Felix Kapp

Felix Kapp
  • Doctor of Psychology
  • Post-Doc Researcher at Humboldt-Universität zu Berlin

About

43
Publications
9,355
Reads
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181
Citations
Current institution
Humboldt-Universität zu Berlin
Current position
  • Post-Doc Researcher

Publications

Publications (43)
Article
Full-text available
An increasing number of studies has observed that immersive virtual reality (iVR) technology using head-mounted displays (HMDs) can facilitate learning outcomes. However, most studies have been exploratory and were executed in laboratory settings instead of being implemented and orchestrated in authentic teaching settings. Furthermore, iVR design a...
Conference Paper
As a way to offer more flexible and easier to access in-service support, the number of online teacher professional development programmes (oTPD) has rapidly grown over the past decade. The COVID�19 pandemic, however, has added a new level of urgency to the participation in oTPD so that research has largely not been able to keep pace with the design...
Article
Full-text available
Affordances of immersive Virtual Reality (iVR) technology for learning (e.g., presence, immersion, interaction with 3D objects) and challenges of embedding this technology in teaching concepts are widely discussed. However, information on how German vocational teachers in the technical domain perceive iVR technology and if they intend to embed iVR...
Chapter
For over a decade augmented reality (AR) technology has been discussed as educational tool. Latest technical advancements such as voice control, hand-tracking and moving virtual objects in augmented interaction using AR head-mounted-displays (HMDs) widen the opportunities for educational use even further. Still, the question remains how AR headsets...
Article
Full-text available
Zusammenfassung Virtual Reality Lernumgebungen bieten besonderes Potenzial für die Vermittlung komplexer Inhalte und Fähigkeiten im beruflichen Kontext. In solchen Lernumgebungen lassen sich authentische Arbeitsaufgaben umsetzen anhand derer anwendungsnah Kompetenzen erlernt werden können. In der VR Lernumgebung MARLA wird die Fehlerdiagnose in den...
Conference Paper
Full-text available
Im vorliegenden Beitrag wird die Entwicklung des Virtual Reality (VR) Game MARLA beschrieben sowie erste Evaluationsergebnisse präsentiert. Mit dem VR Game MARLA wird die Fehlerdiagnosekompetenz im Bereich der Elektro-und Metalltechnik trainiert. Zielgruppe sind Aus-zubildende in der Erstausbildung an beruflichen Schulen und Ausbildungszentren. Der...
Article
In this article, we describe a practical implementation of a serious game to facilitate knowledge acquisition about renewable energy technologies among youngsters, using the game Serena Supergreen and the Broken Blade. We present the quest design and an evaluation study on the research questions: (a) Did youngsters who played the game have more kno...
Book
“Serena” und “Miteffekt” waren Forschungsprojekte der Technischen Universität Berlin, des Wissenschaftsladen Bonn, des Game Studios the Good Evil und der Technischen Universität Dresden – Psychologie des Lehrens und Lernens und Metall- und Maschinentechnik/Berufliche Didaktik. Das knapp dreijährige Forschungsvorhaben „Serena“ und eineinhalbjährige...
Article
Simkult: A serious game for the promotion of health and safety at work Objective: This article describes the serious game Simkult: an innovative approach to prevention in occupational health and safety. The game Simkult imparts knowledge of topics such as working atmosphere, leadership, participation and their impact on health and safety and serves...
Article
Full-text available
Self-evaluation of one’s competences is considered a core factor in various domains of human functioning, including learning and instruction, as well as academic and vocational choices. Researchers from the fields of metacognition and learning, as well as motivation and learning have thus intensively investigated issues related to the self-evaluati...
Conference Paper
Full-text available
Previous studies have examined gender differences in learning through digital games (Hayes & King, 2009; Joiner et al, 2011; Hartmann & Klimmt, 2016; Lawrence et al, 2018). Thus, specific preferences of girls should be considered when developing a serious game addressing a female target group. Especially, avatars and non-player characters present k...
Conference Paper
Mixed Reality (MR) Environments provide extensive possibilities for learning. MR technology can increase the quality of education by enabling learning in virtual spaces compared to real laboratories. It enables the merge of real and virtual worlds into new environments and visualizations, where physical and digital objects can coexist and interact...
Conference Paper
Full-text available
Education in schools and universities suffers from different problems like the lack of interaction between the lecturer and the students as well as the fear of asking irrelevant questions or providing wrong answers in front of a large audience. A lot of systems exist that try to solve these issues by means of technical tools; e.g., audience respons...
Article
Full-text available
Der vorliegende Beitrag berichtet auf der Grundlage von Erfahrungen mit dem Audience Response System (ARS) „Auditorium Mobile Classroom Service“ von Erfolgsfaktoren für den Einsatz in der universitären Lehre. Dabei werden sowohl die technischen Rahmenbedingungen und Herausforderungen der Anwendungen berücksichtigt, als auch die unterschiedlichen di...
