affective Computing in Online Higher Education: A Systematic Literature Review
- Computational Thinking Education for Diversity and Inclusion (CoTEDI) – An Overview from an Inventory Survey
- Design Principles for Affective Online Learning
- Enhancing Presentation Skills: Key Technical Features of Automated Feedback Systems
- Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment
- Make an IMPECT on the Dancefloor!: An Immersive Learning Environment for the Development of Dance Choreography Skills
- Virtual Virtuoso
- Educational Robotics at Schools Online with Augmented Reality
- Locked In Generative AI: The Impact of Large Language Models on Educational Freedom and Teacher Education
- MILSDeM
- Multimodal and Immersive Systems for Skills Development and Education
- Sense the Classroom: AI-supported Synchronous Online Education for a Resilient New Normal
- Shaping and Evaluating a System for Affective Computing in Online Higher Education using a Participatory Design and the System Usability Scale
- Technology-Enhanced Learning in the Age of Technology that Learns
- Evaluating an Immersive Learning Toolkit for Training Psychomotor Skills in the Fields of Human-Robot Interaction and Dance
- Exploring Immersive Learning Environments in Human-Robot Interaction Use Cases
- Implementing Cloud-Based Feedback to Facilitate Scalable Psychomotor Skills Acquisition
- Editorial
- Experts’ Evaluation of a Proposed Taxonomy for Immersive Learning Systems
- IMPECT-Sports: Using an Immersive Learning System to Facilitate the Psychomotor Skills Acquisition Process
- Preface
- Prerequisite Knowledge of Learning Environments in Human-Robot Collaboration for Dyadic Teams
- Conceptualising Immersive Multimodal Environments for Psychomotor Skills Training
- Examining the Impact of Data Augmentation for Psychomotor Skills Training in Human-Robot Interaction
- Immersive Training Environments for Psychomotor Skills Development
- Sense the Classroom: AI-Supported Synchronous Online Education for a Resilient New Normal
- Table Tennis Tutor: Forehand Strokes Classification Based on Multimodal Data and Neural Networks
- Designing and Implementing Gamification: GaDeP, Gamifire, and Applied Case Studies
- A Conceptual Framework for Supporting Expertise Development with Augmented Reality and Wearable Sensors
- Can You Ink While You Blink?
- Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement
- Gamifire
- Gamifire
- May the Plan be with you!
- Read Between the Lines
- The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
- WEKIT.One
- Programmieren, was andere spielen sollen
Publikationsliste
Publikationsliste (CSV)
Publikationsliste (PDF) im "American Psychological Association 6th edition (DOI)"-Zitierstil
Publikationsliste (PDF) im "Anglia Ruskin University - Harvard"-Zitierstil
Publikationsliste (PDF) im "Gesellschaft für Bildung und Forschung in Europa - Harvard"-Zitierstil
Download
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JSON-LD-Format
Turtle-Format
N3-Format