Lea Brandl

Photo of Lea Christine Brandl


University of Lübeck
Institute of Telematics
Ratzeburger Allee 160

23562 Lübeck
Gebäude 64, 3rd floor, Raum 46

Email: lea.brandl(at)uni-luebeck.de
Phone: +49 451 3101 6421

Lea Brandl studierte Medizinische Informatik an der Hochschule Heilbronn und der Universität Heidelberg. Während ihres Studiums sammelte sie praktische Erfahrungen als Teilzeit-Softwareentwicklerin mit den Schwerpunkten App- und Web-Entwicklung. Ihre Masterarbeit beschäftigte sich mit der Evaluation einer Progressive Web App für Patienten mit einer speziellen dermatologischen Erkrankung. Nach ihrem Wechsel ins Berufsleben war sie bei Capgemini als Entwicklerin tätig, insbesondere mit Schwerpunkt auf Angular-Technologien. Seit 2020 forscht sie am Institut für Telematik der Universität zu Lübeck zum Thema "Learning in pervasive Games". Außerdem nimmt sie an der AG Consumer Health Informatics an der GMDS teil, um sich weiter mit aktuellen Themen der Medizininformatik zu beschäftigen.

2024

Lea C. Brandl, and Andreas Schrader,
Serious Games in Higher Education in the Transforming Process to Education 4.0---Systematized Review, Education Sciences , vol. 14, 03 2024.
DOI:10.3390/educsci14030281
Bibtex: BibTeX
@article{brandl_systematized_review_2024,
  title = {Serious Games in Higher Education in the Transforming Process to Education 4.0---Systematized Review},
  author = {Brandl, Lea C. and Schrader, Andreas},
  year = {2024},
  month = mar,
  journal = {Education Sciences},
  volume = {14},
  number = {3},
  pages = {281},
  publisher = {Multidisciplinary Digital Publishing Institute},
  issn = {2227-7102},
  doi = {10.3390/educsci14030281},
  urldate = {2024-03-07},
  abstract = {The digital transformation associated with the Fourth Industrial Revolution is having an impact on the way we teach. Under the term Education 4.0, new teaching methods, new technologies, as well as a student-centered approach, are expected to be used in teaching. One established method of teaching is the use of Serious Games, as it has various positive effects in terms of motivation and engagement. This paper deals with the question of how the transformation towards Education 4.0 influences the way Serious Games are designed and used in the context of higher education. To this end, a systematized literature review was conducted. Out of 550 publications, 28 were included. This revealed works on the general conception as well as studies on Serious Games in various areas of university teaching. The results show different concepts of Serious Games, with the structure often being adapted to learning content and not to students. In terms of technical implementation, Serious Games are mostly web- or desktop-applications instead of new technologies such as VR. As a result, new concepts seem necessary to adapt Serious Games to Education 4.0. In the future, we want to design Serious Games that respond flexibly to students' needs and make it easy to integrate new technologies.},
  copyright = {http://creativecommons.org/licenses/by/3.0/},
  langid = {english},
  keywords = {Education 4.0,higher education,serious games,systematized review},
}
Lea C. Brandl, and Andreas Schrader,
Student Player Types in Higher Education—Trial and Clustering Analyses, Education Sciences , vol. 14, 03 2024.
DOI:10.3390/educsci14040352
Bibtex: BibTeX
@article{brandl2024a,
  title = {Student {{Player Types}} in {{Higher Education}}---{{Trial}} and {{Clustering Analyses}}},
