Sonja Gabriel

Sonja Gabriel
Kirchliche Pädagogische Hochschule Wien/Krems | kphvie · Research and Development

Doctor of Philosophy

About

30
Publications
3,131
Reads
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35
Citations
Introduction
Sonja Gabriel currently works as senior researcher and lecturer at Kirchliche Pädagogische Hochschule Wien/Krems (university teacher college). Sonja does research in Teacher Education, Language Education and Educational Technology as well as Digital Game Based Learning.

Publications

Publications (30)
Chapter
Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These nove...
Chapter
Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These nove...
Chapter
Serious games have become a popular way of teaching players certain values. The methods they use, however, vary in game elements that are used and their degree of meaningful decision-making. Starting from basic definitions, the contribution examines the effectiveness of digital games in conveying values of different kinds. The role of game design,...
Chapter
Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These nove...
Chapter
Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These nove...
Chapter
Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These nove...
Chapter
Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These nove...
Chapter
In den letzten Jahren kam es in zahlreichen (Online-)Spielen zu Feindseligkeiten und verbalen Angriffen in Form von Hate Speech. Dieses Kapitel präsentiert Definitionen des Begriffs selbst sowie mögliche Entstehungsgründe. Da sich besonders Multiplayer Online-Games immer größerer Beliebtheit bei (mitunter sehr jungen) Gamern erfreuen, finden sich g...
Chapter
Gerade im technischen Werkunterricht findet an österreichischen Volksschulen derzeit vorwiegend manuell ausgerichteter Unterricht statt, ohne dass auf die aktuellen Entwicklungen durch die Digitalisierung, die vor allem viele Tätigkeiten wie Feilen, Schrauben und Sägen obsolet machen und durch Bedienung von Maschinen und Programmen ersetzen, eingeg...
Chapter
Digital games have meanwhile arrived in the spotlight of society. This necessitates a closer look at their educational potential―no matter if serious or commercial games or game design concepts are used to reach teaching and learning objectives. Taking the special characteristics of digital games as a starting point, the paper discusses which skill...
Book
Der Band bietet eine Zusammenschau theoretischer und praktischer Perspektiven, die sich rund um das Thema Videospiel, die Erhaltung von Information und die Beharrung auf traditionellen Designparadigmen ergeben. Die Beiträge gehen über ihre jeweiligen Disziplinen von der verbindenden Metapher des Savegames (Speicherstandes) hinaus, um unterschiedlic...
Article
Serious games that address topics related to human rights education have become increasingly available since the launch of Escape from Woomera in 2003, a game that raises awareness of the plight of refugees. A majority of serious games in the field of human rights focus on topics related to refugees and poverty in order to raise awareness and evoke...
Conference Paper
Playful activities are regarded to be a promising way for fostering children's geometric thinking and understanding. In this paper we introduce Lost My Way, an educational game about geometric transformations targeted at middle school children of about 10 years of age. We describe the design of the game and report preliminary results and experience...
Conference Paper
Full-text available
The article depicts the blogging platform IDeRBlog as an example of an Open Educational Resources Practice. The exercise databases of IDeRBlog are focussed in the context of orthography training. After briefly outlining Open Educational Resources an overview on how the exercises were researched and reviewed according to an established quality frame...
Article
Full-text available
Purpose – Due to the important role of orthography in society, the project called IDeRBlog presented in this paper created a web-based tool to motivate pupils to write text as well as to read and to comment on texts written by fellow students. In addition, IDeRBlog aims to improve student’s German orthography skills and supports teachers and parent...
Conference Paper
A broad range of tools exists that enables people to participate in collaborative processes (e.g. governance, planning projects, etc.) supported by mobile devices and web technologies. Most projects tools are restricted to a specific topic or region and are hardly applicable for other uses. Furthermore, many projects or initiatives are lacking fund...
Chapter
Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred internatio...
Poster
Full-text available
Ziel ist die Bereitstellung einer Internetplattform für Kinder zwischen acht und zwölf Jahren zum Verfassen von Texten. Aufgrund der interdisziplinären Entwicklung (Medieninformatik und -didaktik, Fachwissenschaft und -didaktik Deutsch, Schulkooperationen) werden erstmals Learning-Analytics-Verfahren im Bereich der Rechtschreibung angewandt. Dies g...
Poster
Full-text available
Over the last years, GIS applications have evolved from expert-oriented tools to applications with low threshold services. Drivers for this development are technological advances regarding web-based innovations, and the change of user behaviors based on mobile devices. In private sector, the usage is often limited to navigation, location-based serv...
Chapter
The number of serious games dealing with human right issues has increased in recent years. All of themwant to teach/present certain values and make players think about the contents presented. Therefore,it is interesting to have a closer look at different ways of how these games try to integrate values. Afterdiscussing the development of human right...
Article
Full-text available
Den digitalen Kompetenzen von Pädagogen und Pädagoginnen wurde bislang in Österreich noch nicht ausreichend Aufmerksamkeit zuteil. Um dieser Notwendigkeit gerecht zu werden, wurde im Auftrag des Bundesministeriums für Bildung und Frauen, federführend vom Onlinecampus Virtuelle PH, das digi.kompP-Modell entwickelt. Basierend auf nationalen und inter...
Article
Full-text available
Schreiben und Lesen ist eine der grundlegenden Fertigkeiten, die in der Schule vermittelt wird. Durch die Existenz von Computern, Tablets und Handys werden den Schülerinnen neue Zugange zum Schreib- und Leselernlernprozess ermöglicht. Diese greift das Erasmus + Projekt IDeRBlog auf, indem es für das Schreiben eine Internetplattform mit vielen Mögli...
Conference Paper
Full-text available
Viele Jugendliche haben mit Lese- und Schreib-oder Rechtschreibproblemen zu kämpfen. Werden diese nicht erkannt und gefördert, wirkt sich das im Erwachsenenalter negativ aus [SMH08]. In diesem Beitrag beschreiben wir ein Informationssystem für den deutschsprachigen Raum, das sich derzeit im Aufbau befindet und mit Hilfe von Learning Analytics versu...
Chapter
Full-text available
Die E-Learning Strategiegruppe der Pädagogischen Hochschulen Österreichs beschäftigt sich unter anderem mit der Frage, welche Kompetenzen im Umgang mit digitalen Medien ein Absolvent bzw. eine Absolventin einer pädagogischen Bildungsstätte besitzen sollte. Abgestimmt auf den Gesetzesentwurf PädagogInnenbildung NEU wurde ein Kompetenzmodell erarbeit...

