Make an IMPECT on the Dancefloor!: An Immersive Learning Environment for the Development of Dance Choreography Skills
The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
From Media History of Digital Games to Games in the Age of the Anthropocene
Conceptualising Immersive Multimodal Environments for Psychomotor Skills Training
Pedagogical Practices in a Gaming Affinity Space and the Motivating Sting of Elden Ring
Locked In Generative AI: The Impact of Large Language Models on Educational Freedom and Teacher Education
Computational Thinking Education for Diversity and Inclusion
Programmieren, was andere spielen sollen
Design Recommendations for User-Centered Games for Multiple Sclerosis Balance Rehabilitation: An Evidence Review
Kontinuant
Continuant
Fellowships für junge Erwachsene zur Erprobung hybrider Produktionen im Raum zwischen 0 und 1 Projektantrag
Mental Health | Atmospheres | Video Games
A Conceptual Framework for Supporting Expertise Development with Augmented Reality and Wearable Sensors
Proceedings of the First International Workshop on Multimodal Immersive Learning Systems (MILeS 2021)
Personalized Game Design for Balance Rehabilitation in Multiple Sclerosis
Materialgestütztes argumentierendes Schreiben mit digitalen Medien im sprachsensiblen Geographieunterricht: Entwicklung eines digitalen Adventurespiels zu einem Raumnutzungskonflikt in Köln
Multimodales Immersives Lernen mit künstlicher Intelligenz für psychomotorische Fähigkeiten
Implementing Cloud-Based Feedback to Facilitate Scalable Psychomotor Skills Acquisition
Building higher education resources for sustainable video game production, design and critical game studies
Visual and Tactile Information Provision in Golf: Conceptualization of a Training Application Incorporating Wearable Devices and Extended Reality
KulturXpand - Design und Entwicklung einer Plattform zur Erstellung innovativer, interaktiver und inklusiver Kulturerfahrungen durch Endnutzer:innen
Use and Conservation of the Threatened Brazilian National Tree Paubrasilia echinata Lam.
I Don't Feel at Home in this Game Anymore
VR Installation für das Höhlenerlebniszentrums im Höhlensystem Windloch im Mühlenberg Engelskirchen
How Insights Into Entertainment Games Can Improve the Design of Educational Games on Complex Societal Problems
Gameplay Definition: a Game Design Perspective
Shaping and Evaluating a System for Affective Computing in Online Higher Education using a Participatory Design and the System Usability Scale
Im Spiegel der Spiele. Games in der digitalen Kultur
Merging Gameplay and Learning in Educational Game Design
Games studieren - was, wie, wo? Staatliche Studienangebote im Bereich digitaler Spiele
Sustainable TRAnsiTion for Europe’s Game IndustriES
Teaching and Learning Game Design with the Concept of Gameplay Loops
Universelle Erstellung von emotionalen und diversen Avataren durch generative KI
Enhancing Presentation Skills: Key Technical Features of Automated Feedback Systems
Luxembourg / America. A History Game about Migration
How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making
Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement
Sense the Classroom: AI-Supported Synchronous Online Education for a Resilient New Normal
Games Versus Reality? How Game Designers Deal with Current Topics of Geography Education
KI-rekonstruierte historische Kleidung in Virtual Reality für Museen, Spiele und Filmproduktionen
Table Tennis Tutor: Forehand Strokes Classification Based on Multimodal Data and Neural Networks
Künstliche Intelligenz: Liebe Autoren, wer hat Angst vor Sydney?
"Dinge werden zu Daten - und Daten zu Dingen"
Gamification of Terror — Power Games as Liminal Spaces
Organization unit
Organisationseinheit
Technology-Enhanced Learning in the Age of Technology that Learns
The Gameplay Loop Methodology as a Tool for Educational Game Design
Informal Social-Emotional Learning in Gaming Affinity Spaces
Evaluating an Immersive Learning Toolkit for Training Psychomotor Skills in the Fields of Human-Robot Interaction and Dance
Examining the Impact of Data Augmentation for Psychomotor Skills Training in Human-Robot Interaction
Sense the Classroom: AI-supported Synchronous Online Education for a Resilient New Normal
Spreading Open and Inclusive Literacy and Soil Culture through Artistic Practices and Education Das Projekt wurde unter dem Vorhaben 8103 (H2020) angelegt, weil es zu dem Zeitpunkt kein eigenes Vorhaben für die Richtlinie Horizon Europe gab. Das Vorhaben 8108 (HEU) wurde erst am 31.03.2026 angelegt.
