Sonja Gabriel

ORCID: 0000-0002-0379-952X
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Education Methods and Technologies
  • Digital Games and Media
  • Sociology and Education Studies
  • Linguistic Education and Pedagogy
  • Linguistic research and analysis
  • Augmented Reality Applications
  • Impact of Technology on Adolescents
  • Innovative Teaching and Learning Methods
  • Innovative Teaching Methodologies in Social Sciences
  • Digital Innovation in Industries
  • Misinformation and Its Impacts
  • Ethics and Social Impacts of AI
  • Biomedical Ethics and Regulation
  • Teaching and Learning Programming
  • Religion, Theology, and Education
  • Wikis in Education and Collaboration
  • Media, Religion, Digital Communication
  • Tissue Engineering and Regenerative Medicine
  • Child Development and Digital Technology
  • Social Media and Politics
  • 3D Printing in Biomedical Research
  • Online Learning and Analytics
  • Educational Strategies and Epistemologies
  • Engineering Education and Technology

University College of Teacher Education of Christian Churches Vienna/Krems
2015-2024

University of Applied Sciences Stralsund
2022

Pädagogische Hochschule Wien
2015-2021

This paper analyses 15 AI policies for higher education from eight European countries, drawn individual universities, consortia of universities and government agencies. Based on an overview current research findings, it focuses the comparison different aspects among selected policies. The analysis distinguishes between four potential target groups, namely students, teachers, managers policy makers. aims at contributing to further development improvement through identification commonalities...

10.9781/ijimai.2025.02.011 article EN cc-by International Journal of Interactive Multimedia and Artificial Intelligence 2025-01-01

This paper examines the complex relationship between generative artificial intelligence (AI) and educational equity, analysing both opportunities challenges presented by these emerging technologies in contexts. The begins establishing fundamental distinctions equality emphasizing how various socioeconomic, cultural, systemic factors contribute to persistent disparities. It then provides a comprehensive overview of AI technologies, particularly focusing on Large Language Models (LLMs) their...

10.34190/icair.4.1.3153 article EN Proceedings of the International Conference on AI Research. 2024-12-04

10.1108/rmj.2008.28118bae.001 article EN Records Management Journal 2008-06-13

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 raises awareness plight refugees. A majority serious field focus on refugees and poverty order raise evoke empathy for groups depicted. The paper introduces Games Design Assessment (SGDA) Framework as tool find out if certain might be used achieve objective designer intended when designing game. Using Bury Me, My Love, which shows...

10.24140/issn.1645-7250.rle41.02 article EN Revista Lusófona de Educação 2018-09-01

Der vorliegende Beitrag beschreibt – nach Klärung der grundlegenden Begriffe des Emergency Remote Teaching (ERT) und Konzepts sozialen Präsenz - eine qualitative Studie, die an KPH Wien/Krems von April bis November 2020 durchgeführt wurde. Lehramtsstudierende wurden befragt, wie sie Umstellung auf (= Präsenz- Online-Lehre aufgrund CoViD-19 Massnahmen) empfunden haben. Ein Kernstück online durchgeführten Interviews war Wahrnehmung sozialer Präsenz, also das Wahrnehmen anderer Personen...

10.21240/mpaed/40/2021.11.17.x article DE cc-by MedienPädagogik Zeitschrift für Theorie und Praxis der Medienbildung 2021-11-17

As per Deterding et al. (2011), gamification can be defined as using game design elements in non-game contexts and it is used to increase motivation engagement. That why there are already gamified application change people’s behavior when comes environmental protection. Climate a complex topic which for younger children aged 6 10 years quite often too abstract understand properly. Therefore, browser-based app being developed that aims at teaching basics about renewable energy, mobility,...

10.34190/ecgbl.16.1.356 article EN European Conference on Games Based Learning 2022-09-29

This article deals with the Augmented Reality (AR) smartphone game Pokemon Go which caused a hype among players in summer 2016. The author shows by citing results of an extensive online media search that various churches and religious communities reacted to game, either praising or condemning it. In beginning, will discuss origin series, showing there are some parallels Shintoism. When having look at public reports about it can be seen tried profit from AR whereas others regard playing as...

10.17885/heiup.rel.2017.0.23766 article EN Online-Heidelberg Journal of Religions on the Internet 2017-12-27

The widespread use of generative AI tools which can support or even take over several part the writing process has sparked many discussions about integrity, literacy and changes to academic processes. This paper explores impact artificial intelligence (AI) on pro-cess, drawing data from a workshop interviews with university students teacher college in Austria. Despite assumption that AI, such as ChatGPT, is widely used by their tasks, initial findings suggest notable gap participants'...

