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Introduction
Roland Klemke is Full Professor for Technology-enhanced Learning and Innovation at the Faculty of Educational Sciences, Open Universiteit Nederland and Professor for Game Informatics at the Cologne Game Lab of TH Köln. Roland does research in Artificial Intelligence, Machine Learning, Serious Games, Augmented Reality, Technology-Enhanced Learning, Seamless and Mobile Learning and Human-computer Interaction.
Publications
Publications (131)
With the increasing integration of Artificial Intelligence (AI) in our lives, including education, it is necessary to consider and address the ethical questions raised by this process. While the ethics of AI is widely researched, little attention has been paid to the ethics of AI in education (AIED). This systematic literature review aims to identi...
With the rise of synchronous online learning, its challenges have become more apparent. In online classrooms, teachers cannot observe students’ learning-related emotional and cognitive states, the learning-centered affected states (LCAS), and therefore miss opportunities to adjust their teaching accordingly and enhance the overall learning experien...
Developing immersive learning systems is challenging due to their multidisciplinary nature, involving game design, pedagogical modelling, computer science, and the application domain. The diversity of technologies, practices, and interventions makes it hard to explore solutions systematically. A new methodology called Multimodal Immersive Learning...
This paper describes a focus group study that explores immersive learning in the field of Human-Robot Interaction (HRI). We examine four categories of HRI cases: robot-led, human-led, autonomous, and collaborative. For each case, we evaluate the potential risks and human learning outcomes. Our findings include interaction styles that can be applied...
Virtual reality technologies in educational settings have demonstrated their potential to improve understanding, engagement, motivation and learning outcomes. However, there are multiple technical, pedagogical, and institutional challenges on the way of technology adoption in the education sector. In this group-concept-mapping study within the Clou...
Immersive learning systems (ILSs) allow the recreation of an idealized world in virtual environments, providing experiences that can help learners in learning skills realistically. These environments are typically supported by immersive technologies to improve immersion and provide real-time feedback. However, designing an ILS is a strenuous proces...
Training facial emotion recognition models requires large sets of data and costly annotation processes. To alleviate this problem, we developed a gamified method of acquiring annotated facial emotion data without an explicit labeling effort by humans. The game, which we named Facegame, challenges the players to imitate a displayed image of a face t...
Human-robot teams are organizational units consisting of a human and a robot working on the same task at the same time in a common workspace. They work flexibly with each other and the assignment of subtasks occurs during direct collaboration. It is known from human-human interaction that these collaborative activities require certain mental models...
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...
Psychomotor abilities are typically taught in a physical learning environment since they require focused practice and techniques to be learned. However, the lack of feedback modalities in remote psychomotor training makes learning processes ineffective and inefficient and can impede the learner's progress. In this paper, we propose an immersive lea...
The recent pandemic has forced most educational institutions to shift to distance learning. Teachers can perceive various non-verbal cues in face-to-face classrooms and thus notice when students are distracted, confused, or tired. However, the students’ non-verbal cues are not observable in online classrooms. The lack of these cues poses a challeng...
This introduction opens a Special Issue devoted to Cyberpunk 2077 (2020), an open-world, action‐adventure roleplaying video game whose release has polarized players and critics alike for a number of reasons ranging from its technically problematic launch to the depth of the in-game world and its politics. The seven contributions to the issue illumi...
Following the COVID-19 pandemic, as the user-base of online synchronous communication systems skyrocketed, the shortcomings of synchronous online learning systems became more visible. Any attempt to overcome these shortcomings should be considered worthwhile due to the magnitude of potential impact. Improving the quality and addressing the shortcom...
The coordination of psychomotor skills requires deliberate practice and techniques, all of which are typically taught in a physical setting, where instructions and timely feedback are given by the teachers. However, doing so remotely is commonly inefficient and ineffective, therefore, hindering the learner's progress. Sensors and immersive technolo...
Learning psychomotor skills requires constant deliberate practice , typically hands-on training, which necessitates constant feedback from the mentor. This is, however, uncommon and typically ineffective in a remote setting. Modern immersive learning technologies enable the learners to completely get immersed in various learning situations in a way...
Following the COVID-19 pandemic, as the user-base of online synchronous communication systems skyrocketed, the shortcomings of synchronous online learning systems became more visible. Any attempt to overcome these shortcomings should be considered worthwhile due to the magnitude of potential impact. Improving the quality and addressing the shortcom...
Training psychomotor skills for human-robot interaction is generally done with a human trainer educating the human on how to handle the robot effectively and interact with it safely and efficiently. The dynamic interaction between a robot and a human requires complex machine learning algorithms to be modeled, and these algorithms rely on a large am...
Training psychomotor skills for human-robot interaction is generally done with a human trainer educating the human on how to handle the robot effectively and interact with it safely and efficiently. The dynamic interaction between a robot and a human requires complex machine learning algorithms to be modeled, and these algorithms rely on a large am...
This special issue of the International Journal of Serious Games offers very valuable extensions to the best papers of the 2020 edition of the GaLA conference.