  author = {Brandl, Lea C. and Schrader, Andreas},
  year = {2024},
  month = apr,
  journal = {Education Sciences},
  volume = {14},
  number = {4},
  pages = {352},
  publisher = {Multidisciplinary Digital Publishing Institute},
  issn = {2227-7102},
  doi = {10.3390/educsci14040352},
  urldate = {2024-03-27},
  copyright = {http://creativecommons.org/licenses/by/3.0/},
  langid = {english},
  keywords = {education,player types,serious gaming}
}
Susan Brauer, Lea C. Brandl, Merle Marie Borrello, Maria Lindner, Christoph Klann, Katrin Balzer, and Andreas Schrader,
Analyse und Evaluation von digitalen Notiz-Applikationen zur Erstellung und Bearbeitung individueller Handlungsleitfäden während einer Skills-Lab Übung, 69. Jahrestagung der Deutschen Gesellschaft für Medizinische Informatik, Biometrie und Epidemiologie e. V. (GMDS), Dresden, 08.09. - 13.09.2024, German Medical Science GMS Publishing House, 2024.
DOI:10.3205/24gmds216
Datei: Dateilink
Bibtex: BibTeX
@inproceedings{brauerbrandl2024,
	title = {Analyse und {Evaluation} von digitalen {Notiz}-{Applikationen} zur {Erstellung} und {Bearbeitung} individueller {Handlungsleitfäden} während einer {Skills} {Lab} Übung},
	copyright = {Creative Commons Attribution 4.0 International},
	doi = {10.3205/24GMDS216},
	language = {de},
	journal = {Gesundheit – gemeinsam. Kooperationstagung der Deutschen Gesellschaft für Medizinische Informatik, Biometrie und Epidemiologie (GMDS), Deutschen Gesellschaft für Sozialmedizin und Prävention (DGSMP), Deutschen Gesellschaft für Epidemiologie (DGEpi), Deutschen Gesellschaft für Medizinische Soziologie (DGMS) und der Deutschen Gesellschaft für Public Health (DGPH)},
	author = {Brauer, Susan and Brandl, Lea C. and Borrello, Merle M. and Lindner, Maria and Klann, Christoph and Balzer, Katrin and Schrader, Andreas},
	year = {2024},
	publisher= {German Medical Science GMS Publishing House},
	keywords = {digitale Anwendungen, Lehrforschung, Medicine and health, Skills Labs},
}
Lea C. Brandl, Susan Brauer, Merle Marie Borrello, Maria Lindner, Christoph Klann, Katrin Balzer, and Andreas Schrader,
Prototyp einer ambienten Zeitanzeige zur Unterstützung des Zeitmanagements Studierender der Pflege und Hebammenwissenschaften während einer Skills Lab Übung, 69. Jahrestagung der Deutschen Gesellschaft für Medizinische Informatik, Biometrie und Epidemiologie e. V. (GMDS), Dresden, 8.09.-13.09.2024, German Medical Science GMS Publishing House, 2024.
DOI:10.3205/24gmds215
Datei: Dateilink
Bibtex: BibTeX
@inproceedings{brandlbrauer2024,
	title = {Prototyp einer ambienten {Zeitanzeige} zur {Unterstützung} des {Zeitmanagements} {Studierender} der {Pflege} und {Hebammenwissenschaften} während einer {Skills} {Lab} Übung},
	copyright = {Creative Commons Attribution 4.0 International},
	doi = {10.3205/24GMDS215},
	language = {de},
	journal = {Gesundheit – gemeinsam. Kooperationstagung der Deutschen Gesellschaft für Medizinische Informatik, Biometrie und Epidemiologie (GMDS), Deutschen Gesellschaft für Sozialmedizin und Prävention (DGSMP), Deutschen Gesellschaft für Epidemiologie (DGEpi), Deutschen Gesellschaft für Medizinische Soziologie (DGMS) und der Deutschen Gesellschaft für Public Health (DGPH)},
	author = {Brandl, Lea C. and Brauer, Susan and Borrello, Merle M. and Lindner, Maria and Klann, Christoph and Balzer, Katrin and Schrader, Andreas},
	year = {2024},
	publisher = {German Medical Science GMS Publishing House},
	keywords = {digitale Anwendungen, Lehrforschung, Medicine and health, Skills Labs},
}

