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標(biāo)題: Titlebook: Design, Learning, and Innovation; 5th EAI Internationa Eva Irene Brooks,Anthony Brooks,Anders Kalsgaard M Conference proceedings 2021 ICST [打印本頁(yè)]

作者: Sentry    時(shí)間: 2025-3-21 18:00
書目名稱Design, Learning, and Innovation影響因子(影響力)




書目名稱Design, Learning, and Innovation影響因子(影響力)學(xué)科排名




書目名稱Design, Learning, and Innovation網(wǎng)絡(luò)公開度




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書目名稱Design, Learning, and Innovation被引頻次




書目名稱Design, Learning, and Innovation被引頻次學(xué)科排名




書目名稱Design, Learning, and Innovation年度引用




書目名稱Design, Learning, and Innovation年度引用學(xué)科排名




書目名稱Design, Learning, and Innovation讀者反饋




書目名稱Design, Learning, and Innovation讀者反饋學(xué)科排名





作者: anesthesia    時(shí)間: 2025-3-21 22:49
Living reference work 20230th edition IRIS instruction and two conventional reading instructions. The findings show that students in the experimental group improved in word and sentence comprehension and lowered their task error rate. Furthermore, their intrinsic reading motivation increased while extrinsic reading motivation decreased significantly.
作者: prostate-gland    時(shí)間: 2025-3-22 03:23

作者: 殘忍    時(shí)間: 2025-3-22 05:42

作者: 慢慢啃    時(shí)間: 2025-3-22 10:02

作者: 天真    時(shí)間: 2025-3-22 12:57

作者: 天真    時(shí)間: 2025-3-22 18:29

作者: Trypsin    時(shí)間: 2025-3-23 00:22

作者: Yag-Capsulotomy    時(shí)間: 2025-3-23 05:18

作者: choroid    時(shí)間: 2025-3-23 06:30

作者: APEX    時(shí)間: 2025-3-23 13:08
Conference proceedings 2021ted from 40 submissions and are organized in four thematic sessions on: digital technologies and learning; designing for innovation; digital games, gamification and robots; designs for innovative learning..
作者: NICHE    時(shí)間: 2025-3-23 14:43

作者: duplicate    時(shí)間: 2025-3-23 20:48

作者: 行為    時(shí)間: 2025-3-24 00:23
Sanjay Kumar Singh,E. S. Marboh,Vishal Nath not an important consideration. However, in terms of teaching strategies, teachers should pay attention to the usefulness of learners’ perceptions. If the perceptions are useful, teachers can greatly increase the chances of success in teaching, and can enable students to have equivalent learning mo
作者: MIRE    時(shí)間: 2025-3-24 03:27
and ,: Wild Fruits with Multifarious Uses, analytical techniques applied to Mobeybou, a set of story apps for children, as a first step to develop a set of guidelines to support, inform and optimize the evaluation of the efficiency of educational games/apps using data analysis.
作者: 物質(zhì)    時(shí)間: 2025-3-24 09:58
E. Geethika,Siva Ramamoorthy,G. Ravikanthing goals. It also indicates that it is not always an advantage to use immersive virtual reality or augmented reality, but it is possible to achieve at least similar results using a non-immersive version through mobile phones or tablets.
作者: 柏樹    時(shí)間: 2025-3-24 12:45

作者: GRILL    時(shí)間: 2025-3-24 17:57

作者: Offensive    時(shí)間: 2025-3-24 22:37

作者: daredevil    時(shí)間: 2025-3-25 00:58
J. I. Hormaza,H. Yamane,J. Rodrigogogical setup that did not support learning through discursive meaning negotiations. Thus, whilst dialogues can be transformed by digital technology, these changes are not necessarily productive within an environment which emphasises democratic discourse. Arguably, the digital transformation will co
作者: Etymology    時(shí)間: 2025-3-25 06:45
S. Riaz,A. Doligez,R. J. Henry,M. A. Walkerproved reading engagement, leading to much higher immersion levels, ease of reading and enjoyment of reading the story. The story in the game was well told, and the learning outcome was achieved through increased engagement.
作者: 半導(dǎo)體    時(shí)間: 2025-3-25 09:49

