Design, Learning, and Innovation 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings /

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...

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Corporate Author: SpringerLink (Online service)
Other Authors: Brooks, Eva Irene. (Editor, http://id.loc.gov/vocabulary/relators/edt), Brooks, Anthony. (Editor, http://id.loc.gov/vocabulary/relators/edt), Sylla, Cristina. (Editor, http://id.loc.gov/vocabulary/relators/edt), Møller, Anders Kalsgaard. (Editor, http://id.loc.gov/vocabulary/relators/edt)
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2021.
Edition:1st ed. 2021.
Series:Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 366
Subjects:
Online Access:https://doi.org/10.1007/978-3-030-78448-5
Table of 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.