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Design, Learning, and Innovation: 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, cartea 366

Editat de Eva Irene Brooks, Anthony Brooks, Cristina Sylla, Anders Kalsgaard Møller
en Limba Engleză Paperback – 28 iun 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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Specificații

ISBN-13: 9783030784478
ISBN-10: 3030784479
Pagini: 209
Ilustrații: X, 209 p. 17 illus.
Dimensiuni: 155 x 235 mm
Greutate: 0.31 kg
Ediția:1st ed. 2021
Editura: Springer International Publishing
Colecția Springer
Seria Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

Locul publicării:Cham, Switzerland

Cuprins

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.