作者: 用手捏    時(shí)間: 2025-3-25 12:26
Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students’ Learni not an important consideration. However, in terms of teaching strategies, teachers should pay attention to the usefulness of learners’ perceptions. If the perceptions are useful, teachers can greatly increase the chances of success in teaching, and can enable students to have equivalent learning mo
作者: 無表情    時(shí)間: 2025-3-25 16:29

作者: 凌辱    時(shí)間: 2025-3-25 23:10

作者: 圍裙    時(shí)間: 2025-3-26 00:25
Seasonal Sunlight Chamber: A Lighting Design Concept to Connect Us to the Dynamics of Sunlight and O understanding our relation to Earth and the Sun. It thereby discusses how a design can put humans in touch with their natural surroundings to satisfy individual biological needs in order to better understand contemporary environmental needs at large.
作者: intention    時(shí)間: 2025-3-26 05:25

作者: 合群    時(shí)間: 2025-3-26 12:00

作者: magnanimity    時(shí)間: 2025-3-26 15:48

作者: endarterectomy    時(shí)間: 2025-3-26 16:58
Increasing Reading Engagement for Danish Gymnasium Students: , as a Serious Gameproved reading engagement, leading to much higher immersion levels, ease of reading and enjoyment of reading the story. The story in the game was well told, and the learning outcome was achieved through increased engagement.
作者: 過去分詞    時(shí)間: 2025-3-26 23:37
Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Studentrveys based on the original Instructional Material Motivation Survey (IMMS) with 36 questions were conducted to determine the effectiveness of blended teaching methodologies on students’ motivation. As a result, the teaching resources of the selected course were systematically aligned as required. W
作者: initiate    時(shí)間: 2025-3-27 03:55
The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Tounds and light effects. The technical framework is STREEN (Story Reading Environmental Enrichment). In this paper, we present IRIS, the pedagogical conceptual framework that describes how to employ STREEN in the classroom. We assume that STREEN/IRIS can motivate and foster reading comprehension of
作者: EVICT    時(shí)間: 2025-3-27 08:55

作者: 謊言    時(shí)間: 2025-3-27 11:26

作者: 名義上    時(shí)間: 2025-3-27 14:06

作者: Malaise    時(shí)間: 2025-3-27 18:21

作者: Latency    時(shí)間: 2025-3-28 01:02

作者: 思想靈活    時(shí)間: 2025-3-28 03:18
Seasonal Sunlight Chamber: A Lighting Design Concept to Connect Us to the Dynamics of Sunlight and Os never been more important to investigate how to reconnect to our natural environment. In this paper we develop a design to investigate how a lighting design concept can act as a tool to understand the geometry of sunlight on Earth and thereby meet human needs to be in touch with the environment. A
作者: disparage    時(shí)間: 2025-3-28 07:18

作者: 擺動(dòng)    時(shí)間: 2025-3-28 12:27
Discourses of Digital Game Based Learning as a Teaching Methodtivities have also been merged into the school context and tried out by teachers in various ways. The pedagogical and didactical values of integrating DGBL in education are however not yet concluded. In this paper we examine how groups of teachers construct ideas about digital game-based learning as
作者: Limousine    時(shí)間: 2025-3-28 15:52
GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacyromote the development of cognitive and language skills. Here, we present the theoretical framework and the initial design decisions that support the development of a pedagogical game, which aims at enhancing students’ reading competences related to multimodal texts. The game complements Mobeybou in
作者: 散步    時(shí)間: 2025-3-28 21:23
Designing a Learning Robot to Encourage Collaboration Between Children collaboration between children. We developed a prototype of a tablet-based robot (‘surfacebot’) that tried to perform a specific task, while children acted as tutors by giving feedback on the surfacebot’s actions. The surfacebot used the feedback to improve its actions by means of reinforcement lea
作者: humectant    時(shí)間: 2025-3-29 00:39