2023

Lea C. Brandl, Börge Kordts, and Andreas Schrader,
Technological Challenges of Ambient Serious Games in Higher Education, in Workshop "Making A Real Connection, Pro-Social Collaborative Play in Extended Realities – Trends, Challenges and Potentials" at 22nd International Conference on Mobile and Ubiquitous Multimedia (Making A Real Connection, MUM ’23) , Dez.2023.
DOI:10.13140/RG.2.2.23377.10085/1
Weblink: https://xrsocialinteraction.wordpress.com/
Datei: Brandl_et_al._-_2023_-_Technological_Challenges_of_Ambient_Serious_Games.pdf
Bibtex: BibTeX
@inproceedings{brandl2023,
  title = {Technological {{Challenges}} of {{Ambient Serious Games}} in {{Higher Education}}},
  author = {Brandl, Lea and Kordts, Börge and Schrader, Andreas},
  date = {2023-11-27},
  location = {{Vienna, Austria}},
  doi = {10.13140/RG.2.2.23377.10085/1},
  abstract = {Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content memorability and attendance rates, we propose Ambient Serious Games as games embedded in a computer-enriched environment, which is only partially perceived mentally by players. In this paper, we describe five technological key challenges that must be overcome to seamlessly and beneficially integrate an Ambient Serious Game into teaching. These challenges, derived from a scenario, focus on the technological provision and conduct of such games based on a software platform. They include (1) the integration of physical smart learning objects in heterogeneous environments under dynamic constraints, (2) the representation of abstract subject matter using smart learning objects, (3) the guided or automatic connection of all involved components, (4) the explanation of the components, their interaction, as well as the serious game itself, and (5) feedback on the game state.},
  eventtitle = {22nd {{International Conference}} on {{Mobile}} and {{Ubiquitous Multimedia}} ({{MUM}} 2023)}
}
Jonas Bienzeisler, Ariadna Perez-Garriga, Lea C. Brandl, Ann-Kristin Kock-Schoppenhauer, Yasmin Hollenbenders, Maximilian Kurscheidt, and Christina Schüttler,
Report from the 68th GMDS Annual Meeting: Science. Close to People, Methods of Information in Medicine , vol. 62, Dez. 2023.
DOI:10.1055/s-0043-1777733
Bibtex: BibTeX
@article{bienzeisler2023,
  title = {Report from the 68th GMDS Annual Meeting: Science. Close to People},
  shorttitle = {Report from the 68th {{GMDS Annual Meeting}}},
  author = {Bienzeisler, Jonas and {Perez-Garriga}, Ariadna and Brandl, Lea C. and {Kock-Schoppenhauer}, Ann-Kristin and Hollenbenders, Yasmin and Kurscheidt, Maximilian and Sch{\"u}ttler, Christina},
  year = {2023},
  month = dec,
  journal = {Methods of Information in Medicine},
  volume = {62},
  number = {05/06},
  pages = {202--205},
  publisher = {Georg Thieme Verlag KG},
  issn = {0026-1270, 2511-705X},
  doi = {10.1055/s-0043-1777733},
  abstract = {Thieme E-Books \& E-Journals},
  copyright = {Georg Thieme Verlag KG R{\"u}digerstra{\ss}e 14, 70469 Stuttgart, Germany},
  langid = {english}
}
Lea C. Brandl, and Andreas Schrader,
Clustering on Player Types of Students in Health Science - Trial and Data Analyses, Studies in Health Technology and Informatics , vol. 307, pp. 89--95, 2023.
DOI:10.3233/SHTI230698
Bibtex: BibTeX
@article{brandlClusteringPlayerTypes2023,
  title = {Clustering on {{Player Types}} of {{Students}} in {{Health Science}} - {{Trial}} and {{Data Analyses}}},
  author = {Brandl, Lea C. and Schrader, Andreas},
  year = {2023},
  month = sep,
  journal = {Studies in Health Technology and Informatics},
  volume = {307},
  pages = {89--95},
  issn = {1879-8365},
  doi = {10.3233/SHTI230698},
  abstract = {Gamification has many positive effects, such as increased motivation, engagement, and well-being of users. For this purpose, a wide field of game mechanics is already available that can be used in teaching. For the development of gamified teaching methods, it's important to adapt the mechanics used to the students. There are different models that divide target groups of games and gamification into player types to understand what motivates the respective users. This paper describes a study of player types among students of health-related disciplines and analyses the data by a K-Means clustering procedure. The player types Socializer, Player and Achiever are found, and game elements for this groups are suggested. Thus, in the field of health education, game mechanics can be used, which are suitable for students of this domain.},
  langid = {english},
  pmid = {37697841},
  keywords = {Cluster Analysis,Data Analysis,Gamification,Health education,Health Education,Humans,Motivation,Player type,Students},
location = {Heilbronn, Germany}