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Projects

Projects (2)
Project
(Invitation): I would like to invite you to a ‘crowd-authoring’ project that I and other academics from around the world have been working on. We have been composing a book entitled ‘130 Ideas with no History of Application in Education and Technology’. We have finished 50% of the book, which can be found via the following link: https://newideasforeducationblog.wordpress.com/. This project is inspired by a previous project wherein I and other 98 academics ‘crowd-authored’ an article entitled ‘Academic Domains as Political Battlegrounds’ and published in Information Development Journal (Impact Factor 1.691). Contributors to the book are not expected to come up with a new theory, but rather to highlight a theory that already exists in a different field and argue for its possible benefit to the field of education and technology. Contributors from outside the field of education and technology are welcome. Each contributor is supposed to address the following: 1. Name the theory 2. List the fields the theory belongs to 3. List those who coined the theory 4. Define the theory (90 words) 5. Argue for the value and implications of the theory (110 words) 6. Argue for the benefit or risk this theory holds for the field of education and technology (100 words) 7. Argue for the risks or losses of not considering this theory in the field of education and technology (50 words) 8. Argue for the challenges that might be faced when applying this theory to education and technology (50 words) If interested, please email me via aallily@kfu.edu.sa. Deadline is 01/01/2020. Best, Abdul Abdulrahman Al Lily, DPhil (Oxon) Visiting Academic, University of Waikato Associate Professor, King of Saudi Arabia Common Room Member, University of Oxford Personal Website: https://abdulallily.wordpress.com/
Project
Durch die Existenz von Computern, Tablets und Handys werden den Schülerinnen neue Zugang zum Schreiblernprozess ermöglicht. Dies ist Gegenstand des Projekts IDERBLOG. Denn im Niederschreiben des von ihnen Erlebten mit diesen Geräten - schulen sie ihre orthografischen Kompetenzen durch die Nutzung eines im Projekt zu entwickelnden intelligenten Wörterbuchs. - verbessern sie ihre Rechtschreibung durch eine Übungsdatenbank. - erhöht sich die Schreibmotivation durch die Möglichkeit, selbst verfasste Texte auf einer Internetplattform öffentlich oder teilöffentlich zu machen. - steigert sich die Lesekompetenz und –motivation, indem die LeserInnen der veröffentlichten Texte mit dem/der Autorin in Kontakt treten können. - erhalten die LeserInnen Einblicke in das Leben von Gleichaltrigen in anderen deutschsprachigen Regionen, wodurch das interkulturelle Wissen angereichert wird.