Design, Learning, and Innovation : 7th EAI International Conference, DLI 2022, Faro, Portugal, November 21-22, 2022, Proceedings
معرفی کتاب «Design, Learning, and Innovation : 7th EAI International Conference, DLI 2022, Faro, Portugal, November 21-22, 2022, Proceedings» نوشتهٔ Eva Brooks, Jeanette Sjöberg, Anders Kalsgaard Møller, Emma Edstrand, Eva Irene Brooks, Anthony Brooks, Cristina Sylla، منتشرشده توسط نشر Springer-EAI در سال 2023. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed post-conference proceedings the 7 th International Conference on Design, Leaning and Innovation, DLI 2022, which took place in Faro, Portugal, in November 21-22, 2022. The 4 revised full papers and 2 short papers presented were carefully selected from 32 submissions on. They were organized in topical sections as follows: Digital Environments and Design Processes Fostering Learning and Interaction, Designs for Innovative Learning with Digital Technology, Digital Approaches Shaping Educational Practices. Preface Organization Contents Digital Environments and Design Processes Fostering Learning and Interaction Learning Management Systems in Flexible Learning Environments - A Study of Teachers’ Experiences 1 Introduction 2 Related Literature 2.1 The Flexible Learning Environment 2.2 Learning Management Systems 2.3 Digital Competence 3 Method 3.1 Interviews 3.2 Data Analysis 3.3 Ethical Considerations 4 Empirical Findings 4.1 Theme: Lack of Adaption 4.2 Theme: Control Within the System 4.3 Theme: Collaboration and Competence Development 4.4 Theme: Direct Feedback and Interactions 4.5 Final Remarks on the Empirical Findings 5 Discussion 6 Conclusion and Future Research References Concept-Based Modeling as a Method Combining Digital and Analogue Means for Problem-Solving 1 Introduction 2 Background 2.1 Learning and Teaching How to Solve an Engineering Problem 2.2 Adding Pedagogical Value by Combining Digital and Analogue Means 3 How Concept-Based Modeling Works 3.1 The Foundation of CBM in Scientific Theory and Knowledge 3.2 The Three-Step Process of CBM 3.3 Targeting the Limitations of Traditional Teaching by Combining Analogue and Digital Means in CBM 3.4 Sample Problem 3.5 Evaluation with Students 4 Discussion 5 Conclusions and Future Studies Appendix References Promoting Life-Long Learning Through Flexible Educational Format for Professionals Within AI, Design and Innovation Management 1 Introduction 1.1 Learning Perspective 2 Related Work 2.1 Flexible Education and Flexible Learning 2.2 Life-Long Learning 3 The MAISTR Program Setup 3.1 Background 3.2 Courses and Tracks 3.3 Example Pedagogical Design and Learning Approaches 4 Current and Expected Outcomes 4.1 The Student Perspective 4.2 The Industry Partner Perspective 4.3 The HEI Perspective 4.4 Future Plans References AI-Supported Acquisition of Argumentation Skills: Use Case ‘The Argueniser’ 1 Introduction 2 Analysis 3 Design 4 Evaluation 5 Conclusion References Collaboration Between Parents and Children Using Robots 1 Introduction 2 Background 3 Method 3.1 Robomaster Robot 3.2 Development of the Content 3.3 Tasks 3.4 Data Collection 3.5 Ethical Considerations 4 Preliminary Results 5 Discussion and Conclusion References Interactive Design Process for Enhancing Digital Literacy Among Children: A Systematic Literature Review 1 Introduction 2 Method 3 Results 4 Discussion 5 Conclusion References Designs for Innovative Learning with Digital Technology Purposeful Prototyping with Children to Generate Design Ideas 1 Introduction 2 Research Theme and Methodology 2.1 Session Activities and Materials 2.2 Analysis 3 Results 4 Discussion 5 Conclusions References The Use of Adaptive VR Environments to Foster Students Learning in Multilingual Study Guidance 1 Introduction 2 Related Work 3 Theoretical Framework 4 Methodology 5 Expected Outcomes References Bringing Computational Thinking to Life Through Play 1 Introduction 2 Pedagogical Perspectives 3 A Narrative Review with Snowballing 3.1 Organizing the Review 3.2 CT Tools 3.3 Robotics 3.4 Unplugged Activities 3.5 Making and Exploring 3.6 Guided Play vs Free Play 4 Analytical Discussion 4.1 Tool-Mediated CT and Play Activities 4.2 Facilitating Children’s Intentions 4.3 Concluding Comments Appendix A References Designerly Processes with Robots as a Framework for Children’s Perspective-Taking 1 Introduction 2 Related Work 2.1 Robots in Education 2.2 Child-Robot Interaction 3 Theoretical Framework 3.1 Designerly-Framed Learning Processes 3.2 Perspective-Taking and Verbal Linking 4 Methodology 4.1 Setting and Procedure 4.2 Ethical Considerations 4.3 Analytical Framework 5 Findings 5.1 Perspective-Taking Through Elaboration Spatial Extensions 5.2 Perspective-Taking Through Elaboration, Temporal and Addition Extensions 5.3 Perspective-Taking Through Elaboration and Logical Extensions 6 Conclusive Discussion References Digital Approaches Shaping Educational Practices Navigating the Current ``New World'' of Teaching with Technology: A Glimpse into Our Teachers' Minds 1 Introduction 2 Related Work 2.1 Engaging New Technologies 2.2 Learning Formats 3 Methods 3.1 Participants 3.2 Ethics 3.3 Procedure 3.4 Results 4 Discussion 4.1 Limitations and Future Work References Making Fiscal Policy Engaging for Students in Social Studies by Used Game-Based Learning 1 Introduction 2 Previous Research 3 Methods 3.1 Participants 3.2 Procedure 3.3 Data Analysis 4 Design and Implementation 5 Findings 5.1 Game-Based Learning Engagement 5.2 Learning Goals 6 Discussion 6.1 Methodological Issues 6.2 The Importance of the Teacher and Collaborative Planning 7 Conclusion References Decolonizing the Imagination: Designing a Futures Literacy Workshop 1 Introduction 2 Theoretical Background: Futures Literacy and Business Model Innovation 3 A Creative Writing Pre-study on Future Mobility 4 Designing a Futures Literacies Workshop 5 Conclusions References Author Index
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