際際滷shows by User: rklemke / http://www.slideshare.net/images/logo.gif 際際滷shows by User: rklemke / Mon, 20 May 2019 15:10:56 GMT 際際滷Share feed for 際際滷shows by User: rklemke Extend your playground: Mixed-Reality Games for Learning /slideshow/extend-your-playground-mixedreality-games-for-learning/146743990 2019-05-06-klemke-ntnu-keynote-seriousgames-190520151056
Education needs to face the challenges of a world changing at faster pace. It is no longer the case, that we need to educate enormous amounts of people for the very same job profiles. Instead, constant change, the ability to learn continuously flexibility, creativity are at the forefront of educational goals. Playing is one of the key principles allowing children to learn in safe environments. Games as structured forms of play transport playfulness into the adult world. With the advent of augmented reality and wearable technologies new forms of games appear, that take the context of the player into account and that enable players to transfer their games into their local environment. These new forms also enable new learning scenarios, which also require new pedagogical approaches to be covered. In this talk, several examples of mobile serious games and augmented reality are given.]]>

Education needs to face the challenges of a world changing at faster pace. It is no longer the case, that we need to educate enormous amounts of people for the very same job profiles. Instead, constant change, the ability to learn continuously flexibility, creativity are at the forefront of educational goals. Playing is one of the key principles allowing children to learn in safe environments. Games as structured forms of play transport playfulness into the adult world. With the advent of augmented reality and wearable technologies new forms of games appear, that take the context of the player into account and that enable players to transfer their games into their local environment. These new forms also enable new learning scenarios, which also require new pedagogical approaches to be covered. In this talk, several examples of mobile serious games and augmented reality are given.]]>
Mon, 20 May 2019 15:10:56 GMT /slideshow/extend-your-playground-mixedreality-games-for-learning/146743990 rklemke@slideshare.net(rklemke) Extend your playground: Mixed-Reality Games for Learning rklemke Education needs to face the challenges of a world changing at faster pace. It is no longer the case, that we need to educate enormous amounts of people for the very same job profiles. Instead, constant change, the ability to learn continuously flexibility, creativity are at the forefront of educational goals. Playing is one of the key principles allowing children to learn in safe environments. Games as structured forms of play transport playfulness into the adult world. With the advent of augmented reality and wearable technologies new forms of games appear, that take the context of the player into account and that enable players to transfer their games into their local environment. These new forms also enable new learning scenarios, which also require new pedagogical approaches to be covered. In this talk, several examples of mobile serious games and augmented reality are given. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2019-05-06-klemke-ntnu-keynote-seriousgames-190520151056-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Education needs to face the challenges of a world changing at faster pace. It is no longer the case, that we need to educate enormous amounts of people for the very same job profiles. Instead, constant change, the ability to learn continuously flexibility, creativity are at the forefront of educational goals. Playing is one of the key principles allowing children to learn in safe environments. Games as structured forms of play transport playfulness into the adult world. With the advent of augmented reality and wearable technologies new forms of games appear, that take the context of the player into account and that enable players to transfer their games into their local environment. These new forms also enable new learning scenarios, which also require new pedagogical approaches to be covered. In this talk, several examples of mobile serious games and augmented reality are given.
