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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.
- Format:
- Book
- 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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