Bibeg Limbu
Curriculum Vitae

Hello, My name is Bibeg Limbu. I am an educational technology researcher currently working as a postdoc researcher in TU Delft in the Center for education and learning. In this position, I am currently researching Sensor-based Multimodal Immersive Learning Technologies such as Augmented Reality, Virtual Reality etc. In my research, I implement such technologies to facilitate expertise development by providing authentic settings for deliberate practice. In a similar vein, I also research, and teach courses on Serious Game Design for Game-based Learning. I spend the rest of my remaining time working on grant proposals, supervising thesis, reading books, and playing games. You can also follow me in my Linkedin page
Publications
You can find a list of my publications in Google Scholar.
You can also follow my publications in Research Gate.
My publications can also be found in ORCID.
Employment History
I am currently working as a postdoc researcher at Center for education and learning (LDE-CEL) at the Faculty of Electrical Engineering, Mathematics, and Computer Science in TU Delft since August 2019. My core responsibilities include researching Educational technologies, with a specific focus on multimodal technologies and sensors for expertise development. In addition, I also supervise student thesis, create learning content and give lectures. I also lead several research projects such as HoloLearn and VR4VET.
I have been an extern lecturer for serious games and gamification at Colongne Game Lab in TH Koeln since 2018. I this role, I design and deliver a full master elective module on serious games design on a yearly basis.
I worked as a PhD researcher at the Welten Institute in The Open University of The Netherlands from 2016-2020. My doctoral thesis titled "Multimodal Interactions for Deliberate Practice" is avialable here. During my PhD, I worked in a European Horizon 2022 project called WEKIT (Wearable Experience for Knowledge Intensive Traninig).
I worked as a research assistant at the Luxembourg Institute of Science and Technology during my masters study from 2015-2016. I designed, developed, and researched collaborative tangible table-top games for assessing collaborative complex problem solving with a MicroDYN approach.
I worked as an assistant teacher for science education at a primary school level education at United Gurkha Academy from 2008-2009. I assisted the teacher by giving lectures, developing materials for examinations, grading etc.
Education & Qualfications
I successfully defended my PhD thesis titled "Multimodal Interactions for Deliberate Practice" at The Open University of the Netherlands on November 2020.
I received my Msc degree in educational technology from The University of Saarland, Germany, on February 2016 having successfully defended my thesis titled "Tomb of Osiris: Gamifying the Assessment of Collaborative Complex Problem Solving Skills on Tangible Tabletops".
I received my Bsc degree in games technology from Anglia Ruskin University on July 2013 with a thesis titled "Motivating Programmers with Mobile Game-based Approach".
I received my Diploma in multimedia technology from Hales Institute Melbourne, Australia, on December 2010.
Certifications & Training
I undertook a month long training for understanding, recording, analysing, and interpreting human motion data at TU Delft on March 2023.
I received my UTQ/BKO diploma from TU Delft, The Netherlands, on December 2022.
A three days onsite residential beginners Dutch language training held in Spa, Belgium by CERAN on April 2018.
Five weeks of training in fundamentals of academic writing at Maastricht University in December 2017.
A semester long German language training course at the University of Saarland, Germany, on March 2014.
Academic Memberships
I am member of Artificial Intelligence in Education (AIED) special interests group (SIG) in the European Association of Technoloy Enhanced Learning (EA-TEL). I, with other members, organise various workshops revolving around the use of AI in education in Joint Technology Enhanced Learning Summer Schools (JTEL-SS) for new PhD students and researchers and other conferences.
The MLX research group is comprised of reserchers interested in multimodal learning technologies from various universitites across The Netherlands and Germany. We provide a platform for reserachers interested in this domain a platform for exchanging ideas and findings via workshops such as the MILeS workshop and other publication outlets. We also actively look for funding opportunities as a group.
I have also been a member of the Dutch Research School SIKS since 2016.
Awards & Nominations
My course design for the course "Serious Games and Gamification" was awarded the best course design by Rapide in 2022.
Our publication titled "Gamifire - A Scalable, Platform-Independent Infrastructure for Meaningful Gamification of MOOCs" was nominated for the best paper award at the Gala conference in 2019.
My application "The Calligraphy Trainer" won the best student design in the SLERD conference organised by ASLERD in 2018.
I was awarded the Tansri Lim Kok Wing award for Leadership for extramural activities during my bachelors in 2013.
Grant Acquisition
We were successful in acquiring funds for the European Eramus+ project proposal "Virtual Reality for Vocational Education and Training" in collaboration with academic and vocational partners from Norway and Germany. This ongoing project focuses on the administrating VR interventions for career counselling in vocational domains.
Acquisition of funds for Project HoloLearn was also successfully and was funded by the Student Council of TU Delft. In this project, we explore the implications of using holograms to facilitate hybrid classrooms.
I was also involved, as a part of the MLX group, in successful acquisition of funds for the MILKI-PSY project. This German BMBF-funded research project “Multimodal Immersive Learning with Artificial Intelligence for Psychomotor Skills” combines latest developments in multimodal technologies and artificial intelligence in the context of sports and human-robot interaction.