Article
Full-text available
In many European countries, women are still underrepresented in technology careers. For example, in Germany women represent less than 10% of those in technical vocational training with many factors influencing their occupational pathways. Among the reasons why young women may choose to avoid technology careers are (a) their low confidence in their...
Conference Paper
Full-text available
Serious Games are a promising instructional format combining playing and learning (Ritterfeld, Cody & Vorderer, 2009). Game characters such as avatars and non-player-characters play an important role in game design. However, recommendations on how to design these characters are scarce. In this study, we used insights from research on pedagogical ag...
Article
Background Within serious games, in particular simulation games, have potential when it comes to teaching complex topics. Simulation games allow learners to explore the complex interplay of various variables. The current campaign of the German statutory accident insurance (DGUV; Deutsche Gesetzliche Unfallversicherung) addresses such a complex topi...
Conference Paper
Full-text available
Learning in universities can be characterised as self-regulated learning [1]: students have to set learning goals, applylearning strategies, assess their progress, correct their strategiesand redefine goals in cyclic phases. IT-based educational toolsenhance lectures and provide numerous opportunities to supportstudents in mastering the demands of...
Conference Paper
Full-text available
The use of graphical models to describe complex topics is very common in teaching, helping students build an adequate model of knowledge presented. Often, students discuss open questions on-line in forums. Backtrack- ing of errors conducted during the creation process is hard. The individual steps of developing a solution – the temporal information...
Conference Paper
In this position paper, we present an approach to a graphical discussion tool, namely Graphicuss. It com- bines known concepts of textual discussion systems (such as forums) and graphical feedback systems (such as virtual interactive whiteboards) into a single canvas-based application. Graphicuss aims at graphics-based or -enhanced discussions with...
Conference Paper
Klassische Vorlesungen an Universitäten sind weiterhin weit verbreitet, obwohl sie we- gen ihres Mangels an Interaktivität kritisiert werden. Wegen der hohen Teilnehmerzahlen ist die Umsetzung von Interaktivität zwischen Dozierenden und Studierenden schwierig. Es gibt Ansätze, die dem mit technischen Hilfsmitteln entgegenwirken, beispielsweise mit...
Conference Paper
Klassische Vorlesungen an Universitäten sind weiterhin weit verbreitet, obwohl sie we- gen ihres Mangels an Interaktivität kritisiert werden. Wegen der hohen Teilnehmerzahlen ist die Umsetzung von Interaktivität zwischen Dozierenden und Studierenden schwierig. Es gibt Ansätze, die dem mit technischen Hilfsmitteln entgegenwirken, beispielsweise mit...
Conference Paper
For lecturers at universities timely feedback from their students is very important in order for them to improve their teaching with adaptations targeted at the students’ requirements. Classical evaluation methods address overall evaluations at the end of a semester, commonly with paper-based questionnaires. However, this does not provide direct be...
Book
Full-text available
EN: In 2015, two conferences are brought together under the umbrella of „knowledge communities“ with complementary thematic priorities. While the GeNeMe deals with organisational and technical perspectives in the context of Virtual Enterprises, Communities & Social Networks, the ProWM provides a broad and inclusive overview of the organisational, c...
Article
Effective studying in web-based learning environments (web-LEs) requires cognitive engagement and demands learners to regulate their learning activities. One way to support learners in web-LEs is to provide interactive learning questions within the learning environment. Even though research on learning questions has a long tradition, there are many...
Article
Even though classical lectures at universities are criticized for lacking interactivity and treating students like passive receptors of information they are still very popular. Due to the big amount of students, interaction between teacher and students is difficult to realize. Several projects address this problem by offering technical solutions wh...
Article
Full-text available
Several researchers emphasize the role of the writer’s topic knowledge for writing. In academic writing topic knowledge is often constructed by studying source texts. One possibility to support that essential phase of the writing process is to provide interactive learning questions which facilitate the construction of an adequate situation model by...
Book
Full-text available
Die Herausgeber, die zugleich Ausrichter der 16. Europäischen Jahrestagung der Gesellschaft für Medien in der Wissenschaft „GMW 2011“ sind, freuen sich, den E-Learning-Akteuren aus dem deutschsprachigen Raum und den Nachbarländern im 20. Jahr des Bestehens der GMW als Fortsetzung eines bisher sehr fruchtbaren Dialoges diesen Sammelband, der in der...

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