
Design, Learning, and Innovation
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The theme for DLI 2021 was "Shifting boundaries to discover novel ways and emerging technologies to realise human needs, ideas, and desires" targeting a conceptualisation of the effects and impact of digital technologies for, in an inclusive and playful way, fostering human beings to realising their needs, ideas and desires.
The 17 revised full papers presented were carefully selected from 36 submissions and are organized in four thematic sessions on: digital technologies, design and learning; tools and models; artificial intelligence, virtual reality and augmented reality in learning; innovative designs and learning.
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Content
- Intro
- Preface
- Organization
- Contents
- Digital Technologies, Design and Learning
- Digital Technologies, Design and Learning
- 1 Introduction
- 1.1 Scope
- 2 Development and Design of an Evaluation Interface for Taekwondo Athletes: First Insights
- 3 Multi-disciplinary Learning and Innovation for Professional Design of AI-Powered Services
- 4 Evaluation of Learning Analytics on Adaptive LearningSystems: A work in progress Systematic Review
- 5 Personality in Personalisation: A User Study with an Interactive Narrative, a Personality Test and a Personalised Short Story
- 6 Epilogue and Acknowledgements
- Reference
- Development and Design of an Evaluation Interface for Taekwondo Athletes: First Insights
- 1 Introduction
- 2 The Digital Media in Taekwondo
- 2.1 The Taekwondo Sport
- 2.2 The Digital Influence in Sports
- 3 State of the Art
- 3.1 Data Design and Structuring in Sports
- 3.2 Gamification
- 3.3 UI/UX Design
- 3.4 Usability Heuristics
- 4 Benchmarking: Digital Platforms in the Sports Category
- 5 Conclusion
- References
- Multi-disciplinary Learning and Innovation for Professional Design of AI-Powered Services
- 1 Introduction
- 1.1 Aim and Research Question
- 2 The Design and Learning Context for Human-Centered AI: State of the Art
- 3 The AI.m Learning and Innovation Program
- 3.1 Learning Actors
- 3.2 Process
- 4 Evaluation
- 4.1 Method
- 4.2 Results
- 4.3 Analysis
- 5 Conclusion
- References
- Evaluating Learning Analytics of Adaptive Learning Systems: A Work in Progress Systematic Review
- 1 Introduction
- 2 Methods
- 2.1 Selection of Papers: PRISMA
- 2.2 Constant Comparative Analysis Method
- 3 Analysis and Synthesis
- 3.1 C1) Evaluation of la and LAD Design and Framework
- 3.2 C2) Evaluation of Performance with la and LAD
- 3.3 C3) Evaluation of Adaptivity
- 3.4 C4) Evaluation of Perceived Value
- 3.5 C5) Evaluation of Pedagogical and Didactic Theory/Context
- 4 Conclusion and Discussion
- References
- Personality in Personalisation: A User Study with an Interactive Narrative, a Personality Test and a Personalised Short Story
- 1 Introduction
- 2 Background
- 2.1 The Five-Factor Model
- 2.2 Need for Affect
- 2.3 Narrative Personalisation
- 3 Methodology
- 4 Results
- 4.1 Interactive Narrative
- 4.2 Personalised Short Story
- 5 Discussion
- 5.1 Interactive Narrative
- 5.2 Personalised Short Story
- 6 Conclusions
- References
- Tools and Models
- Tools and Models
- 1 Introduction
- 1.1 Scope
- 2 Research on Evaluation Model of College English Online and Offline mixed Learning under Digital Environment
- 3 Orchestration Between Computational Thinking and Mathematics
- 4 Game Design as a Pedagogical Tool for Learning and Reflection: The Case of the Ethics Experience
- 5 Designing User Experience with the Sonic Metaphors
- 6 Epilogue and Acknowledgements
- References
- Research on Evaluation Model of College English Online and Offline Mixed Learning Under Digital Environment
- 1 Introduction
- 2 Teacher-Student Collaborative Assessment (TSCA)
- 2.1 The Theoretical Basis of TSCA
- 2.2 The Role of TSCA
- 3 TSCA-Based Online and Offline Classroom Teaching Evaluation Model for College English
- 3.1 Online Evaluation Before Class
- 3.2 Offline Evaluation
- 3.3 Online and Offline Evaluation After Class
- 4 The Influence of College English Online and Offline Classroom Teaching Evaluation Model
- 4.1 Impact on Learning Motivation
- 4.2 Impact on Learning Method
- 4.3 Impact on Learning Behavior
- 5 Conclusion
- References
- Orchestration Between Computational Thinking and Mathematics
- 1 Introduction
- 1.1 Computational Thinking in Mathematics
- 1.2 A Sociocultural Perspective
- 1.3 Knowledge Creation
- 1.4 Connections Between Computational Thinking and Mathematics
- 2 Orchestration Between CT and Mathematics
- 2.1 A Case with Beebot
- 2.2 Familiarity with the Robot
- 2.3 Mediating Artifact
- 3 Concluding Remarks
- References
- Game Design as a Pedagogical Tool for Learning and Reflection: The Case of the Ethics Experience
- 1 Introduction
- 1.1 Organizational and Pedagogical Challenge
- 1.2 Game-Based Approach
- 1.3 The "Gamify Ethics" Design Experience
- 2 Methodology and Empirical Process
- 3 Conclusions and Further Work
- References
- Designing User Experience with the Sonic Metaphors
- 1 Introduction
- 2 Background
- 3 Interactive Installation Before and Beyond
- 3.1 Observations and Informal Interviews
- 3.2 Findings
- 4 Interactive Installation Vroom
- 4.1 Observations and Informal Interviews
- 4.2 Findings
- 5 Sensynesthetic Sculptures
- 5.1 Expert Interview
- 5.2 Findings
- 6 Conclusions and Future Directions
- References
- Artificial Intelligence, Virtual Reality and Augmented Reality in Learning
- Artificial Intelligence, Virtual Reality and Augmented Reality in Learning
- 1 Introduction
- 1.1 Scope
- 2 Towards Mobile Holographic Storytelling at Historic Sites
- 3 Could Playful AI Prototypes Support Creativity and Emotions in Learning?
