Steve Nebel
Biographic Data
| ID | 9510034 |
|---|---|
| NAME | Steve Nebel |
| GIVEN NAMES | Steve |
| FAMILY NAME | Nebel |
| SIGNATURE | NEBEL S |
| AFFILIATIONS | Chemnitz University of Technology |
| ORCID | 0000-0001-5831-8140 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 11 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Challenging the notion of a general disfluency effect
Introduction The disfluency effect proposes that deliberately introducing challenges or difficulties into the learning process can be advantageous. Particularly, perceptual disfluency (e.g., harder to read fonts) might affect learning positively. However, an ongoing debate persists regardxing the robustness of this effect, as some studies have failed to replicate it or have uncovered opposing outcomes. Methods To investigate potential moderators …
Exploring the effects of content-related segmentations and metacognitive prompts on learning with whiteboard animations
The Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE)
For a long time, research on individuals learning in digital environments was primarily based on cognitive-oriented theories. This paper aims at providing evidence that social processes affect individual learning with digital materials. Based on these theories and empirical results, a social-processes-augmented theory is suggested: the Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE). This CASTLE postulates that soci…
The interdependency of perceived task difficulty and the choice effect when learning with multimedia materials
Is There a (Dis-)Fluency Effect in Learning With Handwritten Instructional Texts? Evidence From Three Studies
The disfluency effect postulates that intentionally inserted desirable difficulties can have a beneficial effect on learning. Nevertheless, there is an ongoing discussion about the emergence of this effect since studies could not replicate this effect or even found opposite effects. To clarify boundary effects of the disfluency effect and to investigate potential social effects of disfluency operationalized through handwritten material, three stu…
A Systematic Literature Review of Analytics for Adaptivity Within Educational Video Games
Research has shown that serious games, digital game-based learning, and educational video games can be powerful learning instruments. However, experimental and meta-research have revealed that several moderators and variables influence the resulting learning outcomes. Advances in the areas of learning and game analytics potentially allow for controlling and improving the underlying learning processes of games by adapting their mechanics to the in…
A Review of Photogrammetry and Photorealistic 3D Models in Education From a Psychological Perspective
Until sufficient practical experience and documented examples are available, emerging technological methods to create educational content typically require in-depth knowledge from different fields in order to apply them in the most beneficial way. The method of creating photorealistic 3D models (PR3DMs) of real-world objects with the methods of photogrammetry is an example of such emerging technologies. This paper discusses the fundamental concep…
Does the effect of enthusiasm in a pedagogical Agent's voice depend on mental load in the Learner's working memory
Investigating the effects of beat and deictic gestures of a lecturer in educational videos
The retrieval-enhancing effects of decorative pictures as memory cues in multimedia learning videos and subsequent performance tests
Many (digital) learning materials are often based on a combination of text and pictures, whereby pictures often only serve a decorative (learning-irrelevant) function. Such decorative pictures were proven as detrimental for learning success. In contrast, research on retrieval cues (also known as memory cues) showed that a visual-semantic connection between the learning information and additional pictures might help to foster later retrieval proce…
A meta-analysis of how signaling affects learning with media
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A meta-analysis of how signaling affects learning with media
A Review of Photogrammetry and Photorealistic 3D Models in Education From a Psychological Perspective
Until sufficient practical experience and documented examples are available, emerging technological methods to create educational content typically require in-depth knowledge from different fields in order to apply them in the most beneficial way. The method of creating photorealistic 3D models (PR3DMs) of real-world objects with the methods of photogrammetry is an example of such emerging technologies. This paper discusses the fundamental concep…
Does the effect of enthusiasm in a pedagogical Agent's voice depend on mental load in the Learner's working memory
Investigating the effects of beat and deictic gestures of a lecturer in educational videos
The retrieval-enhancing effects of decorative pictures as memory cues in multimedia learning videos and subsequent performance tests
Many (digital) learning materials are often based on a combination of text and pictures, whereby pictures often only serve a decorative (learning-irrelevant) function. Such decorative pictures were proven as detrimental for learning success. In contrast, research on retrieval cues (also known as memory cues) showed that a visual-semantic connection between the learning information and additional pictures might help to foster later retrieval proce…
Is There a (Dis-)Fluency Effect in Learning With Handwritten Instructional Texts? Evidence From Three Studies
The disfluency effect postulates that intentionally inserted desirable difficulties can have a beneficial effect on learning. Nevertheless, there is an ongoing discussion about the emergence of this effect since studies could not replicate this effect or even found opposite effects. To clarify boundary effects of the disfluency effect and to investigate potential social effects of disfluency operationalized through handwritten material, three stu…
A Systematic Literature Review of Analytics for Adaptivity Within Educational Video Games
Research has shown that serious games, digital game-based learning, and educational video games can be powerful learning instruments. However, experimental and meta-research have revealed that several moderators and variables influence the resulting learning outcomes. Advances in the areas of learning and game analytics potentially allow for controlling and improving the underlying learning processes of games by adapting their mechanics to the in…
The Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE)
For a long time, research on individuals learning in digital environments was primarily based on cognitive-oriented theories. This paper aims at providing evidence that social processes affect individual learning with digital materials. Based on these theories and empirical results, a social-processes-augmented theory is suggested: the Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE). This CASTLE postulates that soci…
The interdependency of perceived task difficulty and the choice effect when learning with multimedia materials
Exploring the effects of content-related segmentations and metacognitive prompts on learning with whiteboard animations
Challenging the notion of a general disfluency effect
Introduction The disfluency effect proposes that deliberately introducing challenges or difficulties into the learning process can be advantageous. Particularly, perceptual disfluency (e.g., harder to read fonts) might affect learning positively. However, an ongoing debate persists regardxing the robustness of this effect, as some studies have failed to replicate it or have uncovered opposing outcomes. Methods To investigate potential moderators …
Computer Science (8 works) · Psychology (8 works) · Cognitive psychology (7 works) · Multimedia (6 works) · Visual and Cognitive Learning Processes (6 works) · Cognition (5 works) · Innovative Teaching and Learning Methods (5 works) · Metacognition (4 works) · Artificial Intelligence (3 works) · Perception (3 works)