Extend your playground: Mixed-Reality Games for Learning from Roland Klemke
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The 't' in tel software development for tel research problems, pitfalls, and solutions /slideshow/the-t-in-tel-software-development-for-tel-research-problems-pitfalls-and-solutions/99078838 wcb7ljv7qe6rjuowapve-signature-474fe964c54c317784b45ffb3387c3996204acee358102761f7743c02b0ff45a-poli-180527192852
At the core of TEL research are artefacts of digital technology, their design, implementation, application, and evaluation. Usually, these artefacts aim to fulfil a specific educational purpose and need to satisfy a number of requirements with respect to functionality, usability, scalability, or interoperability. Software engineering is the discipline that structures, organises, and documents all aspects of the software development process in manageable steps. It explains all relevant stakeholder roles involved in the process and defines process models to handle the complexity of the software development process. In research oriented projects, software engineering goals and research goals often collide: Software engineering strives to provide a fully fledged system with a complete set of functionality and a broad coverage of use cases. Research aims for evaluating testable hypotheses based on specific aspects of a system. This leads to the problem that the complexity of the design steps, complexity of the derived/developed solution contradicts easy to measure results. Furthermore, project contexts and research contexts often collide, leading to the question how to develop technology that fulfills development needs and research needs. The lecture looks at typical situations, which occur in technology-oriented research projects and tries to show approaches to handle the inherent complexity within these. References Tchounikine, P.: Computer Science and Educational Software Design. Springer Berlin Heidelberg, Berlin, Heidelberg (2011). Goodyear, P., Retalis, S.: Technology-enhanced learning Design Patterns and Pattern Languages. Sense Publishers (2010). Mor, Y., Winters, N.: Design approaches in technology-enhanced learning. Interact. Learn. Environ. 15, 6175 (2007). Bjork, S., Holopainen, J.: Patterns in Game Design (Game Development Series). Charles River Media (2004). Calvo, R.A., Turani, A.: E - learning Frameworks = ( Design Patterns + Software Components ). In (Goodyear & Retalis, 2010). Wang, F., Hannafin, M.J.: Design-Based Research and Technology-Enhanced Learning Environments. Source Educ. Technol. Res. Dev. 53, 523 (2005). Kirkwood, A., Price, L.: Technology-enhanced learning and teaching in higher education: what is enhanced and how do we know? A critical literature review. Learn. Media Technol. 39, 636 (2014). Ross, S.M., Morrison, G.R., Lowther, D.L.: Educational Technology Research Past and Present: Balancing Rigor and Relevance to Impact School Learning. Contemp. Educ. Technol. 1, 1735 (2010). ]]>

At the core of TEL research are artefacts of digital technology, their design, implementation, application, and evaluation. Usually, these artefacts aim to fulfil a specific educational purpose and need to satisfy a number of requirements with respect to functionality, usability, scalability, or interoperability. Software engineering is the discipline that structures, organises, and documents all aspects of the software development process in manageable steps. It explains all relevant stakeholder roles involved in the process and defines process models to handle the complexity of the software development process. In research oriented projects, software engineering goals and research goals often collide: Software engineering strives to provide a fully fledged system with a complete set of functionality and a broad coverage of use cases. Research aims for evaluating testable hypotheses based on specific aspects of a system. This leads to the problem that the complexity of the design steps, complexity of the derived/developed solution contradicts easy to measure results. Furthermore, project contexts and research contexts often collide, leading to the question how to develop technology that fulfills development needs and research needs. The lecture looks at typical situations, which occur in technology-oriented research projects and tries to show approaches to handle the inherent complexity within these. References Tchounikine, P.: Computer Science and Educational Software Design. Springer Berlin Heidelberg, Berlin, Heidelberg (2011). Goodyear, P., Retalis, S.: Technology-enhanced learning Design Patterns and Pattern Languages. Sense Publishers (2010). Mor, Y., Winters, N.: Design approaches in technology-enhanced learning. Interact. Learn. Environ. 15, 6175 (2007). Bjork, S., Holopainen, J.: Patterns in Game Design (Game Development Series). Charles River Media (2004). Calvo, R.A., Turani, A.: E - learning Frameworks = ( Design Patterns + Software Components ). In (Goodyear & Retalis, 2010). Wang, F., Hannafin, M.J.: Design-Based Research and Technology-Enhanced Learning Environments. Source Educ. Technol. Res. Dev. 53, 523 (2005). Kirkwood, A., Price, L.: Technology-enhanced learning and teaching in higher education: what is enhanced and how do we know? A critical literature review. Learn. Media Technol. 39, 636 (2014). Ross, S.M., Morrison, G.R., Lowther, D.L.: Educational Technology Research Past and Present: Balancing Rigor and Relevance to Impact School Learning. Contemp. Educ. Technol. 1, 1735 (2010). ]]>
