Roland Klemke

Orcid: 0000-0002-9268-3229

Affiliations:
  • TU Köln, Germany
  • Open Universiteit, Heerlen, Limburg, The Netherlands


According to our database1, Roland Klemke authored at least 79 papers between 1999 and 2024.

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

Timeline

Legend:

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Article 
PhD thesis 
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Online presence:

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Bibliography

2024
MILSDeM: Guiding immersive learning system development and taxonomy evaluation.
Educ. Inf. Technol., September, 2024

Multimodal and immersive systems for skills development and education.
Br. J. Educ. Technol., July, 2024

Shaping and evaluating a system for affective computing in online higher education using a participatory design and the system usability scale.
Proceedings of the 14th Learning Analytics and Knowledge Conference, 2024

Educational Robotics at Schools Online with Augmented Reality.
Proceedings of the IEEE Global Engineering Education Conference, 2024

2023
Augmented Reality and Affective Computing for Nonverbal Interaction Support of the Visually Impaired.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

Exploring Immersive Learning Environments in Human-Robot Interaction Use Cases.
Proceedings of the Games and Learning Alliance - 12th International Conference, 2023

Implementing Cloud-Based Feedback to Facilitate Scalable Psychomotor Skills Acquisition.
Proceedings of the Third International Workshop on Multimodal Immersive Learning Systems (MILeS 2023) At the Eighteenth European Conference on Technology Enhanced Learning (EC-TEL 2023), 2023

Evaluating an immersive learning toolkit for training psychomotor skills in the fields of human-robot interaction and dance.
Proceedings of the Third International Workshop on Multimodal Immersive Learning Systems (MILeS 2023) At the Eighteenth European Conference on Technology Enhanced Learning (EC-TEL 2023), 2023

Implementing a Desktop VR Tool in a European University: Priorities and Challenges.
Proceedings of the Responsive and Sustainable Educational Futures, 2023

2022
Experts' Evaluation of a Proposed Taxonomy for Immersive Learning Systems.
Proceedings of the Games and Learning Alliance: 11th International Conference, 2022

IMPECT-Sports: Using an Immersive Learning System to Facilitate the Psychomotor Skills Acquisition Process.
Proceedings of the Second International Workshop on Multimodal Immersive Learning Systems (MILeS 2022) At the Seventeenth European Conference on Technology Enhanced Learning (EC-TEL 2022), 2022

Prerequisite Knowledge of Learning Environments in Human-Robot Collaboration for dyadic teams.
Proceedings of the Second International Workshop on Multimodal Immersive Learning Systems (MILeS 2022) At the Seventeenth European Conference on Technology Enhanced Learning (EC-TEL 2022), 2022

Privacy-Preserving and Scalable Affect Detection in Online Synchronous Learning.
Proceedings of the Educating for a New Future: Making Sense of Technology-Enhanced Learning Adoption, 2022

Ethical FRAPPE - an adapted draft framework for ethical AIED.
Proceedings of the Doctoral Consortium of the 17th European Conference on Technology Enhanced Learning co-located with the 17th European Conference on Technology Enhanced Learning (EC-TEL 2022), 2022

Interpretable Explainability in Facial Emotion Recognition and Gamification for Data Collection.
Proceedings of the 10th International Conference on Affective Computing and Intelligent Interaction, 2022

2021
Table Tennis Tutor: Forehand Strokes Classification Based on Multimodal Data and Neural Networks.
Sensors, 2021

Introduction to the Special Issue on GaLA Conf 2020.
Int. J. Serious Games, 2021

Sense the classroom: AI-supported synchronous online education for a resilient new normal.
Proceedings of the Doctoral Consortium of the Sixteenth European Conference on Technology Enhanced Learning co-located with the Sixteenth European Conference on Technology Enhanced Learning (EC-TEL 2021), 2021

Immersive training environments for psychomotor skills development: A student driven prototype development approach.
Proceedings of the First International Workshop on Multimodal Immersive Learning Systems (MILeS 2021) At the Sixteenth European Conference on Technology Enhanced Learning: Technology-Enhanced Learning for a Free, 2021