IMPECT-Sports: Using an Immersive Learning System to Facilitate the Psychomotor Skills Acquisition Process
Experts’ Evaluation of a Proposed Taxonomy for Immersive Learning Systems
Remote Collaboration in Higher Game Development Education
Die (Spiel-)Welt muss romantisiert werden! – Die Rezeption europäischer Romantik in Walking Simulator-Games
Feiern im Film; am Beispiel der Adaptationen von The Postman Always Rings Twice
Preparing multi-actor projects in a co-creative way
Multimodal and Immersive Systems for Skills Development and Education
Remote Collaboration in Higher Game Development Education. Online Practices and Learning Processes of Students between Professional Routines and Psychosocial Challenges
XR Golf Putt Trainer: User Opinions on an Innovative Real-Time Feedback Tool
Players' Reflections on Digital Games as a Medium for Education: Results from a Qualitative Study
Mündige Entscheidungen in digitalen Spielen
Wolfgang Menge: Authentizität und Autorschaft
Akteur
Agent
Remote Enhanced Asymmetric Collaboration for Human-Robot Interaction
Entität
Entity
Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic
Design Principles for Affective Online Learning
Digitale spielebasierte Risikoprävention für impulsive und sensationslüsterne Jugendliche – Mixed Methods Evaluationsergebnisse einer motivierenden Intervention
Forschungskooperation mit NS-Dokumentationszentrum der Stadt Köln
Teaching Interactive Storytelling and Game Design
Organisation
Organization
Exploring Immersive Learning Environments in Human-Robot Interaction Use Cases
Affective Computing in Online Higher Education: A Systematic Literature Review
No end to the road: Fellowship für Neue Künste
A Game Design Methodology for Generating a Psychological Profile of Players
Immersive Training Environments for Psychomotor Skills Development
Educational Robotics at Schools Online with Augmented Reality
Virtual Reality for Vocational Education and Training
Material Infrastructures of Play : How the Games Industry Reimagines Itself in the Face of Climate Crisis
Design, Spiel, Metaversum: Zukünfte in der digitalen Kultur
Quo Vadis German Game Studies? A Commentary.
Schrift und Bild in transmedialen Erzählungen
Serious Games for Education and Training in the Humanitarian Sector: State of the Art
Unabhängiger Kontinuant
Independent Continuant
The Spectated, the Social, the Beautiful and the Caring
Pau-Brasil and String Instrument Bows Telecouple Nature, Art, and Heritage
Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment
Designing and Implementing Gamification: GaDeP, Gamifire, and Applied Case Studies
Barrierefreies Gaming in Wissenschaft, Praxis und Bildung
Game Designer als Akteure der politischen Bildung
Novices Make More Noise! But How Can We Listen to it?
Teaching Environmentally Conscious Game Design
Interactive learning game for refugee and migrANT children's inclUsion and integRAtion
RDF description of Cologne Game Lab - https://fis.th-koeln.de/vivo/individual/11000000
A Game to Promote Literacy and Psychosocial Well-being among Syrian Refugee Children
Innovative Solutions to Eliminate Domestic Abuse Das Projekt wurde unter dem Vorhaben 8103 (H2020) angelegt, weil es zu dem Zeitpunkt kein eigenes Vorhaben für die Richtlinie Horizon Europe gab. Das Vorhaben 8108 (HEU) wurde erst am 31.03.2026 angelegt.
Fandom, Algorithm, Prompting: Reconsidering Webcomics
Prerequisite Knowledge of Learning Environments in Human-Robot Collaboration for Dyadic Teams
Novices Make More Noise! The D&K Effect 2.0?