Sun, 27 May 2018 19:28:51 GMT /slideshow/the-t-in-tel-software-development-for-tel-research-problems-pitfalls-and-solutions/99078838 rklemke@slideshare.net(rklemke) The 't' in tel software development for tel research problems, pitfalls, and solutions rklemke At the core of TEL research are artefacts of digital technology, their design, implementation, application, and evaluation. Usually, these artefacts aim to fulfil a specific educational purpose and need to satisfy a number of requirements with respect to functionality, usability, scalability, or interoperability. Software engineering is the discipline that structures, organises, and documents all aspects of the software development process in manageable steps. It explains all relevant stakeholder roles involved in the process and defines process models to handle the complexity of the software development process. In research oriented projects, software engineering goals and research goals often collide: Software engineering strives to provide a fully fledged system with a complete set of functionality and a broad coverage of use cases. Research aims for evaluating testable hypotheses based on specific aspects of a system. This leads to the problem that the complexity of the design steps, complexity of the derived/developed solution contradicts easy to measure results. Furthermore, project contexts and research contexts often collide, leading to the question how to develop technology that fulfills development needs and research needs. The lecture looks at typical situations, which occur in technology-oriented research projects and tries to show approaches to handle the inherent complexity within these. References Tchounikine, P.: Computer Science and Educational Software Design. Springer Berlin Heidelberg, Berlin, Heidelberg (2011). Goodyear, P., Retalis, S.: Technology-enhanced learning Design Patterns and Pattern Languages. Sense Publishers (2010). Mor, Y., Winters, N.: Design approaches in technology-enhanced learning. Interact. Learn. Environ. 15, 6175 (2007). Bjork, S., Holopainen, J.: Patterns in Game Design (Game Development Series). Charles River Media (2004). Calvo, R.A., Turani, A.: E - learning Frameworks = ( Design Patterns + Software Components ). In (Goodyear & Retalis, 2010). Wang, F., Hannafin, M.J.: Design-Based Research and Technology-Enhanced Learning Environments. Source Educ. Technol. Res. Dev. 53, 523 (2005). Kirkwood, A., Price, L.: Technology-enhanced learning and teaching in higher education: what is enhanced and how do we know? A critical literature review. Learn. Media Technol. 39, 636 (2014). Ross, S.M., Morrison, G.R., Lowther, D.L.: Educational Technology Research Past and Present: Balancing Rigor and Relevance to Impact School Learning. Contemp. Educ. Technol. 1, 1735 (2010). <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/wcb7ljv7qe6rjuowapve-signature-474fe964c54c317784b45ffb3387c3996204acee358102761f7743c02b0ff45a-poli-180527192852-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> At the core of TEL research are artefacts of digital technology, their design, implementation, application, and evaluation. Usually, these artefacts aim to fulfil a specific educational purpose and need to satisfy a number of requirements with respect to functionality, usability, scalability, or interoperability. Software engineering is the discipline that structures, organises, and documents all aspects of the software development process in manageable steps. It explains all relevant stakeholder roles involved in the process and defines process models to handle the complexity of the software development process. In research oriented projects, software engineering goals and research goals often collide: Software engineering strives to provide a fully fledged system with a complete set of functionality and a broad coverage of use cases. Research aims for evaluating testable hypotheses based on specific aspects of a system. This leads to the problem that the complexity of the design steps, complexity of the derived/developed solution contradicts easy to measure results. Furthermore, project contexts and research contexts often collide, leading to the question how to develop technology that fulfills development needs and research needs. The lecture looks at typical situations, which occur in technology-oriented research projects and tries to show approaches to handle the inherent complexity within these. References Tchounikine, P.: Computer Science and Educational Software Design. Springer Berlin Heidelberg, Berlin, Heidelberg (2011). Goodyear, P., Retalis, S.: Technology-enhanced learning Design Patterns and Pattern Languages. Sense Publishers (2010). Mor, Y., Winters, N.: Design approaches in technology-enhanced learning. Interact. Learn. Environ. 15, 6175 (2007). Bjork, S., Holopainen, J.: Patterns in Game Design (Game Development Series). Charles River Media (2004). Calvo, R.A., Turani, A.: E - learning Frameworks = ( Design Patterns + Software Components ). In (Goodyear &amp; Retalis, 2010). Wang, F., Hannafin, M.J.: Design-Based Research and Technology-Enhanced Learning Environments. Source Educ. Technol. Res. Dev. 53, 523 (2005). Kirkwood, A., Price, L.: Technology-enhanced learning and teaching in higher education: what is enhanced and how do we know? A critical literature review. Learn. Media Technol. 39, 636 (2014). Ross, S.M., Morrison, G.R., Lowther, D.L.: Educational Technology Research Past and Present: Balancing Rigor and Relevance to Impact School Learning. Contemp. Educ. Technol. 1, 1735 (2010).
