Heinrich Söbke

Orcid: 0000-0002-0105-3126

According to our database1, Heinrich Söbke authored at least 56 papers between 2013 and 2025.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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Online presence:

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Bibliography

2025
Towards gamification for spatial digital learning environments.
Entertain. Comput., 2025

2024
Augmented future: tracing the trajectory of location-based augmented reality gaming for the next ten years.
i-com, August, 2024

Educational Virtual Field Trips based on Social VR and 360° Spaces.
CoRR, 2024

7. Workshop VR/AR-Learning.
Proceedings of DELFI Workshops 2024, Fulda, Germany, September 9-11, 2024, 2024

Eine 360°-basierte virtuelle Exkursion in einem hybriden Lernraum.
Proceedings of DELFI Workshops 2024, Fulda, Germany, September 9-11, 2024, 2024

2023
Chatbot-supported Thesis Writing: An Autoethnographic Report.
CoRR, 2023

Towards Sustainable Serious Games.
Proceedings of the Entertainment Computing - ICEC 2023, 2023

Composing Music Through Tile-based Games.
Proceedings of the IEEE International Symposium on Multimedia, 2023

Mental Workload in Augmented Reality-based Urban Planning Education.
Proceedings of the IEEE International Symposium on Multimedia, 2023

6. Workshop VR/AR-Learning - Aktuelle Entwicklungen, Herausforderungen und Trends zu Lehr- und Lernszenarien mit VR/AR.
Proceedings of DELFI Workshops 2023, Aachen, Germany, September 11-13, 2023, 2023

2022
Focus section on: Educational Location-based Applications.
IxD&A, 2022

(Meta) Competences for Digital Practice: Educational Scenarios for the Workplace of the Future Exemplified by Building Information Modeling Work Processes.
CoRR, 2022

Communication Skills in Construction Projects and Promoting Them Through Multiplayer Online Games.
Proceedings of the Serious Games - Joint International Conference, 2022

Ecosystem Simulator - A Learning Game About Genetic Algorithms.
Proceedings of the Serious Games - Joint International Conference, 2022

Virtually (re)constructed reality: the representation of physical space in commercial location-based games.
Proceedings of the 25th International Academic Mindtrek conference, 2022

Current Opportunities and Challenges of Digital Game-Based Learning.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

An Autoethnographic Perspective on Teaching Soft Skills Using Multiplayer Online Games.
Proceedings of the Games and Learning Alliance: 11th International Conference, 2022

Gamification for Spatial Digital Learning Environments in Higher Education: A Rapid Literature Review.
Proceedings of the Games and Learning Alliance: 11th International Conference, 2022

5. Workshop VR/AR-Learning.
Proceedings of DELFI Workshops 2022, 12. September 2022, Karlsruhe, 2022

Authoring Educational 360° Models.
Proceedings of DELFI Workshops 2022, 12. September 2022, Karlsruhe, 2022

High Accuracy GPS Antennas in Educational Location-based Augmented Reality.
Proceedings of DELFI Workshops 2022, 12. September 2022, Karlsruhe, 2022

2021
Realism of Simulation Models in Serious Gaming: Two case studies from Urban Water Management Higher Education.
CoRR, 2021

360°-Based Virtual Field Trips to Waterworks in Higher Education.
Comput., 2021

Using Multiplayer Online Games for Teaching Soft Skills in Higher Education.
Proceedings of the Serious Games - Joint International Conference, 2021

Virtualization of Digital Location-Based Experiences.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

Realism of Simulation Models in Serious Gaming - Urban Water Management in Cities: Skylines.
Proceedings of the Games and Learning Alliance - 10th International Conference, 2021

2020
Applying and Facilitating Serious Location-Based Games.
Proceedings of the Entertainment Computing - ICEC 2020, 2020

Intrinsic Motivation in Serious Gaming A Case Study.
Proceedings of the Games and Learning Alliance - 9th International Conference, 2020

Location-based Apps in Environmental Engineering Higher Education: A Case Study in Technical Infrastructure Planning.
Proceedings of DELbA 2020, 2020