- 4 Sea of Cells: Learn Biology through Virtual Reality
- 5 Exploring the Learning Potentials of Augmented Reality through Speculative Design
- 6 Visual Expression in 3D Narrative Animation
- 7 Epilogue and Acknowledgements
- References
- Towards Mobile Holographic Storytelling at Historic Sites
- 1 Introduction
- 2 State of the Art
- 3 Transferring an AR Storytelling Experience from Tablet to HoloLens 2
- 3.1 Interaction Pattern of the Given Tablet App
- 3.2 Transfer to HoloLens 2
- 4 User Evaluation
- 5 Conclusion
- References
- Playful AI Prototypes to Support Creativity and Emotions in Learning
- 1 Introduction
- 2 Related Work
- 3 Methods
- 3.1 Lessons Learned
- 4 Conclusion
- References
- Sea of Cells: Learn Biology Through Virtual Reality
- 1 Introduction
- 2 Related Work
- 3 Biology 10thGrade Curriculum in Portugal
- 4 "Sea of Cells"
- 4.1 Experience Design
- 5 Development
- 5.1 Virtual Environment Considerations
- 5.2 Virtual Laboratory
- 5.3 Prokaryotic Cell
- 5.4 First Interaction with the Cell
- 5.5 Compound Microscope
- 5.6 Tele-Transportation to the Scale of the Cell
- 6 Pilot Study
- 7 Results
- 8 Discussion
- 9 Conclusions and Future Work
- References
- Exploring the Learning Potentials of Augmented Reality Through Speculative Design
- 1 Introduction
- 2 Research Design
- 2.1 Definition of Augmented Reality
- 2.2 Speculative Design
- 2.3 Data
- 3 Analysis
- 4 Findings
- 5 Discussion
- 6 Conclusion
- References
- Visual Expression in 3D Narrative Animation
- 1 Introduction
- 2 Brief Illustration of Animation 'TeleRadio'
- 3 Character Visual Design
- 3.1 Modelling
- 3.2 Movement
- 3.3 Expression and Emotion
- 4 Scene Art Design
- 5 Montage and Cinematography of Animation
- 6 Post Processing with Diverse Digital Tools
- 7 Conclusion
- References
- Innovative Designs and Learning
- Innovative Designs and Learning
- 1 Introduction
- 1.1 Scope
- 2 Perspectives on Innovative Designs and Learning
- 3 Pedagogical Integration of Digital Game-Based Learning: Processes Involved
- 4 Questions and Appraisal of Curiosity
- 5 Students' Perceptions Exploring a WebXR Learning Environment
- 6 Epilogue and Acknowledgements
- References
- Perspectives on Innovative Designs and Learning
- 1 Introduction
- 2 Towards a Turn in Educational Thinking
- 2.1 Innovative Designs and Learning
- 3 Epistemological Framing of Design and Learning Across Shifting Boundaries
- 3.1 Between Boundaries
- 3.2 Humans' Wayfinding in Learning and Design
- 4 Designing as Play
- 4.1 Exploration Through Making and Breaking
- 4.2 Material Interaction Through Prototyping
- 5 Designs for Learning
- 5.1 Sketching
- 5.2 Design Patterns
- 5.3 Participatory Pattern Design
- 6 Conclusive Discussion
- References
- Pedagogical Integration of Digital Game-Based Learning - Processes Involved
- 1 Introduction
- 2 Related Work
- 3 Theoretical Framework
- 4 Methodology
- 4.1 Apparatus
- 4.2 Procedure
- 4.3 Analytical Approach
- 5 Analysis
- 5.1 Formation of Pedagogical Functions of the Digital Games
- 5.2 Discovering Gaps in the Digital Games
- 5.3 Constructive Resistance
- 6 Conclusive Discussion
- References
- Questions and Appraisal of Curiosity
- 1 Introduction
- 1.1 Educational Context
- 1.2 Curious Questions
- 1.3 Intentional Exploration
- 1.4 Continuous Appraisal
- 1.5 Emerging Pictures
- 2 Future Outlook
- References
- Students' Perceptions Exploring a WebXR Learning Environment
- 1 Introduction
- 2 Methodology
- 2.1 Pedagogical Intervention
- 2.2 Data Collection Instruments and Techniques
- 2.3 Results Analysis
- 3 Final Remarks
- References
- Author Index
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