The 't' in tel software development for tel research problems, pitfalls, and solutions from Roland Klemke
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The world as playground: Mobile Serious Games with Augmented Reality /slideshow/2015-0305klemkeunisakeynoteserious-games/45646220 x1pb0i7rfyqetrzdphlw-signature-d815194551c26ba6661e1b6adf72ec17cda14bd3fa83983a59f7c28d8d925e77-poli-150310035029-conversion-gate01
Keynote presentation at the Research & Innovation week at University of South Africa (UNISA) in Pretoria, given on 05.03.2015. Find more about the Research & Innovation week here: http://www.unisa.ac.za/default.asp?Cmd=ViewContent&ContentID=97482 The talk motivates mobile serious games and shows past, present, and expected developments. It does so by motivating expected and required changes in our educational systems.]]>

Keynote presentation at the Research & Innovation week at University of South Africa (UNISA) in Pretoria, given on 05.03.2015. Find more about the Research & Innovation week here: http://www.unisa.ac.za/default.asp?Cmd=ViewContent&ContentID=97482 The talk motivates mobile serious games and shows past, present, and expected developments. It does so by motivating expected and required changes in our educational systems.]]>
Tue, 10 Mar 2015 03:50:29 GMT /slideshow/2015-0305klemkeunisakeynoteserious-games/45646220 rklemke@slideshare.net(rklemke) The world as playground: Mobile Serious Games with Augmented Reality rklemke Keynote presentation at the Research & Innovation week at University of South Africa (UNISA) in Pretoria, given on 05.03.2015. Find more about the Research & Innovation week here: http://www.unisa.ac.za/default.asp?Cmd=ViewContent&ContentID=97482 The talk motivates mobile serious games and shows past, present, and expected developments. It does so by motivating expected and required changes in our educational systems. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/x1pb0i7rfyqetrzdphlw-signature-d815194551c26ba6661e1b6adf72ec17cda14bd3fa83983a59f7c28d8d925e77-poli-150310035029-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Keynote presentation at the Research &amp; Innovation week at University of South Africa (UNISA) in Pretoria, given on 05.03.2015. Find more about the Research &amp; Innovation week here: http://www.unisa.ac.za/default.asp?Cmd=ViewContent&amp;ContentID=97482 The talk motivates mobile serious games and shows past, present, and expected developments. It does so by motivating expected and required changes in our educational systems.
