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Referenzprozesse zur Aufarbeitung von implizitem Wissen zu Tätigkeitsfeldern und Arbeitsprozessen - Ergebnisse einer Workshopserie, , и . Chancen und Herausforderungen des digitalen Lernens - Methoden und Werkzeuge für innovative Lehr-Lern-Konzepte, Springer, Berlin, (2019)Unterstützung digitaler Bildungsprozesse durch interaktive gamifizierte Lernvideos - Wie innovative Lernvideos Motivation und Lernerfolg steigern können., , , , , и . HMD Prax. Wirtsch., 58 (6): 1483-1503 (2021)Overcoming Challenges to Enable the Potential of Metaverse Platforms, и . AIS Transactions on Human-Computer Interaction (THCI), 15 (1): 1-21 (2023)A Theory-Driven Design Science Research Agenda Towards Gamified Videos, и . International Conference on Wirtschaftsinformatik (WI), Duisburg-Essen, Germany, (марта 2021)Two decades of game concepts in digital learning environments – A bibliometric study and research agenda, , и . Computers & Education, (2021)Users’ Game Design Element Preferences in Health Behavior Change Support Systems for Physical Activity: A Best-Worst-Scaling Approach, , , и . International Conference on Information Systems (ICIS), (2019)How to Gamify Information Systems - Adapting Gamification to Individual User Preferences, и . European Conference on Information Systems (ECIS), Istanbul, Turkey, (2016)About the Relevance of User Preferences in the Development of Gamification Approaches. European Conference on Information Systems (ECIS), Doctoral Consortium, Guimarães, Portugal, (2017)Spielende Kompetenzmessung im Projekt StaySmart, , и . Praeview - Zeitschrift für innovative Arbeitsgestaltung und Prävention, (2017)What do you mean? A Review on Recovery Strategies to Overcome Conversational Breakdowns of Conversational Agents., , , и . ICIS, Association for Information Systems, (2021)