The local organization committee was composed of computer scientists of Laval (France), affiliated to Le Mans Université.
From the 9th to the 10th of December 2020, 500 participants attend...
The coordination of psychomotor skills requires deliberate practice and techniques, all of which are typically taught in the physical setting, where instructions and timely feedback are given by the teachers. However, doing so remotely is commonly ineffective and therefore, affecting the learner’s progress to achieve their goal in a shorter time....
Modern immersive multimodal technologies enable the learners to completely get immersed in various learning situations in a way that feels like experiencing an authentic learning environment. These environments also allow the collection of multimodal data, which can be used with artificial intelligence to further improve the immersion and learning...
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...
Various studies advocate training students prior to a peer-feedback activity to ensure high quality of feedback. Next to investing in students’ peer-feedback skills, it is important to focus on the underlying perceptions since perceptions influence learning behavior. We implemented an online peer-feedback training session in a massive open online c...
This book constitutes the proceedings of the 16th European Conference on Technology Enhanced Learning, EC-TEL 2021, held in Bolzano, Italy, in September 2021.
The 21 research full papers and 28 short papers presented in this volume were carefully reviewed and selected from 98 submissions.
The European Conference on Technology-Enhance Learning, is c...
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...
This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020.
The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analyti...
This paper presents a novel reference software architecture and supporting pattern language for an augmented reality authoring and training system. Industry-based augmented reality training is considered an essential element of the next techno-industrial revolution. These next generation learning environments allow a trainee to offload complexity a...
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...
In this article, we focus on capturing an expert’s experiences using wearable sensors. For this, first, we outline a set of high-level tasks that facilitate the transfer of experience from an expert to a trainee. Next, we define a mapping strategy to associate each task with one or more low-level functions such as gaze, voice, video, body posture,...
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...
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...
Over the past few years, massive online open courses (MOOCs) have been increasingly identified as technologies that could transform education, by providing free and high-quality content to anyone with an Internet connection. However, despite these potentials, MOOCs generally fail to keep their participants on board. One of the reasons for this phen...
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.
KeywordsGamifireGamificationArchitectureScalabilit...
Gamification has recently been presented as a successful strategy to engage users, with potential for online education. However, while the number of publications on gamification has been increasing in recent years, a classification of its empirical effects is still missing. We present a systematic literature review conducted with the purpose of clo...
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...
Goal achievement is a measure of success; this could be particularly true in Massive Online Open Courses (MOOC), which are approached by a massive audience with an enormous variety of needs. However, in MOOC one is unlikely to find solutions which allow students to pursue their individual goals and achieve them. Inspired by implementation intention...
This paper introduces the Visual Inspection Tool (VIT) which supports researchers in the annotation of multimodal data as well as the processing and exploitation for learning purposes. While most of the existing Multimodal Learning Analytics (MMLA) solutions are tailor-made for specific learning tasks and sensors, the VIT addresses the data annotat...
Games sind die einflussreichste audiovisuelle Ausdrucks- und Erzählform digitaler Kultur. Die aktuell entstehenden staatlichen Bildungsangebote gewinnen daher künstlerisch und kulturell, aber auch wissenschaftlich und ökonomisch eine Bedeutung, wie sie beispielsweise im 20. Jahrhundert Filmstudiengängen zukam. Dieser Band gibt erstmals einen vergle...
The social and individual aspects of MOOCs are two sides of the same coin. However, while the majority of MOOC designs do not valorise the potential that a massive audience could bring in, several studies highlight the solo-mission mode of MOOC users' experience. Based on implementation intention, social presence, social influence and flow theory w...
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...
[http://jucs.org/jucs_24_2/a_technology_acceptance_model/jucs_24_02_0192_0219_guest.pdf] Leveraging Augmented Reality and wearable technology for knowledge-intensive training is thought to offer huge potential for improving human performance. The recent introduction of the technology means that much of this potential is untapped, though efforts are...
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...
Recently, research has highlighted the potential of Massive Open Online Courses (MOOCs) for education, as well as their drawbacks, which are well known. Several studies state that the main limitations of the MOOCs are low completion and high dropout rates of participants. However, MOOCs suffer also from the lack of participant engagement, personali...
Augmented Reality (AR) is expected to receive a major uptake with the recent availability of high quality wearable AR devices such as Microsoft’s Hololens. However, the design of interaction with AR applications and games is still a field of experimentation and upcoming innovations in sensor technology provide new ways. With this paper, we aim to p...
Gamification has gained great interest recently in several fields. However, while the literature reports that a gamification design relying on external motivation only can lead users to cognitive dissonance, most gamification approaches use points, badges and leaderboards as dominant game elements. We present our developed testable predictions with...
Gamification is well known as a design strategy used to generate a change in users’ behaviour, such as motivation. However, while in recent years interest in it has been growing, empirical evidence on the effects that the application of game elements can generate on users’ behaviour is still lacking. We present the results of a study as a step towa...
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...
This paper describes the design of a Multimodal Tutor, a prototypical adaptive feedback system based on multimodal capture of learning experiences. The system is designed for practice-based and workplace learning, i.e. those learning settings in which the trainees need to acquire some procedural knowledge for the execution of practical tasks. The f...