The world as playground: Mobile Serious Games with Augmented Reality from Roland Klemke
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Immersive multi-user decision training games with ARLearn /slideshow/immersive-multiuser-decision-training-games-with-arlearn/39425186 vgiqlyddszs2z3czqq9d-signature-95409bdbde4996f72a02f9a50416317fd43f1ac54463b75520d98382fed5796b-poli-140923084325-phpapp01
Talk at the EC-TEL 2014 presenting joint work from R. Klemke, S. Ternier, M. Kalz, B. Schmitz, M. Specht]]>

Talk at the EC-TEL 2014 presenting joint work from R. Klemke, S. Ternier, M. Kalz, B. Schmitz, M. Specht]]>
Tue, 23 Sep 2014 08:43:25 GMT /slideshow/immersive-multiuser-decision-training-games-with-arlearn/39425186 rklemke@slideshare.net(rklemke) Immersive multi-user decision training games with ARLearn rklemke Talk at the EC-TEL 2014 presenting joint work from R. Klemke, S. Ternier, M. Kalz, B. Schmitz, M. Specht <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vgiqlyddszs2z3czqq9d-signature-95409bdbde4996f72a02f9a50416317fd43f1ac54463b75520d98382fed5796b-poli-140923084325-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Talk at the EC-TEL 2014 presenting joint work from R. Klemke, S. Ternier, M. Kalz, B. Schmitz, M. Specht
Immersive multi-user decision training games with ARLearn from Roland Klemke
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Die Welt als Spielfeld: Mobile Serious Games mit Augmented Reality https://de.slideshare.net/slideshow/2014-0707nacht-derspielepptx/39424862 wtq8lf8krimtahznwcho-signature-95409bdbde4996f72a02f9a50416317fd43f1ac54463b75520d98382fed5796b-poli-140923083750-phpapp01
Vortrag 端ber mobile serious games im Rahmen der Nacht der Spiele, Mediadesign Hochschule, 17.07.2014, D端sseldorf]]>

Vortrag 端ber mobile serious games im Rahmen der Nacht der Spiele, Mediadesign Hochschule, 17.07.2014, D端sseldorf]]>
Tue, 23 Sep 2014 08:37:50 GMT https://de.slideshare.net/slideshow/2014-0707nacht-derspielepptx/39424862 rklemke@slideshare.net(rklemke) Die Welt als Spielfeld: Mobile Serious Games mit Augmented Reality rklemke Vortrag 端ber mobile serious games im Rahmen der Nacht der Spiele, Mediadesign Hochschule, 17.07.2014, D端sseldorf <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/wtq8lf8krimtahznwcho-signature-95409bdbde4996f72a02f9a50416317fd43f1ac54463b75520d98382fed5796b-poli-140923083750-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Vortrag 端ber mobile serious games im Rahmen der Nacht der Spiele, Mediadesign Hochschule, 17.07.2014, D端sseldorf
from Roland Klemke
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Energy-efficient and safe driving using a situation-aware gamification approach in logistics /slideshow/2013-1024galaparisklemkepptx/28629860 2013-10-24-gala-paris-klemke-131126034918-phpapp01
Presentation at the GALA Conference in Paris. Safety and energy-efficiency is the main aim of every reasonable driver. But often there is too much relevant information a driver has to take into account and evaluate. A useful support can be provided by technology that can observe the drivers situation, analyze it, and offer individualized information and services to the driver. Moreover, by means of gamification mechanisms drivers can receive valuable feedback and motivation to improve their behavior. This paper presents such a situation-aware gamification approach in logistics, which has been elaborated in the LogiAssist project and enhanced in the TEGA game. A first user study indicated the general usefulness of this approach and revealed also several shortcomings. These results imply that this synergy of various technologies provides a promising opportunity for further investigation and development.]]>

Presentation at the GALA Conference in Paris. Safety and energy-efficiency is the main aim of every reasonable driver. But often there is too much relevant information a driver has to take into account and evaluate. A useful support can be provided by technology that can observe the drivers situation, analyze it, and offer individualized information and services to the driver. Moreover, by means of gamification mechanisms drivers can receive valuable feedback and motivation to improve their behavior. This paper presents such a situation-aware gamification approach in logistics, which has been elaborated in the LogiAssist project and enhanced in the TEGA game. A first user study indicated the general usefulness of this approach and revealed also several shortcomings. These results imply that this synergy of various technologies provides a promising opportunity for further investigation and development.]]>
Tue, 26 Nov 2013 03:49:18 GMT /slideshow/2013-1024galaparisklemkepptx/28629860 rklemke@slideshare.net(rklemke) Energy-efficient and safe driving using a situation-aware gamification approach in logistics rklemke Presentation at the GALA Conference in Paris. Safety and energy-efficiency is the main aim of every reasonable driver. But often there is too much relevant information a driver has to take into account and evaluate. A useful support can be provided by technology that can observe the drivers situation, analyze it, and offer individualized information and services to the driver. Moreover, by means of gamification mechanisms drivers can receive valuable feedback and motivation to improve their behavior. This paper presents such a situation-aware gamification approach in logistics, which has been elaborated in the LogiAssist project and enhanced in the TEGA game. A first user study indicated the general usefulness of this approach and revealed also several shortcomings. These results imply that this synergy of various technologies provides a promising opportunity for further investigation and development. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2013-10-24-gala-paris-klemke-131126034918-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation at the GALA Conference in Paris. Safety and energy-efficiency is the main aim of every reasonable driver. But often there is too much relevant information a driver has to take into account and evaluate. A useful support can be provided by technology that can observe the drivers situation, analyze it, and offer individualized information and services to the driver. Moreover, by means of gamification mechanisms drivers can receive valuable feedback and motivation to improve their behavior. This paper presents such a situation-aware gamification approach in logistics, which has been elaborated in the LogiAssist project and enhanced in the TEGA game. A first user study indicated the general usefulness of this approach and revealed also several shortcomings. These results imply that this synergy of various technologies provides a promising opportunity for further investigation and development.