作者: 加入    時(shí)間: 2025-3-29 06:22

作者: 行乞    時(shí)間: 2025-3-29 07:44
Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Studentace classroom mode failed to stimulate students’ motivation to learn in an online delivery mode amidst the COVID-19 outbreak. Therefore, a motivational framework developed according to the processes outlined in the ARCS model, implemented, and tested using a single-case study. A cohort of seventy-fi
作者: Enervate    時(shí)間: 2025-3-29 12:50
Design, Learning, and Innovation978-3-030-78448-5Series ISSN 1867-8211 Series E-ISSN 1867-822X
作者: notion    時(shí)間: 2025-3-29 16:18
Pear Genetic Resources and Utilization,matching clothes in order to dress properly can be a hard and daily stressful task for blind people. How do they recognize and identify the garments attributes to perform an outfit without help? In order to overcome this stressful situation, we present a project to help blind people in the identification and selection of garments.
作者: 確定的事    時(shí)間: 2025-3-29 23:12
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engihttp://image.papertrans.cn/d/image/268811.jpg
作者: Autobiography    時(shí)間: 2025-3-30 01:18

作者: 使虛弱    時(shí)間: 2025-3-30 05:21
Living reference work 20230th editionounds and light effects. The technical framework is STREEN (Story Reading Environmental Enrichment). In this paper, we present IRIS, the pedagogical conceptual framework that describes how to employ STREEN in the classroom. We assume that STREEN/IRIS can motivate and foster reading comprehension of
作者: 換話題    時(shí)間: 2025-3-30 08:30

作者: arthroscopy    時(shí)間: 2025-3-30 15:12
and ,: Wild Fruits with Multifarious Uses,ps is the data. When playing, the system is constantly collecting data from the users, about the current state of the game and making predictions and decisions based on that data. This is what data analytics is all about. Games are an amazing way for scientists and educators to communicate with mult
作者: Injunction    時(shí)間: 2025-3-30 17:27
E. Geethika,Siva Ramamoorthy,G. Ravikanthd provide interactive content that support and motivate students. This paper presents a preliminary study of an ongoing development of two new virtual and augmented reality applications with teaching material about leg ulcer and Chronic Obstructive Pulmonary Disease. We have conducted workshops and
作者: 最有利    時(shí)間: 2025-3-30 23:42
https://doi.org/10.1007/978-981-99-1586-6cal knowledge necessary to profit from Artificial Intelligence in their design process fully. Through the development of GANSta, a tool with a graphical user interface that facilities the design and training of Generative Adversarial Networks. And the use and application of such a tool in different
作者: Irritate    時(shí)間: 2025-3-31 02:51

作者: fallible    時(shí)間: 2025-3-31 05:51
Sanjay Kumar Singh,E. S. Marboh,Vishal Naths never been more important to investigate how to reconnect to our natural environment. In this paper we develop a design to investigate how a lighting design concept can act as a tool to understand the geometry of sunlight on Earth and thereby meet human needs to be in touch with the environment. A
作者: facilitate    時(shí)間: 2025-3-31 12:15
Ralph L. Nicholson,James E. Rahethe design factors involved. They are valued according to their applicability to put a common point to generate Intergenerational playful experiences based on digital games for interactive spaces. Starting from that point, “The Fantastic Journey”, a game created to be played in an interactive space
作者: corn732    時(shí)間: 2025-3-31 16:44

作者: Sigmoidoscopy    時(shí)間: 2025-3-31 20:36

作者: ligature    時(shí)間: 2025-3-31 23:19

作者: Inordinate    時(shí)間: 2025-4-1 04:00

作者: 果核    時(shí)間: 2025-4-1 06:42
S. Riaz,A. Doligez,R. J. Henry,M. A. Walkerry novella ., written by the Danish author St. St. Blicher in 1829. The study is based on 52 students from two gymnasium Danish classes. The study’s novelty and importance lie in its focus on using a participatory design approach to involve the teachers as co-designers at a very early stage. The tra
作者: FLEET    時(shí)間: 2025-4-1 11:51
Daniel Esmenjaud,Elisabeth Dirlewangerace classroom mode failed to stimulate students’ motivation to learn in an online delivery mode amidst the COVID-19 outbreak. Therefore, a motivational framework developed according to the processes outlined in the ARCS model, implemented, and tested using a single-case study. A cohort of seventy-fi




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