}
Susan Brauer, Lea C. Brandl, Jan Patrick Kopetz, Andreas Schrader, Wendy Janßen, Victoria Köster, Fabian Kohrs, Janne Menz, and Robert Schumann,
Digital gestützte Vermittlung der Atemstimulierenden Einreibung – prototypische Entwicklung einer smarten Weste, German Medical Science GMS Publishing House, 2023. pp. DocAbstr. 224.
DOI:10.3205/23gmds117
Datei: Dateilink
Bibtex: BibTeX
@inproceedings{brauerbrandl2023,
	title = {Digital gestützte {Vermittlung} der {Atemstimulierenden} {Einreibung} – prototypische {Entwicklung} einer smarten {Weste}},
	copyright = {This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 License.},
	doi = {10.3205/23gmds117},
	publisher = {German Medical Science GMS Publishing House},
	author = {Brauer, Susan and Brandl, Lea C. and Kopetz, Jan Patrick and Schrader, Andreas and Janßen, Wendy and Köster, Victoria and Kohrs, Fabian and Menz, Janne and Schumann, Robert},
	month = September,
	year = {2023},
	keywords = {Digital Health, Digitale Lehre, Wearable Electronic Device},
	pages = {DocAbstr. 224},
}
Finn Stoldt, Lea C. Brandl, and Andreas Schrader,
Pervasive Serious Game for Exam Preparation: Exploring the Motivational Effects of Game Narratives, in Serious Games , Haahr, Mads and Rojas-Salazar, Alberto and Göbel, Stefan, Eds. Springer Nature Switzerland, 2023. pp. 439--446.
DOI:10.1007/978-3-031-44751-8_40
ISBN:978-3-031-44751-8
Bibtex: BibTeX
@inproceedings{stoldtPervasiveSeriousGame2023,
  title = {Pervasive {{Serious Game}} for {{Exam Preparation}}: {{Exploring}} the {{Motivational Effects}} of {{Game Narratives}}},
  shorttitle = {Pervasive {{Serious Game}} for {{Exam Preparation}}},
  booktitle = {Serious {{Games}}},
  author = {Stoldt, Finn and Brandl, Lea C. and Schrader, Andreas},
  editor = {Haahr, Mads and Rojas-Salazar, Alberto and Göbel, Stefan},
  date = {2023},
  series = {Lecture {{Notes}} in {{Computer Science}}},
  pages = {439--446},
  publisher = {{Springer Nature Switzerland}},
  location = {{Cham}},
  doi = {10.1007/978-3-031-44751-8_40},
  abstract = {German students have a high level of stress due to exam anxiety and performance requirements. Serious games can help improve students’ well-being and performance. The principle of pervasive games also brings many opportunities. Regarding the design of such games, there is still no consensus on which game design elements bring positive effects in which contexts. In this paper, we present a new pervasive serious game for exam preparation. The game design was adapted to investigate the relationship between motivation and game narrative. A pilot study’s results show that the presence of a game narrative did not affect the subjects’ motivation. However, the thematic relationship between the game narrative and learning content seemed to be important for the subjects’ motivation. Overall, most of the subjects enjoyed the game and could imagine preparing for exams with such games in the future.},
  isbn = {978-3-031-44751-8},
  langid = {english},
  keywords = {Motivation,Narrative,Pervasive Game,Serious Game},
}

