(2013): From boring to scoring – a collaborative serious game for learning and practicing mathematical logic for computer science education, This article may be used for research, teaching, and private study purposes. Any substantial or systematic reproduction, redistribution, reselling, loan, sub-licensing, systematic supply, or distribution in any form to… (More)
Demographic change and the aging population push health and welfare system to its limits. Increased physical fitness and increased awareness for health issues will help elderly to live independently for longer and will thereby reduce the costs in the health care system. Ex-ergames seem to be a promising solution for promoting physical fitness. Still, there… (More)
This study compares the effect of using tangible robots to using visual representations for introducing seventh graders (12 to 13 year old) to computer programming. The impact was measured on learning outcome, self-efficacy, class feedback and attitudes towards STEM (science, technology, engeneering and mathematics) topics. Results show that using robots to… (More)
Textile user interfaces for smart homes offer novel intuitive input gestures and may lower acceptance barrier for technophobic or elderly people. To understand the users' requirements of smart textile input devices, an Adaptive Conjoint Analysis with the attributes wearability, functionality, haptic, location, and components was carried out with 100… (More)
Programmable robots like Lego Mindstorms have proven to be an effective mediator to teach computer programming to school children. Therefore several projects that aim at increasing the interest in computer programming and computer science in general use robots as a cornerstone in their course concepts. Handing out robotic kits to the school students who… (More)
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