10.34190/icair.4.1.3022 article EN Proceedings of the International Conference on AI Research. 2024-12-04

Durch die Popularität zahlreicher Werkzeuge im Bereich der generativen künstlichen Intelligenz verändern sich zunehmend auch Schreibprozesse. Das vorliegende Forschungsprojekt, das Studienjahr 2023/24 an KPH Wien/Krems durchgeführt wird, setzt zum Ziel herauszufinden, welche Unterstützung Studierende benötigen, um sowohl ihre AI-Literacy zu stärken als reflektiert und konstruktiv-kritisch KI-Tools Schreibprozess einsetzen können. Dazu wird ein Mixed-Methods-Ansatz verwendet, Begleitung einer...

10.53349/resource.2024.i3.a1289 article DE R&E-SOURCE 2024-07-15

Der vorliegende Beitrag stellt eine Teilauswertung des Forschungsprojekts “Einführung von Tablets in der 5. und 6. Schulstufe im Rahmen 8-Punkte-Plans" dar. Fokus liegt dabei auf Perspektive Schüler*innen, verbunden mit den Fragen, ob die Lernenden Hemmungen beim Umgang digitalen Endgeräten haben welchen Kompetenzzuwachs sie subjektiv feststellen. Ausgehend Reformvorhaben Bezug digitale Technologien sowie Self-Determination Theory Hinblick intrinsische Lernmotivation erfolgt deskriptive...

10.53349/resource.2024.i3.a1308 article DE R&E-SOURCE 2024-07-15

Purpose Due to the important role of orthography in society, project called IDeRBlog presented this paper created a web-based tool motivate pupils write text as well read and comment on texts written by fellow students. In addition, aims improve student’s German skills supports teachers parents with training materials for their The discuss these issues. Design/methodology/approach With aid learning analytics, submitted is analyzed special feedback given students so that they can try correct...

10.1108/jrit-07-2017-0013 article EN cc-by Journal of Research in Innovative Teaching & Learning 2017-07-03

By using game design as a method to teach in various subjects apart from software engineering and media design, the evaluation of project We Make Games aimed at finding out what participating teachers think about approach. The first part saw train-the-trainer workshop, distance teacher training implementing serious game-design classes. accompanying had closer look teachers' previous knowledge regarding (serious) digital games, their expectations attitudes towards project, games well outcome...

10.1109/vs-games.2019.8864518 article EN 2019-09-01

Digitalen Spielen wird in den letzten Jahren auch immer haufiger eine Rolle im Fremdsprachenerwerb bzw. Fremdsprachenunterricht zugestanden, indem sie entweder gezielt Unterricht eingesetzt werden oder aber Freizeitbereich dazu beitragen, dass sich Lernende mit der Fremdsprache auseinandersetzen. Dieser Beitrag mochte aufzeigen, worin die Potenziale Spiele liegen (z. B. Motivation, situativer Kontext und Wortschatzerweiterung). Gleichzeitig festgestellt, es haufig dem alleine nicht getan...

10.21243/medienimpulse.2016.4.973 article DE Medienimpulse/Medien-Impulse 2016-01-01

The article depicts the blogging platform IDeRBlog as an example of Open Educational Resources Practice. exercise databases are focussed in context orthography training. After briefly outlining overview on how exercises were researched and reviewed according to established quality framework is given. This followed by Analysis missing creation project team.

10.4233/uuid:559c4fa0-60e6-4e1a-8540-37f59afa7745 article EN 2018-04-25

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 transformations targeted at middle school children of 10 years age. We describe the design report preliminary results experiences gained from first two stages our iterative development process which included playtesting session on-site evaluation local school.

10.1145/3235765.3235807 article EN 2018-08-07

Der Beitrag schlagt Moglichkeiten zur Beschreibung von Handlungspraxen und berufliche Entwicklungsaufgaben im Bereich Medienkompetenzen Medienhandeln berufseinsteigender Lehrkrafte der Primarstufe sowie eine Anknupfung an Theorien habituell gepragten Uberzeugungen vor. Damit soll aufgezeigt werden, wie unter welchen beruflichen Anforderungen bereit sind, sich mit wahrgenommenen Normen des Handelns auseinanderzusetzen diese durch zu einem nachhaltigen Kompetenzzuwachs fuhren.

10.21243/mi-03-20-13 article DE DOAJ (DOAJ: Directory of Open Access Journals) 2020-09-01
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