Conceptualising immersive multimodal environments for psychomotor skills training.
Proceedings of the Doctoral Consortium of the Sixteenth European Conference on Technology Enhanced Learning co-located with the Sixteenth European Conference on Technology Enhanced Learning (EC-TEL 2021), 2021

Examining the impact of data augmentation for psychomotor skills training in human-robot interaction.
Proceedings of the Doctoral Consortium of the Sixteenth European Conference on Technology Enhanced Learning co-located with the Sixteenth European Conference on Technology Enhanced Learning (EC-TEL 2021), 2021

2020
Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies.
Int. J. Serious Games, 2020

2019
Can You Ink While You Blink? Assessing Mental Effort in a Sensor-Based Calligraphy Trainer.
Sensors, 2019

The Effects of Gamification in Online Learning Environments: A Systematic Literature Review.
Informatics, 2019

May the Plan be with you! A Usability Study of the Stimulated Planning Game Element Embedded in a MOOC Platform.
Int. J. Serious Games, 2019

Architecture and Design Patterns for Distributed, Scalable Augmented Reality and Wearable Technology Systems.
Proceedings of the IEEE International Conference on Engineering, Technology and Education, 2019

Read Between the Lines: An Annotation Tool for Multimodal Data for Learning.
Proceedings of the 9th International Conference on Learning Analytics & Knowledge, 2019

Gamifire - A Scalable, Platform-Independent Infrastructure for Meaningful Gamification of MOOCs.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

WEKIT.One: A Sensor-Based Augmented Reality System for Experience Capture and Re-enactment.
Proceedings of the Transforming Learning with Meaningful Technologies, 2019

Gamifire - A Cloud-Based Infrastructure for Deep Gamification of MOOC.
Proceedings of the Transforming Learning with Meaningful Technologies, 2019

Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User's Engagement: An Experimental Study.
Proceedings of the Transforming Learning with Meaningful Technologies, 2019

2018
From AR to Expertise: A User Study of an Augmented Reality Training to Support Expertise Development.
J. Univers. Comput. Sci., 2018

A Technology Acceptance Model for Augmented Reality and Wearable Technologies.
J. Univers. Comput. Sci., 2018

Get Gamification of MOOC right!
Int. J. Serious Games, 2018

2017
Technology Acceptance of Augmented Reality and Wearable Technologies.
Proceedings of the Immersive Learning Research Network - Third International Conference, 2017

Gamification to empower information security education.
Proceedings of the 1st International GamiFIN Conference, Pori, Finland, May 9-10, 2017., 2017

Design Patterns for Augmented Reality Learning Games.
Proceedings of the Games and Learning Alliance - 6th International Conference, 2017

gMOOCs - Flow and Persuasion to Gamify MOOCs.
Proceedings of the Games and Learning Alliance - 6th International Conference, 2017

Towards Implementing Gamification in MOOCs.
Proceedings of the Games and Learning Alliance - 6th International Conference, 2017

Gamification in MOOCs to enhance users' goal achievement.
Proceedings of the 2017 IEEE Global Engineering Education Conference, 2017

Affordances for Capturing and Re-enacting Expert Performance with Wearables.
Proceedings of the Data Driven Approaches in Digital Education, 2017

Identifying Game Elements Suitable for MOOCs.
Proceedings of the Data Driven Approaches in Digital Education, 2017

2016
The Role of Awareness for Complex Planning Task Performance: A Microgaming Study.
Int. J. Game Based Learn., 2016

2015
Putting yourself in someone else's shoes: The impact of a location-based, collaborative role-playing game on behaviour.
Comput. Educ., 2015

Attuning a mobile simulation game for school children using a design-based research approach.
Comput. Educ., 2015

Towards Design Patterns for Augmented Reality Serious Games.
Proceedings of the Mobile Learning Voyage - From Small Ripples to Massive Open Waters, 2015

Transferring an Educational Board Game to a Multi-user Mobile Learning Game to Increase Shared Situational Awareness.
Proceedings of the Learning and Collaboration Technologies, 2015

Lessons Learned from Creating a Mobile Version of an Educational Board Game to Increase Situational Awareness.
Proceedings of the Design for Teaching and Learning in a Networked World, 2015

2014
The impact of coupled games on the learning experience of learners at-risk: An empirical study.
Pervasive Mob. Comput., 2014

