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In this paper we describe an experiment, in which we examined older and younger adults when interacting with a simulated PDA (personal digital assistant). Independent variables were users' age (young vs. older) and device interface (hyperlink vs. no hyperlink). Dependent variables were the effectiveness and efficiency of menu navigation. To understand how(More)
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Learning analytics tools should be useful, i.e., they should be usable and provide the functionality for reaching the goals attributed to learning analytics. This paper seeks to unite learning analytics and action research. Based on this, we investigate how the multitude of questions that arise during technology-enhanced teaching and learning systematically(More)
(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)