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Design, Learning, and Innovation

E-BookPDF1 - PDF WatermarkE-Book
209 Seiten
Englisch
Springer International Publishingerschienen am27.06.20211st ed. 2021
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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Verfügbare Formate
BuchKartoniert, Paperback
EUR53,49
E-BookPDF1 - PDF WatermarkE-Book
EUR53,49

Produkt

KlappentextThis 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.

Inhalt/Kritik

Inhaltsverzeichnis
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.mehr

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