作者: ANA 時間: 2025-3-21 23:50 作者: 小步走路 時間: 2025-3-22 03:10
Meilensteine und Stolpersteine der Evaluation von Schulentwicklungeiner der besten Kenner der jüngeren Schulgeschichte im deutschen Sprachraum, der an Schulreformbemühungen selbst aktiv mitgearbeitet hat, beschrieb die Entwicklungen in umfassender Weise (Fend 1998, insb. 47ff.).作者: gain631 時間: 2025-3-22 08:00 作者: 榮幸 時間: 2025-3-22 11:23 作者: GUEER 時間: 2025-3-22 16:45 作者: 切碎 時間: 2025-3-22 20:41
Fallorientierte Schulentwicklungsforschung — Was Schulen dabei über sich erfahren k?nnen8, Rolff 1999). Weil aber nicht eindeutig gekl?rt ist, was guter Unterricht ist, wie am besten gelernt wird, weil Lehrerhandeln und Lehrerentscheidungen situationsbedingt und risikobehaftet sind, weil auch der Zusammenhang von administrativen Entscheidungen, von Organisationsvariablen und gutem Unte作者: propose 時間: 2025-3-22 23:25 作者: Progesterone 時間: 2025-3-23 04:22
Heike Ackermann,Sibylle Rahm apply them to the application’s tasks and user’s different motivations when they are immersed on a virtual environment. The purpose of this work is to develop an experiment gamification technique in the stages known as improved information services and transactional services of e-government which a作者: 貿(mào)易 時間: 2025-3-23 08:18 作者: BIDE 時間: 2025-3-23 11:32 作者: 調(diào)整 時間: 2025-3-23 16:25 作者: 背帶 時間: 2025-3-23 21:52 作者: puzzle 時間: 2025-3-24 02:12
Josef Thonhauserwer quality judgment to the identified quality judgment framework. We found that aspects that related to the content of academic text and the users’ beliefs and preferences are the two common used aspects to judge the academic answer quality, which indicated that not only the text itself, but also t作者: albuminuria 時間: 2025-3-24 05:27
Susanne Lin-Klitzingtion has the potential to increase value co-creation and encourage consumer participation. The review‘s conclusions provide direction for future research as well as the development of gamified systems. This study is unique in that it introduces a brand-new framework to extend the “dynamics” into the作者: Bereavement 時間: 2025-3-24 08:34
Helene Babel,Bernd Hackltion has the potential to increase value co-creation and encourage consumer participation. The review‘s conclusions provide direction for future research as well as the development of gamified systems. This study is unique in that it introduces a brand-new framework to extend the “dynamics” into the作者: Infuriate 時間: 2025-3-24 14:39 作者: 招致 時間: 2025-3-24 16:48 作者: hematuria 時間: 2025-3-24 22:38
Andreas Paschon,Franz Rifferth 20% of the total. Tilt Sensors was 2.8% faster than Buttons (second fastest) in time per trial. Button reported the best numbers for efficiency with 58.8% on average per trial being 12% more efficient than Soft Joystick as the second best. In addition, there were statistical differences in post ho作者: 羽飾 時間: 2025-3-25 00:07
Edith Behrens,Marianne Papke,Joachim Schultzeutes were tested through 110 participants through an online survey – comparing the perception between respondents who played and did not play the games in analysis. The results show that the character perception of the respondents about physical and psychological attributes is similar regarding thei作者: CESS 時間: 2025-3-25 04:45 作者: uncertain 時間: 2025-3-25 11:25 作者: 混亂生活 時間: 2025-3-25 15:27
Sabine Reh,Carla Schelletics and Hexad user types in a non-gaming (but gamified) environment..The results of testing three gamer archetypes (i.e., ., ., and .) show that they can all help predict users’ most dominant Stack Exchange behavioral characteristics and Hexad user type better than a random labeler’s baseline. That作者: BATE 時間: 2025-3-25 16:07
Wolfgang Fichten,Ulf Gebken showed that our proposed system did not reduce discomfort of taunted players. The major reason was that our experimental design was not appropriate i.e. the experimenter, who was taunting, kept taunting after received warning message to increase the number of appearances of notification banner. How作者: 野蠻 時間: 2025-3-25 20:32
