• Produktbild: Design, Learning, and Innovation
  • Produktbild: Design, Learning, and Innovation
Band 366

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

52,99 €

inkl. gesetzl. MwSt., Versandkostenfrei


Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

28.06.2021

Abbildungen

X, 209 p. 17 illus.

Herausgeber

Eva Irene Brooks + weitere

Verlag

Springer

Seitenzahl

209

Maße (L/B/H)

23,5/15,5/1,3 cm

Gewicht

341 g

Auflage

1st ed. 2021

Sprache

Englisch

ISBN

978-3-030-78447-8

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

28.06.2021

Abbildungen

X, 209 p. 17 illus.

Herausgeber

Verlag

Springer

Seitenzahl

209

Maße (L/B/H)

23,5/15,5/1,3 cm

Gewicht

341 g

Auflage

1st ed. 2021

Sprache

Englisch

ISBN

978-3-030-78447-8

Herstelleradresse

Springer-Verlag GmbH
Tiergartenstr. 17
69121 Heidelberg
DE

Email: ProductSafety@springernature.com

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  • Produktbild: Design, Learning, and Innovation
  • Produktbild: Design, Learning, and Innovation
  • 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.