Bibeg Limbu

Bibeg Limbu
Delft University of Technology | TU · Department of Computer Science and Engineering (Mediamatica)

Post Doctoral Researcher

About

20
Publications
3,090
Reads
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149
Citations
Citations since 2017
19 Research Items
149 Citations
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Introduction
Technology enhanced learning, educational technology, serious games, Multimodal technology
Additional affiliations
March 2020 - present
Technische Hochschule Köln
Position
  • Lecturer
Description
  • Serious games and gamification
March 2016 - March 2020
Open Universiteit Nederland
Position
  • PhD Student
Description
  • Educational Technology
January 2015 - November 2015
Luxembourg Institute of Science and Technology (LIST)
Position
  • Intern
Description
  • Serious games for table-top interactions
Education
April 2022 - December 2022
Delft University of Technology
Field of study
  • University teaching qualifications certificate
January 2014 - January 2016
Universität des Saarlandes
Field of study
  • Educational Technology
February 2010 - December 2013
Anglia Ruskin University
Field of study
  • Games Technology

Publications

Publications (20)
Conference Paper
Full-text available
Acquisition and internalisation of many fundamental skills rely on repeated authentic practice and teachers providing support during practice. Despite this well accepted norms in skills acquisition, much of our assumptions about learning skills, mostly from a cognitive perspective, remain nebulous. Besides splitting hairs to classify skills acquisi...
Chapter
While digital education technologies have improved to make educational resources more available, the modes of interaction they implement remain largely unnatural for the learner. Modern sensor-enabled computer systems allow extending human-computer interfaces for multimodal communication. Advances in Artificial Intelligence allow interpreting the d...
Chapter
It takes considerable time, experience, and direct assistance from teachers to become a skilled writer. Handwriting fluency is one of the predictors of writing quality among students. However, students do not receive enough teacher supervision as a beginner to develop handwriting fluency in a proper manner. The “Calligraphy tutor” presented in this...
Article
Full-text available
Beginner table-tennis players require constant real-time feedback while learning the fundamental techniques. However, due to various constraints such as the mentor's inability to be around all the time, expensive sensors and equipment for sports training, beginners are unable to get the immediate real-time feedback they need during training. Sensor...
Chapter
Im Forschungsfeld Learning Analytics haben Studien konkrete Beispiele dazu geliefert, wie die direkte Interaktion mit sog. Learning-Management-Systemen zur Optimierung und zum besseren Verständnis von Lernprozessen dienen kann. Allerdings findet Lernen nicht nur in der unmittelbaren Interaktion mit einem solchen System statt. Mittels Sensoren könne...
Article
Full-text available
Gamification aims at addressing problems in various fields such as the high dropout rates, the lack of engagement, isolation, or the lack of personalisation faced by Massive Open Online Courses (MOOC). Even though gamification is widely applied, not only in MOOCs, only few cases are meaningfully designed and empirically tested. The Gamification Des...
Chapter
Full-text available
Experts are imperative for supporting expertise development in apprentices but learning from them is difficult. In many cases, there are shortages of experts to train apprentices. To address this issue, we use wearable sensors and augmented reality to record expert performance for supporting the training of apprentices. In this context, we present...
Chapter
Gamification aims at addressing inherent problems of massive open online courses (MOOC): high dropouts, lack of engagement, isolation, lack of individualization. However, each MOOC platform offers different features and technical interfaces. Also, each platform collects different sets of data about user interaction, learning progress, or completion...
Conference Paper
Full-text available
Training is an essential component of astronauts’mission preparation. Every astronaut receives specific trainings for the tasks to be performed in orbit, both routine and emergency, during the two years preceding the launch. Moreover, astronauts are assigned to perform On Board Training (OBT), in order to practice and maintain a high level of profi...
Chapter
Full-text available
Body-worn sensors can be used to capture, analyze, and replay human performance for training purposes. The key challenge to any such approach is to establish validity that the captured expert experience is actually suitable for training. In this paper, to evaluate this, we apply a questionnaire-based expert assessment and a complementary trainee kn...
Chapter
Gamification aims at addressing problems of MOOC (high dropouts, low success rates, lack of engagement, isolation, lack of individualization). We define our understanding of deep gamification and present the Gamifire infrastructure. We also point out planned development activities on this platform.
Article
Full-text available
Sensors can monitor physical attributes and record multimodal data in order to provide feedback. The application calligraphy trainer, exploits these affordances in the context of handwriting learning. It records the expert’s handwriting performance to compute an expert model. The application then uses the expert model to provide guidance and feedba...
Chapter
The chapter highlights the role of sensors for supporting seamless learning experiences. In the first part, the relation between sensor tracking of learning activities and research around real-time feedback in educational situations is introduced. The authors present an overview of the kinds of sensor data that have been used for educational purpos...
Article
Experts are imperative for training apprentices, but learning from experts is difficult. Experts often struggle to explicate and/or verbalize their knowledge or simply overlook important details due to internalization of their skills, which may make it more difficult for apprentices to learn from experts. In addition, the shortage of experts to sup...
Article
Augmented reality and sensor technologies have been analysed extensively in several domains including education and training. Although, varieties of use cases and applications exist, these studies were conducted in controlled laboratory environments. This paper reports on the first user study of augmented reality prototype developed to support stud...
Chapter
Studies in Learning Analytics provide concrete examples of how the analysis of direct interactions with learning management systems can be used to optimize and understand the learning process. Learning, however, does not necessarily only occur when the learner is directly interacting with such systems. With the use of sensors, it is possible to col...
Chapter
Full-text available
In this chapter, we present a conceptual reference framework for designing augmented reality applications for supporting training. The framework leverages the capabilities of modern augmented reality and wearable technology for capturing the expert’s performance in order to support expertise development. It has been designed in the context of Weara...
Conference Paper
Full-text available
The WEKIT.one prototype is a platform for immersive procedural training with wearable sensors and Augmented Reality. Focusing on capture and re-enactment of human expertise, this work looks at the unique affordances of suitable hard- and software technologies. The practical challenges of interpreting expertise, using suitable sensors for its captur...
Conference Paper
“Tomb of Osiris” is a collaborative puzzle-based game on a Tangible Tabletop, with the aim to gamify the MicroDYN approach. MicroDYN is an approach to assess complex problem solving skills through tasks within microworlds. Gamifying MicroDYN proposes new solutions for fostering collaboration and maintaining users’ motivation during assessment. This...

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Cited By

Projects

Projects (5)
Project
Technology enhanced deliberate practice of handwriting
Project
The project proposes a new approach to VET and career guidance by applying VR to allow active and engaging exploration of professions and introductory training. This approach can give young job seekers a more realistic picture of different jobs and a vital learning experience that is needed for decision-making learning competence (Krumboltz, 2014). The project will contribute to developing innovative digital career guidance methods, including young people with mental health and other employability challenges, supported by studies (Ward & Esposito 2018; Smith et at. 2017). The project will develop competence, counseling techniques for VET trainers and career advisors, boosting their digital competencies, aligning with EU Youth Guarantee and Bridge to Jobs initiative.
Project
The HoloLearn project intends to research and explore the implications of holographic technology for immersive learning in distant online and hybrid classrooms. This project is run by Leiden Delft Erasmus Center for Education and Learning along with NewMedia Center, TU Delft and the Student Council of TU Delft.