Massive Online Open Courses (MOOCs) have increasingly become objects of research interest and studies in recent years. While MOOCs could be a means to address massive audiences, they suffer from high drop-out rates and low user engagement. Gamification is known as the application of game design elements in non-gaming scenarios to solve problems or...
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...
Augmented Reality and Wearables are the recent media and computing technologies, similar, but different from established technologies, even mobile computing and virtual reality. Numerous proposals for measuring technology acceptance exist, but have not been applied, nor fine-tuned to such new technology so far. Within this contribution, we enhance...
47% of the world population uses the internet daily, and access is growing also in less developed countries (LDCs). As a consequence, a total of almost 1 billion households in the world have internet access, of which 48 million belong from LDCs (ITU, 2016). A large proportion of internet users are teenagers, who often are not aware of all the risks...
This study introduces the concept of microgames to support situated learning in order to foster situational awareness (SA) of planners in seaport container terminals. In today's complex working environments, it is often difficult to develop the required level of understanding of a given situation, described as situational awareness. A container ter...
This paper reports on an iterative design process for a serious game, which aims to raise situational awareness among different stakeholders in a logistics value chain by introducing multi-user role-playing games. It does so in several phases: After introducing the field of logistics as a problem domain for an educational challenge, it firstly desc...
For professional workers today, keeping up with knowledge and the continuous technology progress is challenging. Increased innovation speed and dynamic work situations shorten preparation times for new tasks significantly. Traditional professional training approaches preparing employees for new tasks are becoming inappropriate. Thus new educational...
A lot of working environments today are very complex, and tasks are interdependent. This requires well-trained and skilled personnel. One example of such complex, interdependent system is a container terminal. A container terminal represents an important node in the multimodal transportation of goods. It connects the global sea transportation of go...
This paper analyses how multi-user mobile games can be beneficial to educational scenarios. It does so in several steps: Firstly, we introduce the field of logistics as a problem domain for an educational challenge. Secondly, we describe the design of an educational board game for the field of disruption handling in logistics processes, which aims...
Background. Despite the continuous and abundant growth of the game market the uptake of serious games in education has been limited. Games require complex technologies and are difficult to organise and to embed in the curriculum.
Aim. This article explores to what extent game templates and game authoring processes can be designed so that they can e...
The goal of this study was to probe the effectiveness of a mobile game-based learning approach in modifying behavioural outcomes and competence. The experiment was set against the background of low rates of laymen providing CPR during sudden cardiac arrests. A post-test control group design was used to contrast and evaluate the effects of the two d...
Out of the project EMuRgency a game-based learning environment evolved, which trains school children in providing reanimation and cardiopul-monary resuscitation (CPR). The application gets players to act as if they were in a real case of emergency. This paper reports on a formal usability study con-ducted with two different groups of learners, regu...
Safety and energy-efficiency is the main aim of every reasonable driver. But often there is too much relevant information a driver has to take into account and evaluate. A useful support can be provided by technology that can observe the driver’s situation, analyze it, and offer individualized information and services to the driver. Moreover, by me...
Serious gaming approaches so far focus mainly on skill development, motivational aspects or providing immersive learning situations. Little work has been reported to foster awareness and decision competencies in complex decision situations involving incomplete information and multiple stakeholders. We address this issue exploring the technical requ...
Dropping out of the schooling system is one of the prevailing problems placing youths at-risk. With this paper we propose possible support mechanisms for learners at–risk by analysing the characteristics of a coupled game. We provide a detailed description of an educational setting that is directed at supporting this target group and evaluate its i...
We report on a design-based research study that was conducted over nine months. It chronicles the development and implementation of HeartRun, a cardiopulmonary resuscitation (CPR) training approach for school children. Comparable to an unexpected emergency, HeartRun consists of authentic activities involving different roles, game tasks, locations a...
Out of the project EmURgency a mobile game simulation evolved, which trains laymen in providing Basic Life Support (BLS) and Cardiopulmonary resuscitation (CPR). The application gets players to act as if they were in a real case of emergency. We conducted two studies to assess usability issues and perceived effectiveness of the mobile game simulati...
Dropping out of the schooling system is one of the prevailing problems placing youths at-risk. With this paper, we propose possible support mechanisms for learners at-risk by analysing the characteristics of a coupled game. We provide a detailed description of an educational setting that is directed at supporting this target group and evaluate its...
Mobile and in particular pervasive games are a strong component of future scenarios for teaching and learning.
Based on results from a previous review of practical papers, this work explores the educational potential of
pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify
cognitive and affective l...
Zusammenfassung
Der Datenschutz ist in Gesetzen festgelegt und muss von der Wissenschaftlerin/dem Wissenschaftler eingehalten werden. In dieser Übersicht wird aufgezeigt, an welchen Stellen in der Rehabilitationsforschung datenschutzrelevante Aspekte berücksichtigt werden müssen. Dabei sind das Sozialgesetzbuch X, das Bundesdatenschutzgesetz und di...