Design, Learning, and Innovation (inbunden)
Format
Häftad (Paperback / softback)
Språk
Engelska
Antal sidor
209
Utgivningsdatum
2021-06-28
Upplaga
1st ed. 2021
Förlag
Springer Nature Switzerland AG
Medarbetare
Brooks, Anthony / Sylla, Cristina
Illustrationer
17 Illustrations, black and white; X, 209 p. 17 illus.
Dimensioner
234 x 156 x 12 mm
Vikt
313 g
Antal komponenter
1
Komponenter
1 Paperback / softback
ISBN
9783030784478

Design, Learning, and Innovation

5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings

Häftad,  Engelska, 2021-06-28
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This book constitutes the refereed post-conference proceedings the 5th EAI International Conference on DLI 2020, Design, Leaning and Innovation, which took place in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 14 revised full papers presented were carefully selected from 40 submissions and are organized in four thematic sessions on: digital technologies and learning; designing for innovation; digital games, gamification and robots; designs for innovative learning.
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Innehållsförteckning

The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders.- Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students Learning Motivation, Attitude, and Satisfaction.- Potentiating Digital Educational Environments through Data Analytics.- Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers.- Towards the development of AI based generative design tools and applications.- A model approach for an automatic clothing combination system for blind people.- Seasonal Sunlight Chamber: A lighting design concept to connect us to the dynamics of sunlight and our place on Earth.- Intergenerational Playful Experiences based on Digital Games for Interactive Spaces.- Discourses of Digital Game Based Learning as a Teaching Method - Design Features and Pedagogical Opportunities Associated with Teachers Evaluation of Educational Game apps.- GamAll: Playing Beyond Boundaries -Gamification and Multimodal Literacy.- Designing a learning robot to encourage collaboration between children.- Learning strategies among students during the sudden transition to online teaching in a PBL-university.- Increasing reading engagement for Danish gymnasium students: The Hosier and His Daughter as a serious game.- Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students Motivation amid the COVID-19.