Exploring support mechanisms for learners at-risk through a coupled game environment.
Int. J. Learn. Technol., 2014

In the Eye of the Beholder: Promoting Learner-Centric Design to Develop Mobile Games for Learning.
Proceedings of the Mobile as a Mainstream - Towards Future Challenges in Mobile Learning, 2014

Immersive Multi-user Decision Training Games with ARLearn.
Proceedings of the Open Learning and Teaching in Educational Communities, 2014

Creating and understanding mobile game simulations for school children.
Proceedings of BIIML 2014 Symposium, Bristol, United Kingdom, March 6-7, 2014., 2014

2013
A Learning Outcome-Oriented Approach towards Classifying Pervasive Games for Learning using Game Design Patterns and Contextual Information.
Int. J. Mob. Blended Learn., 2013

Effects of Game Design Patterns on Basic Life Support Training Content.
J. Educ. Technol. Soc., 2013

Design of a Game-Based Pre-hospital Resuscitation Training for First Responders.
Proceedings of the Human Factors in Computing and Informatics, 2013

Energy-Efficient and Safe Driving Using a Situation-Aware Gamification Approach in Logistics.
Proceedings of the Games and Learning Alliance - Second International Conference, 2013

Designing a Mobile Learning Game to Investigate the Impact of Role-Playing on Helping Behaviour.
Proceedings of the Scaling up Learning for Sustained Impact, 2013

Exploring LogiAssist - The Mobile Learning and Assistance Platform for Truck Drivers.
Proceedings of the Scaling up Learning for Sustained Impact, 2013

ARLearn - Open Source Mobile Application Platform for Learning.
Proceedings of the Scaling up Learning for Sustained Impact, 2013

2012
ARLearn: Augmented Reality Meets Augmented Virtuality.
J. Univers. Comput. Sci., 2012

An Analysis of the Educational Potential of Augmented Reality Games for Learning.
Proceedings of the 11th International Conference on Mobile and Contextual Learning, 2012

Developing a Mobile Game Environment to Support Disadvantaged Learners.
Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, 2012

Mobile Gaming Patterns and Their Impact on Learning Outcomes: A Literature Review.
Proceedings of the 21st Century Learning for 21st Century Skills, 2012

2011
Standardization of Game Based Learning Design.
Proceedings of the Computational Science and Its Applications - ICCSA 2011, 2011

Transferring an Outcome-Oriented Learning Architecture to an IT Learning Game.
Proceedings of the Towards Ubiquitous Learning, 2011

Game based learning for computer science education.
Proceedings of the Computer Science Education Research Conference, 2011

2010
Implementing infrastructures for managing learning objects.
Br. J. Educ. Technol., 2010

Open educational resources: Conversations in cyberspace - Edited by Susan D'Antoni & Catriona Savage.
Br. J. Educ. Technol., 2010

2009
Interoperability Issues for Formal Authoring Processes, Community Efforts, and the Creation of Mashup PLE.
Proceedings of the Second International Workshop on Mashup Personal Learning Environments (MUPPLE09) Nice, 2009

2006
u-Annotate: An Application for User-Driven Freeform Digital Ink Annotation of E-Learning Content.
Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies, 2006

2002
Modelling context in information brokering processes.
PhD thesis, 2002

Context Modelling for Information Retrieval - Requirements and Approaches.
Proceedings of the IADIS International Conference WWW/Internet 2002, 2002

Adaptive Learning Environment for Teaching and Learning in WINDS.
Proceedings of the Adaptive Hypermedia and Adaptive Web-Based Systems, 2002

2001
ALE- Adaptive Learning Environment.
Proceedings of WebNet 2001, 2001

Broker's Lounge - An Environment for Multi-Dimensional User-Adaptive Knowledge Management.
Proceedings of the 34th Annual Hawaii International Conference on System Sciences (HICSS-34), 2001

Case Studies in Developing Contextualising Information Systems.
Proceedings of the Modeling and Using Context, 2001

2000
Context Framework - an Open Approach to Enhance Organisational Memory Systems with Context Modelling Techniques.
Proceedings of the PAKM 2000, 2000

1999
The Notion of Context in Organisational Memories.
Proceedings of the Modeling and Using Context, 1999


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