All Stories

  1. Collaborative Learning with Avatars in Virtual Reality for Kindergarten Teacher Education
  2. Cozy Ecogames
  3. A Serious Game to Promote Citizen Awareness of the 15-Minute City
  4. A Dynamic Engagement Model to Provide Ecological Awareness of the Climate Crisis through Video Games
  5. WorkVoyage: A Playful Survey for Evaluating Quality of Work Life
  6. Dilemma and Conflict Management in Virtual Reality for Teacher Education Students
  7. An Auto Battler Game to Engage High School Student's Understanding of Ionic Bonds in Chemistry
  8. Design, Learning, and Innovation
  9. 3. Mixed methods: det dynamiske og komplekse møtet mellom kvalitative og kvantitative perspektiver
  10. A Systematic Review of Examples and the Effectiveness of Game-Based Learning Used To Teach History in K-12 Education
  11. A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher Education
  12. VR traffic simulations for enhancing the driving theory for student drivers
  13. About Architects’ Perception of Quality of Life—Impact, Practice, and Barriers
  14. A Dynamic Engagement Model to Provide Ecological Awareness of the Climate Crisis through Video Games
  15. VR Technology in an Engaging Early Childhood Teacher Education
  16. An Engaging Mobile Application for Tourists with Gamification Elements that Promotes Lesser-Known Coffee Shops in the Copenhagen Suburbs
  17. A game to strengthen Danish high school student's understanding of the periodic table
  18. A serious game about the plastic pollution in the oceans
  19. Increased work satisfaction with implemented circadian lighting in a hospital
  20. How can a foundation be outlined for a successful serious game to increase reading engagement
  21. Making Fiscal Policy Engaging for Students in Social Studies by Used Game-Based Learning
  22. How to teach history with use of Game-Based Learning
  23. How to Design a Successful Training Application with Used Mobile Augmented Reality
  24. Correction to: Design and Evaluation of a Serious Game to Supplement Pupils’ Understanding of Molecular Structures in Chemistry
  25. Tell me what you see: An exploratory investigation of visual mental imagery evoked by music
  26. Identifying Nurses’ Perception of a Lighting Installation in a Newly Built Hospital
  27. Making homework fun: The effect of game-based learning on reading engagement
  28. Associations among social engagement, meal‐related behaviour, satisfaction with food‐related life and wellbeing in Danish older adults living alone
  29. Perceived visual comfort and usefulness of a circadian lighting system implemented at a nursing home
  30. An Augmented Reality Training Application for Service and Maintenance of a Medical Analyzer: A UX Approach to Usefulness and User Satisfaction
  31. Photo Analysis for Characterizing Food-Related Behavior and Photo Elicitation to Set-Up a Mixed Reality Environment for Social Eating Among Older Adults Living at Home
  32. Staff’s Perceived Visual Comfort and Perceived Usefulness of a Circadian Lighting System
  33. Engagement with and Awareness of the Plastic Crisis through a Serious Game
  34. What is a smart city? How is it perceived? What are the advantages, and barriers in a Smart City?
  35. An Engaging Serious Game Aiming at Awareness of Therapy Skills Associated with Social Anxiety Disorder
  36. An experiment of double dynamic lighting in an office responding to sky and daylight: Perceived effects on comfort, atmosphere and work engagement
  37. Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums?
  38. Design and Evaluation of a Serious Game to Supplement Pupils’ Understanding of Molecular Structures in Chemistry
  39. Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game
  40. How to design and evaluate a serious game associated with social anxiety disorder
  41. Eating together while being apart: A pilot study on the effects of mixed-reality conversations and virtual environments on older eaters’ solitary meal experience and food intake
  42. Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering
  43. How to Design Potential Solutions for a Cross-country Platform that Leverages Students’ Diversity: A User-Centered Design Approach – and Its Challenges
  44. Reading the Little Mermaid through a Serious Game
  45. Older adults eating together in a virtual living room: opportunities and limitations of eating in augmented virtuality
  46. Advantages and challenges of using mobile ethnography in a hospital case study: WhatsApp as a method to identify perceptions and practices
  47. Where would you like to eat? A formative evaluation of mixed-reality solitary meals in virtual environments for older adults with mobility impairments who live alone
  48. How to Design and Measure a Serious Game Aiming at Emotional Engagement of Social Anxiety
  49. A contextual identification of home-living older adults' positive mealtime practices: A honeycomb model as a framework for joyful aging and the importance of social factors
  50. How to evaluate emotional experiences in television drama series
  51. Emotional experiences in television drama
  52. How are smart cities perceived by project leaders and participants in an ongoing project: The challenge of evaluating smart cities
  53. A Systematic Review of Behavioural Interventions Promoting Healthy Eating among Older People
  54. How to Increase Boys’ Engagement in Reading Mandatory Poems in the Gymnasium: Homer’s “The Odyssey” as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game
  55. Driving pleasure and perceptions of the transition from no automation to full self-driving automation
  56. Immersive eating: evaluating the use of head-mounted displays for mixed reality meal sessions
  57. Designing an Engaging and Informative Application About First Aid: Gamification and Humor as Design Elements in a Serious Game
  58. How to Describe and Measure Obstacles of Narrative Immersion in a Film?
  59. Time Use on Trains: Media Use/Non-use and Complex Shifts in Activities
  60. How academic teachers perceive and facilitate creativity
  61. “Sure, I Would Like to Continue”
  62. If I had a Robot it should do Everything for me: Children’s Attitudes to Robots in Everyday Life