LEADER 07811nam 2200529 450 001 996464505303316 005 20231110215904.0 010 $a3-030-78448-7 035 $a(CKB)5590000000517308 035 $a(MiAaPQ)EBC6665406 035 $a(Au-PeEL)EBL6665406 035 $a(OCoLC)1258646184 035 $a(PPN)258304499 035 $a(EXLCZ)995590000000517308 100 $a20220322d2021 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aDesign, learning, and innovation $e5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings /$fedited by Eva Irene Brooks [and three others] 210 1$aCham, Switzerland :$cSpringer,$d[2021] 210 4$d©2021 215 $a1 online resource (215 pages) 225 1 $aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ;$vv.366 311 $a3-030-78447-9 320 $aIncludes bibliographical references and index. 327 $aIntro -- 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. 327 $a3 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. 327 $a4.2 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. 327 $a6 Conclusion -- References -- Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students' Motivation Amid the COVID-19 -- 1 Introduction -- 2 Methodology -- 3 Findings and Discussion -- 4 Conclusion, Limitations and Future Work -- References -- Author Index. 410 0$aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 606 $aEducational technology 606 $aVideo games in education$vCongresses 606 $aEducational technology$vCongresses 615 0$aEducational technology. 615 0$aVideo games in education 615 0$aEducational technology 676 $a371.334 702 $aBrooks$b Eva 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996464505303316 996 $aDesign, Learning, and Innovation$93359832 997 $aUNISA