Ingrid Kunzeive assertions that cannot both be true. Does more guidance increase or decrease enjoyment? To resolve this controversy, an online controlled experiment with a 2 × 2 factorial design and a minimum of 280 total participants is proposed to test the impact of Clear Proximal Goals on Task Engagement (fl作者: 賄賂 時間: 2025-3-26 01:28 作者: URN 時間: 2025-3-26 08:23 作者: Introduction 時間: 2025-3-26 08:56
2512-143X versit?t, Studienseminar, Schulen vor Ort und externen Beratern, unterschiedliche Perspektiven auf die Schule zu vereinen, mit dem Ziel, p?dagogisch zu professionalisieren und Qualit?t, wenn nicht zu erweitern, so doch zumindest zu sichern..978-3-8100-4103-6978-3-663-10537-4Series ISSN 2512-143X Series E-ISSN 2512-1448 作者: Anthrp 時間: 2025-3-26 13:45
Heike Ackermann (Professorin für Schulp?dagogik un作者: obsession 時間: 2025-3-26 17:48 作者: Frequency-Range 時間: 2025-3-26 22:35
Kooperative Schulentwicklung978-3-663-10537-4Series ISSN 2512-143X Series E-ISSN 2512-1448 作者: 粘土 時間: 2025-3-27 01:48
https://doi.org/10.1007/978-3-663-10537-4Bildung; Bildungssystem; Entwicklungsprozesse; Evaluation; Institution; Leistungsvergleich; Partizipation; 作者: licence 時間: 2025-3-27 08:11
Innovative Schulentwicklungsprojekte: Wer evaluiert die administrative F?rderung?Hartmut St?vesand (2000/2001) fragt letztlich, wie schlecht es Lehrerinnen und Lehrern wohl gehen müsse, um sich auf das Konzept des rheinland-pf?lzischen Lehrerfortbildners Heinz Klippert einzulassen. Und: Welche Lücke Klippert mit seinem Konzept der ?P?dagogischen Schulentwicklung“ (PSE) wohl schlie?e?作者: 無所不知 時間: 2025-3-27 12:03
Reflexive Koedukation als Chance für M?dchen und JungenIm Rahmen eines Schulbegleitforschungsprojekts in Bremen haben wir versucht, Probleme des koedukativen Sportunterrichts in der Sekundarstufe II zu analysieren sowie Perspektiven und Ver?nderungen aufzuzeigen.作者: Aggregate 時間: 2025-3-27 16:19 作者: Costume 時間: 2025-3-27 21:29
Empirische Schulbegleitforschung — ein Beitrag zur Entwicklung einer Evaluationskultur in Deutschlanentwicklungsdebatte zu betrachten. Als Kooperationsprojekt zwischen Theorie und Praxis scheint sie ertragreiche Perspektiven nicht nur für die Qualit?tsverbesserung an Schulen, sondern auch für die Professionalisierung der Lehrkr?fte zu er?ffnen. Dem w?re im folgenden nachzugehen.作者: 1分開 時間: 2025-3-27 23:31
Schulentwicklung in der Einwanderungsgesellschaft: Ein ?blinder Fleck“ der aktuellen ReformdebatteSchulsystem erfolgreich zu partizipieren, erweisen sich auch nach mehr als drei?ig Jahren F?rderma?nahmen-P?dagogik und Integrationsanstrengungen als deutlich geringer als die derjenigen Schülerinnen und Schüler ohne Migrationshintergrund.作者: GRILL 時間: 2025-3-28 05:08 作者: Stress-Fracture 時間: 2025-3-28 08:04 作者: rheumatism 時間: 2025-3-28 10:40
2512-143X tiert werden Beispiele schulnaher Forschung sowie der Verarbeitungsmuster wissenschaftlichen Wissens in der Schulpraxis..Die Entwicklung der Einzelschule ist mittlerweile fester Bestandteil bildungspolitischer Programme und den Schulen regelrecht als Schulprogrammarbeit verordnet worden. Wie p?dagog作者: DALLY 時間: 2025-3-28 16:20 作者: CHANT 時間: 2025-3-28 21:46 作者: ALB 時間: 2025-3-28 22:59 作者: 有效 時間: 2025-3-29 05:11
ertain level of uncertainty. These trade-offs can diminish the quality of the assortment decisions made by the planners. To reduce their impact, assortment planners can now use artificial intelligence (AI) based recommendation agents (RAs) throughout their decision-making process, thus benefiting fr作者: LANCE 時間: 2025-3-29 10:48 作者: OVER 時間: 2025-3-29 14:35
ity evaluation and analysis of user interaction in e-government, usually occurs in a timely manner and limited to few users. One way to provide the user immediate feedback and get usage statistics of a continuously service is using the technique known as gamification. The objective of this study is 作者: Irrepressible 時間: 2025-3-29 16:30