Energy-efficient and safe driving using a situation-aware gamification approach in logistics from Roland Klemke
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Enhancing Learning with Technology /rklemke/2013-0926elearningbelgradetel 2013-09-26-elearning-belgrade-tel-131104035931-phpapp02
Keynote presentation at the eLearning conference in Belgrade, 26.-27. September. Presentation was prepared together with Marcus Specht and covers trends and developments in technology enhanced learning.]]>

Keynote presentation at the eLearning conference in Belgrade, 26.-27. September. Presentation was prepared together with Marcus Specht and covers trends and developments in technology enhanced learning.]]>
Mon, 04 Nov 2013 03:59:31 GMT /rklemke/2013-0926elearningbelgradetel rklemke@slideshare.net(rklemke) Enhancing Learning with Technology rklemke Keynote presentation at the eLearning conference in Belgrade, 26.-27. September. Presentation was prepared together with Marcus Specht and covers trends and developments in technology enhanced learning. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2013-09-26-elearning-belgrade-tel-131104035931-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Keynote presentation at the eLearning conference in Belgrade, 26.-27. September. Presentation was prepared together with Marcus Specht and covers trends and developments in technology enhanced learning.
Enhancing Learning with Technology from Roland Klemke
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Transferring an educational board game to a multiuser mobile learning game to increase shared situational awareness /rklemke/transferring-an-educational-board-game-to-a-multiuser-mobile-learning-game-to-increase-shared-situational-awareness 2013-06-05-salomo-igbl-pptx-130608082149-phpapp02
We designed a multi-user board game about decision processes in a port environment in order to sensitize stakeholders in a value chain about their communicative behaviour. Five players in different roles play three levels of five rounds, taking decisions based on incomplete information. New levels give access to (limited) communication means to foster shared situational awareness. A game master controls rules and scores. The games goal is to balance several scores: individual scores and an overall performance score. Decisions taken affect scores either positively or negatively. To simplify applicability and to provide more realistic situations, we created a computerized version using the ARLearn-platform for mobile games. ARLearn allows designing multi-user process-oriented games binding content, tasks, and interactive questions to game-logic dependencies. This allows players to be physically separated while playing together.]]>

We designed a multi-user board game about decision processes in a port environment in order to sensitize stakeholders in a value chain about their communicative behaviour. Five players in different roles play three levels of five rounds, taking decisions based on incomplete information. New levels give access to (limited) communication means to foster shared situational awareness. A game master controls rules and scores. The games goal is to balance several scores: individual scores and an overall performance score. Decisions taken affect scores either positively or negatively. To simplify applicability and to provide more realistic situations, we created a computerized version using the ARLearn-platform for mobile games. ARLearn allows designing multi-user process-oriented games binding content, tasks, and interactive questions to game-logic dependencies. This allows players to be physically separated while playing together.]]>
