Publications
The Research Information System (FIS) provides the completed and ongoing projects and publications of the CODIP.
You can find our recently published releases below:
432 Entries
2020
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Neue Medien= Neue Lernkultur? , 2020, Vom E-Learning zur Digitalisierung: Mythen, Realitäten, Perspektiven. Bauer, R., Hafer, J., Hofhues, S., Schiefner-Rohs, M., Thillosen, A., Volk, B. & Wannemacher, K. (eds.). Münster, New York: Waxmann, Vol. 76. p. 178-193, 16 p.Electronic (full-text) versionResearch output: Contribution to book/conference proceedings/anthology/report > Chapter in book/Anthology/Report
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Organisationsmodelle in der virtuellen Lehrkooperation: Dokumentation und Auswertung der didaktischen Lernszenarien eines Verbundprojektes - Wissenschaftliche Berichte , 2020, p. 71-86, 16 p.Electronic (full-text) versionResearch output: Contribution to conferences > Paper
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Organisationsmodelle in der virtuellen Lehrkooperation. Dokumentation und Aus-wertung der didaktischen Lernszenarien eines Verbundprojektes , 2020, 18. Workshop on e-Learning - Tagungsband. Kawalek, J., Hering, K. & Schuster, E. (eds.). Zittau/Görlitz, Vol. 134Electronic (full-text) versionResearch output: Contribution to book/conference proceedings/anthology/report > Conference contribution
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Organizational models in virtual teaching cooperation-documentation and evaluation of organisational didactics in a collaborative higher education project , 2020, Gemeinschaften in Neuen Medien. Von hybriden Realitäten zu hybriden Gemeinschaften: 23. Workshop GeNeMe'20. Köhler, T., Schoop, E. & Kahnwald, N. (eds.). TUDpress/Thelem Universitätsverlag, p. 133-143, 11 p.Electronic (full-text) versionResearch output: Contribution to book/conference proceedings/anthology/report > Conference contribution
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Paper Prototyping as a Method for the Evaluation of Serious Game Concepts , 2020, European Conference on Games Based Learning. p. 515-XIXResearch output: Contribution to book/conference proceedings/anthology/report > Conference contribution
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Parcours on Gamification – Ein Train-the-Trainer-Konzept zur Steigerung der Gamification-Readiness. , 2020, Gemeinschaften in Neuen Medien. Von hybriden Realitäten zu hybriden Gemeinschaften. Köhler, T., Schoop, E. & Kahnwald, N. (eds.). TUDpress/Thelem Universitätsverlag, p. 258 - 263Research output: Contribution to book/conference proceedings/anthology/report > Chapter in book/Anthology/Report
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PonG: Parcours on Gamification - How to get Educators Gamification-ready. , 2020, Proceedings of the 12th International Conference on Computer Supported Education. SCITEPRESS - Science and Technology Publications, p. 687 - 693Electronic (full-text) versionResearch output: Contribution to book/conference proceedings/anthology/report > Chapter in book/Anthology/Report
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Selbstreguliertes Lernen mit mobil nutzbaren Technologien: Lernstrategien in der beruflichen Weiterbildung. , 2020, Springer Vieweg, WiesbadenResearch output: Book/Report/Anthology > Monograph
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Studentische E-Scouts , 2020, In: HDS.Journal. 2020, p. 44-47Electronic (full-text) versionResearch output: Contribution to journal > Research article
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Supporting Learning in Art History--Artificial Intelligence in Digital Humanities Education , 2020, Gemeinschaften in Neuen Medien. Von hybriden Realitäten zu hybriden Gemeinschaften: Proceedings of 23rd Conference GeNeMe. p. 28-35, 8 p.Electronic (full-text) versionResearch output: Contribution to book/conference proceedings/anthology/report > Conference contribution