2022

Lea C. Brandl, Claudia Liebram, Wendelin Schramm, and Monika Pobiruchin,
A German Smartphone-Based Self-management Tool for Psoriasis: Community-Driven Development and Evaluation of Quality-of-Life Effects, JMIR Formative Research , vol. 6, no. 7, pp. e32593, 2022. JMIR Publications Inc., Toronto, Canada.
DOI:10.2196/32593
Bibtex: BibTeX
@article{brandlSelfmanagement2022,
  title = {A {{German Smartphone-Based Self-management Tool}} for {{Psoriasis}}: {{Community-Driven Development}} and {{Evaluation}} of {{Quality-of-Life Effects}}},
  shorttitle = {A {{German Smartphone-Based Self-management Tool}} for {{Psoriasis}}},
  author = {Brandl, Lea C. and Liebram, Claudia and Schramm, Wendelin and Pobiruchin, Monika},
  year = {2022},
  month = jul,
  journal = {JMIR Formative Research},
  volume = {6},
  number = {7},
  pages = {e32593},
  publisher = {{JMIR Publications Inc., Toronto, Canada}},
  doi = {10.2196/32593},
  urldate = {2023-03-22},
  langid = {english},
}
Frederike Lüth, Adrienne Henkel, Susan Brauer, Lea C. Brandl, Andreas Schrader, and Katrin Balzer,
Digitale Unterstützung der Skills Trainings im Pflegestudiengang: Ergebnisse der Bedarfsanalyse (Vortrag), 2022.
Bibtex: BibTeX
@MISC{Brauer22,
AUTHOR={Frederike L{\"u}th and Adrienne Henkel and Susan Brauer and Lea Brandl and Andreas Schrader and Katrin Balzer},
TITLE={Digitale Unterst{\"u}tzung der Skills Trainings im Pflegestudiengang: Ergebnisse der Bedarfsanalyse (Vortrag)},
BOOKTITLE={5. Clusterkonferenz Zukunft der Pflege - Technologie bewegt Pflege},
ADDRESS={Freiburg Germany},
YEAR={2022},
month={September},
days={21-22},
KEYWORDS={Skills Labs, Ambient Care, Pflege}
}
Lea C. Brandl, Saskia Kröner, Monika Pobiruchin, Björn Schreiweis, Veronika Strotbaum, Silvia Woll, and Martin Wiesner,
ePA-Survey 2021: Bekanntheit, Bedarfe und Nutzung der elektronischen Patientenakte unter Versicherten in Deutschland, German Medical Science GMS Publishing House, 2022. pp. DocAbstr. 76.
DOI:10.3205/22gmds043
Bibtex: BibTeX
@inproceedings{brandl2022,
  title = {{ePA-Survey 2021: Bekanntheit, Bedarfe und Nutzung der elektronischen Patientenakte unter Versicherten in Deutschland}},
  shorttitle = {{ePA-Survey 2021}},
  author = {Brandl, Lea C. and Kr{\"o}ner, Saskia and Pobiruchin, Monika and Schreiweis, Bj{\"o}rn and Strotbaum, Veronika and Woll, Silvia and Wiesner, Martin},
  year = {2022},
  month = aug,
  pages = {DocAbstr. 76},
  publisher = {{German Medical Science GMS Publishing House}},
  doi = {10.3205/22gmds043},
  copyright = {This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 License.},
  langid = {germ},
  keywords = {eHealth,ePA,Online-Survey,Versicherte},
location = {Kiel (online), Germany}
}

2019

Yasmin Hollenbenders, Lea C. Brandl, Martin Wiesner, Marc Mezger, and Wolfgang Heß,
Simulation von Vitalparametern für die Entwicklung und Validierung medizinischer Software, German Medical Science GMS Publishing House, 2019. pp. DocAbstr. 124.
DOI:10.3205/19gmds104
Bibtex: BibTeX
@inproceedings{brandl2019,
  title = {{Simulation von Vitalparametern f\"ur die Entwicklung und Validierung medizinischer Software}},
  author = {Brandl, Lea and Hollenbenders, Yasmin and Wiesner, Martin and Mezger, Marc and He{\ss}, Wolfgang},
  year = {2019},
  pages = {DocAbstr. 124},
  publisher = {{German Medical Science GMS Publishing House}},
  doi = {10.3205/19gmds104},
  copyright = {This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 License.},
  langid = {germ},
  keywords = {Simulation,Validierung,Vitalparameter},
location = {Dortmund, Germany}
}

2017

Yasmin Hollenbenders, Lea C. Brandl, Robin Kappler, Marc Mezger, Martin Prokosch, Daniel Zsebedits, Richard Zowalla, Jutta Hübner, and Martin Wiesner,
eCHO: Supporting Cancer Patients by recommending Complementary Methods based on Individual Complaints, German Medical Science GMS Publishing House, 2017. pp. DocAbstr. 072.
DOI:10.3205/17gmds138
Bibtex: BibTeX
@inproceedings{hollenbendersECHOSupportingCancer2017,
  title = {{eCHO: Supporting Cancer Patients by recommending Complementary Methods based on Individual Complaints}},
  shorttitle = {{eCHO}},
  author = {Hollenbenders, Yasmin and Brandl, Lea and Kappler, Robin and Mezger, Marc and Prokosch, Martin and Zsebedits, Daniel and Zowalla, Richard and Hübner, Jutta and Wiesner, Martin},
  year = {2017},
  month = aug,
  pages = {DocAbstr. 072},
  publisher = {{German Medical Science GMS Publishing House}},
  doi = {10.3205/17gmds138},
  copyright = {This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 License.},
  langid = {engl},
location = {Oldenburg, Germany}

}