Sat, 08 Jun 2013 08:21:49 GMT /rklemke/transferring-an-educational-board-game-to-a-multiuser-mobile-learning-game-to-increase-shared-situational-awareness rklemke@slideshare.net(rklemke) Transferring an educational board game to a multiuser mobile learning game to increase shared situational awareness rklemke We designed a multi-user board game about decision processes in a port environment in order to sensitize stakeholders in a value chain about their communicative behaviour. Five players in different roles play three levels of five rounds, taking decisions based on incomplete information. New levels give access to (limited) communication means to foster shared situational awareness. A game master controls rules and scores. The games goal is to balance several scores: individual scores and an overall performance score. Decisions taken affect scores either positively or negatively. To simplify applicability and to provide more realistic situations, we created a computerized version using the ARLearn-platform for mobile games. ARLearn allows designing multi-user process-oriented games binding content, tasks, and interactive questions to game-logic dependencies. This allows players to be physically separated while playing together. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2013-06-05-salomo-igbl-pptx-130608082149-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We designed a multi-user board game about decision processes in a port environment in order to sensitize stakeholders in a value chain about their communicative behaviour. Five players in different roles play three levels of five rounds, taking decisions based on incomplete information. New levels give access to (limited) communication means to foster shared situational awareness. A game master controls rules and scores. The games goal is to balance several scores: individual scores and an overall performance score. Decisions taken affect scores either positively or negatively. To simplify applicability and to provide more realistic situations, we created a computerized version using the ARLearn-platform for mobile games. ARLearn allows designing multi-user process-oriented games binding content, tasks, and interactive questions to game-logic dependencies. This allows players to be physically separated while playing together.
Transferring an educational board game to a multiuser mobile learning game to increase shared situational awareness from Roland Klemke
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2013 04-22-oer-kurs https://de.slideshare.net/slideshow/2013-0422oerkurs/19724463 2013-04-22-oer-kurs-130423042649-phpapp01
Erfahrungen 端ber die Nutzung von offenen Bildungsressourcen im ICOPER Projekt und seinem Transfer in das Spitkom Projekt]]>

Erfahrungen 端ber die Nutzung von offenen Bildungsressourcen im ICOPER Projekt und seinem Transfer in das Spitkom Projekt]]>
Tue, 23 Apr 2013 04:26:49 GMT https://de.slideshare.net/slideshow/2013-0422oerkurs/19724463 rklemke@slideshare.net(rklemke) 2013 04-22-oer-kurs rklemke Erfahrungen 端ber die Nutzung von offenen Bildungsressourcen im ICOPER Projekt und seinem Transfer in das Spitkom Projekt <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2013-04-22-oer-kurs-130423042649-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Erfahrungen 端ber die Nutzung von offenen Bildungsressourcen im ICOPER Projekt und seinem Transfer in das Spitkom Projekt
from Roland Klemke
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2012 09-18-pdsg-open-3 d-environments.pptx /slideshow/2012-0918pdsgopen3-denvironmentspptx/14341118 2012-09-18-pdsg-open-3d-environments-pptx-120919020415-phpapp02
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Wed, 19 Sep 2012 02:04:14 GMT /slideshow/2012-0918pdsgopen3-denvironmentspptx/14341118 rklemke@slideshare.net(rklemke) 2012 09-18-pdsg-open-3 d-environments.pptx rklemke <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-09-18-pdsg-open-3d-environments-pptx-120919020415-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
2012 09-18-pdsg-open-3 d-environments.pptx from Roland Klemke
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Transferring an Outcome-Oriented Learning Architecture to an IT Learning Game /slideshow/transferring-an-outcomeoriented-learning-architecture-to-an-it-learning-game/10478161 2011-09-23-ectel-icoper-spitkom-111206022609-phpapp01
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Tue, 06 Dec 2011 02:26:07 GMT /slideshow/transferring-an-outcomeoriented-learning-architecture-to-an-it-learning-game/10478161 rklemke@slideshare.net(rklemke) Transferring an Outcome-Oriented Learning Architecture to an IT Learning Game rklemke <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2011-09-23-ectel-icoper-spitkom-111206022609-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Transferring an Outcome-Oriented Learning Architecture to an IT Learning Game from Roland Klemke
