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Design, Learning, and Innovation : 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings / edited by Eva Irene Brooks, Anthony Brooks, Cristina Sylla, Anders Kalsgaard Møller.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Brooks, Eva Irene., Editor.
Brooks, Anthony, Editor.
Sylla, Cristina., Editor.
Møller, Anders Kalsgaard., Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
Lecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering 1867-822X ; 366
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1867-822X ; 366
Language:
English
Subjects (All):
Telecommunication.
Computer engineering.
Computer networks.
Application software.
Education-Data processing.
Computer vision.
Communications Engineering, Networks.
Computer Engineering and Networks.
Computer and Information Systems Applications.
Computers and Education.
Computer Vision.
Local Subjects:
Communications Engineering, Networks.
Computer Engineering and Networks.
Computer and Information Systems Applications.
Computers and Education.
Computer Vision.
Physical Description:
1 online resource (X, 209 pages) : 17 illustrations
Edition:
1st ed. 2021.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2021.
System Details:
text file PDF
Summary:
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.
Contents:
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.
Other Format:
Printed edition:
ISBN:
978-3-030-78448-5
9783030784485
Access Restriction:
Restricted for use by site license.

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