Virtualization of Virtual Field Trips: A Case Study from Higher Education in Environmental Engineering.
Proceedings of DELbA 2020, 2020

360-degree Models in Environmental Engineering Education: an Explorative Case Study.
Proceedings of the DELFI 2020, 2020

2019
Introduction to the GaLA Conf 2019 Special Issue.
Int. J. Serious Games, 2019

Elementary Interactions An Approach in Decision Tool Development.
CoRR, 2019

Using a Location-Based AR Game in Environmental Engineering.
Proceedings of the Entertainment Computing and Serious Games, 2019

Designing Serious Mobile Location-Based Games.
Proceedings of the Entertainment Computing and Serious Games, 2019

Die Self-Determination Theory als Rahmen für Deep Gamification in didaktischen Kontexten.
Proceedings of the DeLFI 2019, 2019

2018
Sewer Rats in Teaching Action: An explorative field study on students' perception of a game-based learning app in graduate engineering education.
CoRR, 2018

Two Decades of Traffic System Education Using the Simulation Game MOBILITY.
Proceedings of the Serious Games - 4th Joint International Conference, 2018

A Case Study of Deep Gamification in Higher Engineering Education.
Proceedings of the Games and Learning Alliance - 7th International Conference, 2018

Lehren und Lernen mit VR und AR - Was wird erwartet? Was funktioniert?(Teaching and Learning with VR and AR - What Is Expected? What Works?).
Proceedings of the Proceedings der Pre-Conference-Workshops der 16. E-Learning Fachtagung Informatik co-located with 16th e-Learning Conference of the German Computer Society (DeLFI 2018), 2018

Chancen und Herausforderungen beim Lernen und Lehren mit VR/AR-Technologien.
Proceedings of the DeLFI 2018, 2018

Motivationsdesign durch Verschränkung von Gamifikation und didaktischem Kontext.
Proceedings of the DeLFI 2018, 2018

2017
Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF).
Int. J. Serious Games, 2017

Students' Choices - A Comparative Study of a Gamified and a Non-gamified Question-Based Learning App in Graduate Education.
Proceedings of the Games and Learning Alliance - 6th International Conference, 2017

Von der AR-App zur Lernerfahrung: Entwurf eines formalen Rahmens zum Einsatz von Augmented Reality als Lehrwerkzeug(Educational AR Canvas - Towards systematic design of AR learning experiences).
Proceedings of the Joint Proceedings of the Pre-Conference Workshops of DeLFI and GMW 2017 co-located with 15th e-Learning Conference of the German Computer Society (DeLFI 2017) and the 25th Annual Conference of the Gesellschaft für Medien in der Wissenschaft (GMW 2017), 2017

Schnell zu erfassen: Ein Komplexitätsmaß für Mehrfachauswahlfragen.
Proceedings of the Bildungsräume 2017: DeLFI 2017, 2017

Simulationsfall Nohra: SimCity als etabliertes Lehrmedium in der universitären Hochschulausbildung.
Proceedings of the Bildungsräume 2017: DeLFI 2017, 2017

2016
The Challenge to Nurture Challenge - Students' Perception of a Commercial Quiz App as a Learning Tool.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

SOA Applied: Engineering Software as Processing Unit of a Serious Game.
Proceedings of the Games and Learning Alliance - 5th International Conference, 2016

2015
Educational Opportunities of a Social Network Game - A Review of Possible Learning Outcomes.
Proceedings of the Serious Games - First Joint International Conference, 2015

Space for Seriousness? - Player Behavior and Motivation in Quiz Apps.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Serious Games Architectures and Engines.
Proceedings of the Entertainment Computing and Serious Games, 2015

Ethical Stewardship: Designing Serious Games Seriously.
Proceedings of the Entertainment Computing and Serious Games, 2015

Social Network Games.
Proceedings of the Entertainment Computing and Serious Games, 2015

2014
Cat King's Metamorphosis - The Reuse of an Educational Game in a Further Technical Domain.
Proceedings of the Games for Training, Education, Health and Sports, 2014

2013
Learning, Reasoning and Modeling in Social Gaming.
Trans. Edutainment, 2013


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