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StreetLearn: Community-based immersive 3D-video /slideshow/2011-1117street-learn1/10200854 2011-11-17-streetlearn-1-111117071217-phpapp02
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Thu, 17 Nov 2011 07:12:13 GMT /slideshow/2011-1117street-learn1/10200854 rklemke@slideshare.net(rklemke) StreetLearn: Community-based immersive 3D-video rklemke <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2011-11-17-streetlearn-1-111117071217-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
StreetLearn: Community-based immersive 3D-video from Roland Klemke
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E-Learning: Ziele, Verfahren, Strategien, Trends https://de.slideshare.net/slideshow/elearning-ziele-verfahren-strategien-trends/5608464 2010-10-28-pharmaceutical-elearning-101029081813-phpapp01
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Fri, 29 Oct 2010 08:18:01 GMT https://de.slideshare.net/slideshow/elearning-ziele-verfahren-strategien-trends/5608464 rklemke@slideshare.net(rklemke) E-Learning: Ziele, Verfahren, Strategien, Trends rklemke <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2010-10-28-pharmaceutical-elearning-101029081813-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
from Roland Klemke
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Authoring for Re-Use in Outcome-oriented Learning Scenarios /slideshow/2010-0928seamauthoring/5347552 2010-09-28-seam-authoring-101003133919-phpapp01
Workshop presentation at se@m workshop in Barcelona. http://www.learningstandards.eu/seam2010/]]>

Workshop presentation at se@m workshop in Barcelona. http://www.learningstandards.eu/seam2010/]]>
Sun, 03 Oct 2010 13:39:09 GMT /slideshow/2010-0928seamauthoring/5347552 rklemke@slideshare.net(rklemke) Authoring for Re-Use in Outcome-oriented Learning Scenarios rklemke Workshop presentation at se@m workshop in Barcelona. http://www.learningstandards.eu/seam2010/ <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2010-09-28-seam-authoring-101003133919-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Workshop presentation at se@m workshop in Barcelona. http://www.learningstandards.eu/seam2010/
Authoring for Re-Use in Outcome-oriented Learning Scenarios from Roland Klemke
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Visionen f端r die Betriebliche Weiterbildung, Learntec Kundenforum 03.02.2010 https://de.slideshare.net/slideshow/visionen-fr-die-betriebliche-weiterbildung-learntec-kundenforum-03022010/3114985 learntec-03-02-2010-final-100209094658-phpapp01
Presentation at LearnTEC Kundenforum]]>

Presentation at LearnTEC Kundenforum]]>
Tue, 09 Feb 2010 09:46:52 GMT https://de.slideshare.net/slideshow/visionen-fr-die-betriebliche-weiterbildung-learntec-kundenforum-03022010/3114985 rklemke@slideshare.net(rklemke) Visionen f端r die Betriebliche Weiterbildung, Learntec Kundenforum 03.02.2010 rklemke Presentation at LearnTEC Kundenforum <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/learntec-03-02-2010-final-100209094658-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation at LearnTEC Kundenforum
from Roland Klemke
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https://cdn.slidesharecdn.com/profile-photo-rklemke-48x48.jpg?cb=1572905360 Entrepreneur at Humance AG, Germany Researcher at Center for Learning Science and Technology (CELSTEC), Open Universiteit Nederland Professor for Game Informatics at TH K旦ln de.linkedin.com/in/rolandklemke https://cdn.slidesharecdn.com/ss_thumbnails/2019-05-06-klemke-ntnu-keynote-seriousgames-190520151056-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/extend-your-playground-mixedreality-games-for-learning/146743990 Extend your playground... https://cdn.slidesharecdn.com/ss_thumbnails/wcb7ljv7qe6rjuowapve-signature-474fe964c54c317784b45ffb3387c3996204acee358102761f7743c02b0ff45a-poli-180527192852-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/the-t-in-tel-software-development-for-tel-research-problems-pitfalls-and-solutions/99078838 The &#39;t&#39; in tel softwar... https://cdn.slidesharecdn.com/ss_thumbnails/x1pb0i7rfyqetrzdphlw-signature-d815194551c26ba6661e1b6adf72ec17cda14bd3fa83983a59f7c28d8d925e77-poli-150310035029-conversion-gate01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/2015-0305klemkeunisakeynoteserious-games/45646220 The world as playgroun...