Leuphana Universität Lüneburg

Organisational unit: Institution

  1. Published

    Gamen

    Fuchs, M., 01.11.2014, Historisches Wörterbuch des Mediengebrauchs. Christians, H., Bickenbach, M. & Wegmann, N. (eds.). Köln Weimar Wien: Böhlau Verlag, p. 288 - 296 9 p.

    Research output: Contributions to collected editions/worksArticles for encyclopediaResearch

  2. Published

    Games

    Jones, R. D. (Editor) & Schmidt, T. (Editor), 05.2020, Seelze: Friedrich Verlag. 49 p. (Der Fremdsprachliche Unterricht Englisch; vol. 54, no. 165)

    Research output: Books and anthologiesSpecial Journal issueEducation

  3. Published

    Games, culture and English - Bringing Digital Games and Gaming Culture into the EFL Classroom

    Jones, R. D. & Schmidt, T., 2014, In: Praxis Englisch. 6, p. 39-43 5 p.

    Research output: Journal contributionsJournal articlesEducation

  4. Published

    Games, Fights, Collaborations: Das Spiel von Grenze und Überschreitung - Kunst und Cultural Studies in den 90er Jahren

    von Bismarck, B., Stoller, D. & Wuggenig, U. (Editor), 1996, Ostfildern-Ruit: Hatje Cantz Verlag. 243 p.

    Research output: Books and anthologiesCollected editions and anthologiesResearch

  5. Published

    Games People (Don’t) Play: An Analysis of Pre-Service EFL Teachers’ Behaviors and Beliefs Regarding Digital Game-Based Language Learning

    Blume, C., 02.01.2020, In: Computer Assisted Language Learning. 33, 1-2, p. 109-132 24 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  6. Published

    Games und Gamification: Kulturhistorische, medienwissenschaftliche, politische und ästhetische Dimensionen

    Fuchs, M., 23.11.2020, Lüneburg. 318 p.

    Research output: Books and anthologiesPost-doctoral dissertations

  7. Published

    Gamification: Geheimwaffe oder Bullshit?

    Fuchs, M., 01.01.2017, In: form Design Magazine. 269, p. 57-60 4 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  8. Published

    Gamification als didaktisches Mittel in der Hochschulbildung

    Tolks, D. & Sailer, M., 28.10.2021, Digitalisierung in Studium und Lehre gemeinsam gestalten: Innovative Formate, Strategien und Netzwerke. Wiesbaden: Springer Fachmedien Wiesbaden, p. 515-532 18 p.

    Research output: Contributions to collected editions/worksChapterpeer-review

  9. Published

    Gamification and Governmentality

    Schrape, N., 23.06.2014, Rethinking Gamification. Mathias, F., Fizek, S., Ruffino, P. & Schrape, N. (eds.). Lüneburg: meson press, p. 21-46 26 p.

    Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesResearchpeer-review

  10. Published

    Gamification and sustainable behaviour: A case study of China

    Miao, H., Saleh, M. S. M. & Zolkepli, I. A., 29.12.2022, Sustainability Communication across Asia: Fundamental Principles, Digital Strategies and Community Engagement. Saleh, M. S. M., Rahman, N. A. A. & Kasuma, S. A. A. (eds.). Taylor and Francis Inc., p. 123-136 14 p.

    Research output: Contributions to collected editions/worksChapterpeer-review