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Steve Nebel

Biographic Data

ID9510034
NAMESteve Nebel
GIVEN NAMESSteve
FAMILY NAMENebel
SIGNATURENEBEL S
AFFILIATIONSChemnitz University of Technology
ORCID0000-0001-5831-8140
VERIFIEDYes
TOTAL WORKS11
TOTAL CITATIONS0
WORKS AS AUTHOR11
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Challenging the notion of a general disfluency effect

    Open Access•Maik Beege, Christoph Mengelkamp et al.•ARTICLE•Frontiers in Education•2026

    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

    Open Access•Felix Krieglstein, Sascha Schneider et al.•ARTICLE•Computers & Education•2023

  • The Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE)

    Open Access•Sascha Schneider, Maik Beege et al.•ARTICLE•Educational Psychology Review•2022

    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

    Sascha Schneider, Steve Nebel et al.•ARTICLE•Journal of Educational Psychology•2022

  • Is There a (Dis-)Fluency Effect in Learning With Handwritten Instructional Texts? Evidence From Three Studies

    Open Access•Maik Beege, Felix Krieglstein et al.•ARTICLE•Frontiers in Education•2021

    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

    Open Access•Manuel Ninaus, Steve Nebel•ARTICLE•Frontiers in Education•2021

    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

    Open Access•Steve Nebel, Maik Beege et al.•ARTICLE•Frontiers in Education•2020

    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

    Open Access•Maik Beege, Sascha Schneider et al.•ARTICLE•Computers in Human Behavior•2020

  • Investigating the effects of beat and deictic gestures of a lecturer in educational videos

    Open Access•Maik Beege, Manuel Ninaus et al.•ARTICLE•Computers & Education•2020

  • The retrieval-enhancing effects of decorative pictures as memory cues in multimedia learning videos and subsequent performance tests

    Sascha Schneider, Steve Nebel et al.•ARTICLE•Journal of Educational Psychology•2020

    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

    Open Access•Sascha Schneider, Maik Beege et al.•ARTICLE•Educational Research Review•2018

No prominent works on this page.

  • A meta-analysis of how signaling affects learning with media

    Open Access•Sascha Schneider, Maik Beege et al.•ARTICLE•Educational Research Review•2018

  • A Review of Photogrammetry and Photorealistic 3D Models in Education From a Psychological Perspective

    Open Access•Steve Nebel, Maik Beege et al.•ARTICLE•Frontiers in Education•2020

    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

    Open Access•Maik Beege, Sascha Schneider et al.•ARTICLE•Computers in Human Behavior•2020

  • Investigating the effects of beat and deictic gestures of a lecturer in educational videos

    Open Access•Maik Beege, Manuel Ninaus et al.•ARTICLE•Computers & Education•2020

  • The retrieval-enhancing effects of decorative pictures as memory cues in multimedia learning videos and subsequent performance tests

    Sascha Schneider, Steve Nebel et al.•ARTICLE•Journal of Educational Psychology•2020

    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

    Open Access•Maik Beege, Felix Krieglstein et al.•ARTICLE•Frontiers in Education•2021

    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

    Open Access•Manuel Ninaus, Steve Nebel•ARTICLE•Frontiers in Education•2021

    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)

    Open Access•Sascha Schneider, Maik Beege et al.•ARTICLE•Educational Psychology Review•2022

    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

    Sascha Schneider, Steve Nebel et al.•ARTICLE•Journal of Educational Psychology•2022

  • Exploring the effects of content-related segmentations and metacognitive prompts on learning with whiteboard animations

    Open Access•Felix Krieglstein, Sascha Schneider et al.•ARTICLE•Computers & Education•2023

  • Challenging the notion of a general disfluency effect

    Open Access•Maik Beege, Christoph Mengelkamp et al.•ARTICLE•Frontiers in Education•2026

    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)

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