Heike Ackermannity evaluation and analysis of user interaction in e-government, usually occurs in a timely manner and limited to few users. One way to provide the user immediate feedback and get usage statistics of a continuously service is using the technique known as gamification. The objective of this study is 作者: WAG 時間: 2025-3-29 21:31
Helmut Heidsocial web. This pilot study used the question/answer pairs of Library and Information Science (LIS) domain on ResearchGate to examine how scholars assess the quality of academic answers on the social web. This study aims to: (1) examine the aspects used by scholars in assessing the academic answer 作者: 否認(rèn) 時間: 2025-3-30 02:42
Sibylle Rahm, and learning resources are critical for effectively implementing IT integrated instruction. However, few of the research explore the diffusion patterns of IT integrated instruction in educational organizations based on social network perspective. This study conducts a case study where an IT integr作者: accessory 時間: 2025-3-30 04:55
Josef Thonhausersocial web. This pilot study used the question/answer pairs of Library and Information Science (LIS) domain on ResearchGate to examine how scholars assess the quality of academic answers on the social web. This study aims to: (1) examine the aspects used by scholars in assessing the academic answer 作者: declamation 時間: 2025-3-30 08:56 作者: 個人長篇演說 時間: 2025-3-30 12:58 作者: 詢問 時間: 2025-3-30 16:59 作者: EXPEL 時間: 2025-3-31 00:28
ortant missing part of the current generation of Human Computer Interaction (HCI). The main goal of this project is to start investigating how to design video games where the game mechanics and interactions are based on the player’s emotions. We designed a two-dimensional (2D) storytelling game prot作者: NOCT 時間: 2025-3-31 04:28
Andreas Paschon,Franz Riffertds: Soft Joystick, up-down-right-left Buttons, Tilt Sensors, and Dual Soft Joystick. The study involved 12 participants using the four interfaces to control an object from a starting point to a goal point in five trials having different paths. The time (s), number of wall hits, efficiency (%), and o作者: 粉筆 時間: 2025-3-31 06:22 作者: Femine 時間: 2025-3-31 11:30
Gabriele Frenzelir expectations and responses. A typical example of congruence is when a smile (visual modality) is accompanied by a laugh (acoustic modality). Pain and pleasure are extremely intensive affects, rarely correctly assessed. It rarely happens that affective communication is incongruent in different mod作者: irreducible 時間: 2025-3-31 16:28
Karin Br?u In consequence, personalization seems to be an important part of any successful gamification design. Personalization can be improved by understanding user behavior and Hexad player/user type. This paper comes with an original research idea: It investigates whether users’ game-related data (collecte作者: nerve-sparing 時間: 2025-3-31 17:49 作者: vascular 時間: 2025-4-1 00:07
Wolfgang Fichten,Ulf Gebkennting as a non-verbal redundant operation which makes fun of other players. According to our preliminary survey, it was found that 25 out of 26 college students had experienced to be taunted by opponents of multiplayer online games. Taunted players feel discomfort and cannot keep motivation to play 作者: 啪心兒跳動 時間: 2025-4-1 02:54
Ingrid Kunzenot only for Game Design, but for Gamification of non-game applications, and Serious Games with a purpose beyond enjoyment. But existing theories are incomplete or lacking empirical support. Flow is the psychological state of “getting in the zone”, of enjoying overcoming challenges for the sake of t作者: 名次后綴 時間: 2025-4-1 09:58
o the need for creating sustainable strategies for supporting health. While exergames have shown that they can have comparable effects to conventional human-guided training programs in certain situations, its adoption in healthcare applications are still limited. This is in part because of a disconn