Tereza Hannemann
Biographic Data
| ID | 82574 |
|---|---|
| NAME | Tereza Hannemann |
| GIVEN NAMES | Tereza |
| FAMILY NAME | Hannemann |
| SIGNATURE | HANNEMANN T |
| AFFILIATIONS | Charles University |
| ORCID | 0000-0002-6993-5870 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2022 |
| H-INDEX | 0 |
History, Heritage, and Memory in Video Games
This article explores authenticity, immersion, and heritage in two historical video games, Svoboda 1945: Liberation and Train to Sachsenhausen. The two games use different strategies when inviting understanding, emotional attachment, and immersive experiences of past events. We draw upon a critical, self-reflective analysis of the design process and a comparison of both games. Our aim is to expand further the toolset for historical game analysis …
Is contextual animation needed in multimedia learning games for children? An eye tracker study
The present study investigates affective‐motivational, attention, and learning effects of unexplored emotional design manipulation: Contextual animation (animation of contextual elements) in multimedia learning game (MLGs) for children. Participants ( N = 134; M age = 9.25; Grades 3 and 4) learned either from an experimental version of the MLG with a high amount of contextual animation or from an identical MLG with no contextual animation (contro…
Mandatory Home Education During the Covid-19 Lockdown in the Czech Republic
Schools have been closed in many countries due to the on-going COVID-19 pandemic, but education continues online. Little is known about how parents cope with educating their children in this unprecedented situation. Here, we present the results of a rapid survey examining the experience of Czech parents of children in Grades 1-9 (Age ~ 6-15; N = 9,810) with respect to home education home during the COVID-19 lockdown. This survey was distributed w…
To solve or to observe? The case of problem‐solving interactivity within child learning games
We explored whether problem‐solving interactivity within an instructional game fosters learning for children aged 8–10 years. Participants ( N = 139) studied a biological topic either through a game‐based learning environment (in which they solved assigned problems by interacting with a plant model) or from a standard learning environment (in which they observed how the problems were solved in an animation) (i.e., between‐subject design). The tre…
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Mandatory Home Education During the Covid-19 Lockdown in the Czech Republic
Schools have been closed in many countries due to the on-going COVID-19 pandemic, but education continues online. Little is known about how parents cope with educating their children in this unprecedented situation. Here, we present the results of a rapid survey examining the experience of Czech parents of children in Grades 1-9 (Age ~ 6-15; N = 9,810) with respect to home education home during the COVID-19 lockdown. This survey was distributed w…
To solve or to observe? The case of problem‐solving interactivity within child learning games
We explored whether problem‐solving interactivity within an instructional game fosters learning for children aged 8–10 years. Participants ( N = 139) studied a biological topic either through a game‐based learning environment (in which they solved assigned problems by interacting with a plant model) or from a standard learning environment (in which they observed how the problems were solved in an animation) (i.e., between‐subject design). The tre…
Is contextual animation needed in multimedia learning games for children? An eye tracker study
The present study investigates affective‐motivational, attention, and learning effects of unexplored emotional design manipulation: Contextual animation (animation of contextual elements) in multimedia learning game (MLGs) for children. Participants ( N = 134; M age = 9.25; Grades 3 and 4) learned either from an experimental version of the MLG with a high amount of contextual animation or from an identical MLG with no contextual animation (contro…
History, Heritage, and Memory in Video Games
This article explores authenticity, immersion, and heritage in two historical video games, Svoboda 1945: Liberation and Train to Sachsenhausen. The two games use different strategies when inviting understanding, emotional attachment, and immersive experiences of past events. We draw upon a critical, self-reflective analysis of the design process and a comparison of both games. Our aim is to expand further the toolset for historical game analysis …
Computer Science (4 works) · Psychology (4 works) · Multimedia (3 works) · Animation (2 works) · Cognitive psychology (2 works) · Educational Games and Gamification (2 works) · Human–computer interaction (2 works) · Visual and Cognitive Learning Processes (2 works) · Aesthetics (1 work) · Archaeology (1 work)