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Design, learning, and innovation : 5th EAI International Conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings

معرفی کتاب «Design, learning, and innovation : 5th EAI International Conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings» نوشتهٔ Eva Irene Brooks, Anthony Brooks, Cristina Sylla, Anders Kalsgaard Møller، منتشرشده توسط نشر Springer International Publishing : Imprint: Springer در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است. «Design, learning, and innovation : 5th EAI International Conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings» در دستهٔ بدون دسته‌بندی قرار دارد.

This book constitutes the refereed post-conference proceedings the 5 th 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. Preface Organization Contents Digital Technologies and Learning The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders 1 Introduction 1.1 Aim of the Research 1.2 Background and Previous Work 2 The IRIS Instruction 2.1 Motivation-Enhancing Instructional Practices 2.2 Meaningful and Authentic Context 2.3 Balanced Instructional Structure 3 Implementation of IRIS at Primary School 3.1 Monday 3.2 Tuesday 3.3 Wednesday 3.4 Thursday 3.5 Friday 4 Research Questions 5 Research Study 5.1 Participants 5.2 Design 5.3 Assessment Materials 5.4 Procedure 6 Results 6.1 The Impact of IRIS on Reading Comprehension 6.2 The Impact of IRIS on Reading Comprehension in Comparison with Two Control Groups 6.3 The Impact of IRIS on Reading Motivation 6.4 The Impact of IRIS on Reading Motivation in Comparison with Two Control Groups 7 Discussion 8 Conclusion References Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students’ Learning Motivation, Attitude, and Satisfaction 1 Introduction 2 Reviewed Literature 2.1 Digital Game-Based Learning 2.2 Learning Motivation 2.3 Learning Attitude 2.4 Learning Satisfaction 3 Methodology 3.1 Teaching Material Content 3.2 Research Hypothesis 3.3 The Definition and Measurement of the Research Dimensions 3.4 Data Collection 4 Research Results 4.1 Reliability Analysis 4.2 Validity Analysis 4.3 Correlation Analysis 4.4 Regression Analysis 4.5 Summary 5 Conclusion 5.1 Research Finding 5.2 Research Conclusion References Potentiating Digital Educational Environments Through Data Analytics 1 Introduction 2 Data Analytics and Games 2.1 Data Analytics and Educational Games/Apps 3 Developing Data Analytics Techniques for the Mobeybou Interactive Story Apps 3.1 Using Unity Analytic as a Data Platform 3.2 Design of Adaptive Data Analysis Techniques 4 Conclusion and Future Work References Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers 1 Introduction 2 VR and Learning 3 The VR/AR Prototypes 4 Method 5 Findings 5.1 Students and Motivation 5.2 Learning Activities and Goals 5.3 The Teacher’s Role 5.4 Feedback to Existing Prototypes 5.5 Solutions 6 Discussion 7 Conclusion References Designing for Innovation Towards the Development of AI Based Generative Design Tools and Applications 1 Introduction 2 Methodology 2.1 GAN Based Logo Design Project 2.2 GAN Based Font Design Project 2.3 GAN Station Project 3 Discussions and Conclusion References A Model Approach for an Automatic Clothing Combination System for Blind People 1 Introduction 2 Related Work 3 Project Overview 4 Methodology 5 Experiments 6 Final Remarks References Seasonal Sunlight Chamber: A Lighting Design Concept to Connect Us to the Dynamics of Sunlight and Our Place on Earth 1 Introduction 2 Sundial: A Tool to Visualize Change 3 The Exploratory Design 3.1 Design Concept 3.2 Prototype 4 Discussion 5 Conclusion References Digital Games, Gamification and Robots Intergenerational Playful Experiences Based on Digital Games for Interactive Spaces 1 Introduction 2 State of the Art 2.1 Intergenerational Digital Gaming 2.2 Design Factors of Intergenerational Experiences 3 Playing in an Interactive Space: The Fantastic Journey 3.1 Game Description 3.2 The Fantastic Journey as an Intergenerational Experience. 4 Intergenerational Experiences 4.1 Intergenerational Game Sessions 4.2 Intergenerational Workshop 5 Conclusions and Future Work References Discourses of Digital Game Based Learning as a Teaching Method 1 Introduction 2 Digital Game-Based Learning as a Learning Method 3 Design Features Supporting Digital Game-Based Learning 4 Method 4.1 Apparatus 4.2 Procedure 4.3 Data Analysis Approach 5 Results 6 Conclusive Discussion 6.1 Implications for the Field References GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacy 1 Introduction 2 Gamification in Educational Contexts 2.1 Gamification Concepts 3 Contextualization 3.1 Mobeybou in Brazil 4 GamAll 4.1 Methodology 4.2 Description of the Game 5 Conclusion and Future Work References Designing a Learning Robot to Encourage Collaboration Between Children 1 Introduction 2 Related Work 3 First Prototype 4 Pilot Study 4.1 Method 4.2 Results 5 Second Prototype 6 Main Study 6.1 Participants 6.2 Setup 6.3 Procedure 6.4 Annotation Scheme for Assessing Collaboration 6.5 Identifying Collaborative Behaviour 6.6 Measurements 6.7 Results 7 Discussion 8 Conclusion and Future Work References Designs for Innovative Learning Learning Strategies Among Students During a Sudden Transition to Online Teaching in a PBL University 1 Introduction and Theoretical Underpinnings 2 Methods 3 Results 4 Discussion 5 Conclusion References Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game 1 Introduction 2 Previous Work and Theoretical Foundation 3 Methods 3.1 Participants and Ethical Issues 3.2 Procedure and Analysis 4 Design and Implementation 4.1 A Subsection Sample 5 Findings 5.1 Reading Engagement and Learning 5.2 The Game Mechanics 6 Conclusion References Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students’ Motivation Amid the COVID-19 1 Introduction 2 Methodology 3 Findings and Discussion 4 Conclusion, Limitations and Future Work References Author Index
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