Silke Grafe
Orcid: 0000-0003-3970-0859
According to our database1,
Silke Grafe
authored at least 18 papers
between 2015 and 2023.
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Bibliography
2023
Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning Environment.
Proceedings of the Immersive Learning Research Network - 9th International Conference, 2023
Proceedings of the IEEE Gaming, Entertainment, and Media Conference, 2023
2022
Frontiers Virtual Real., 2022
Classroom management competency enhancement for student teachers using a fully immersive virtual classroom.
Comput. Educ., 2022
Teachers' Attitudes and Technology Acceptance Towards AR Apps for Teaching and Learning.
Proceedings of the 8th International Conference of the Immersive Learning Research Network, 2022
Fostering Learning Motivation of Students with Reading and Spelling Difficulties by an AR-Enhanced Gamified Educational App for Literacy Learning.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2022
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022
2021
Grab the Frog: Comparing Intuitive Use and User Experience of a Smartphone-only, AR-only, and Tangible AR Learning Environment.
Proceedings of the MobileHCI '21: 23rd International Conference on Mobile Human-Computer Interaction, Toulouse & Virtual Event, France, 27 September 2021, 2021
Proceedings of the 7th International Conference of the Immersive Learning Research Network, 2021
2020
Proceedings of the Mensch und Computer 2020 - Tagungsband, 2020
2018
Piloting Two Educational Games in Five European Countries: Teachers' Perceptions of Student Motivation and Classroom Engagement.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018
Proceedings of the 17th International Conference on Autonomous Agents and MultiAgent Systems, 2018
2016
Breaking Bad Behaviors: A New Tool for Learning Classroom Management Using Virtual Reality.
Frontiers ICT, 2016
Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, 2016
2015