Design, Learning, and Innovation: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, cartea 366
Editat de Eva Irene Brooks, Anthony Brooks, Cristina Sylla, Anders Kalsgaard Mølleren Limba Engleză Paperback – 28 iun 2021
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Specificații
ISBN-13: 9783030784478
ISBN-10: 3030784479
Pagini: 220
Ilustrații: X, 209 p. 17 illus.
Dimensiuni: 155 x 235 x 13 mm
Greutate: 0.34 kg
Ediția:1st edition 2021
Editura: Springer
Colecția Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Seria Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Locul publicării:Cham, Switzerland
ISBN-10: 3030784479
Pagini: 220
Ilustrații: X, 209 p. 17 illus.
Dimensiuni: 155 x 235 x 13 mm
Greutate: 0.34 kg
Ediția:1st edition 2021
Editura: Springer
Colecția Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Seria Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Locul publicării:Cham, Switzerland
Cuprins
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.