派博傳思國際中心

標題: Titlebook: Design, Learning, and Innovation; 8th EAI Internationa Eva Brooks,Anders Kalsgaard M?ller,Emma Edstrand Conference proceedings 2024 ICST In [打印本頁]

作者: 遮蔽    時間: 2025-3-21 18:01
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)學科排名




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




書目名稱Design, Learning, and Innovation網(wǎng)絡公開度學科排名




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讀者反饋學科排名





作者: Firefly    時間: 2025-3-21 22:31

作者: 天賦    時間: 2025-3-22 02:20
https://doi.org/10.1007/978-3-662-06159-6 Today, it’s common for schools to use different technologies to collect and analyse digital data with the purpose of improving educational outcomes. Generally, this collected data focus on student engagement, attendance, and results, with novel advancements being aimed at supporting student well-be
作者: 死貓他燒焦    時間: 2025-3-22 05:43
https://doi.org/10.1007/978-3-662-07524-1rsations (M9C) project developed a train the trainer course to enable volunteers and refugee support organizations (RSO) to implement an earlier course that helps refugees to start their own business in their new country of residence. RSOs and their staff typically have no entrepreneurship training,
作者: Prostatism    時間: 2025-3-22 11:41

作者: stressors    時間: 2025-3-22 14:24
https://doi.org/10.1007/978-3-662-06196-1he necessity for abundant data, these tools serve to lighten the manual load of data organization, amplifying efficiency and enabling researchers to focus on the essence of their analysis. Integrated into a project that aims to improve the quality of life and well-being of blind people, this paper p
作者: stressors    時間: 2025-3-22 20:55

作者: adroit    時間: 2025-3-22 21:55

作者: dialect    時間: 2025-3-23 04:19
https://doi.org/10.1007/978-3-662-05962-3hibition sites. We advocate that principles derived from adventure games can adeptly bridge the two primary expectations of exhibitions: . and .. Exploration-based games, such as . (XTR) crafted for automated venues, enable users to fulfill both these objectives. XTR, conceived to address the prevai
作者: diskitis    時間: 2025-3-23 08:34
https://doi.org/10.1007/978-3-662-07515-9onal settings carried out in novice design teams, that is, users with no experience of design and design methods can still be regarded as a newcomer in research. There is a strong discourse in the field of DT acknowledging the benefits of visualization and experimentation to facilitate and enhance t
作者: oblique    時間: 2025-3-23 12:35
https://doi.org/10.1007/978-3-662-07512-8hase framework that includes the Engage, Investigate and Act stages. However, despite its name, and due to its naturally initial fuzziness, during the Engage phase engagement is low compared to the other two phases, namely when the challenge is perceived to be far beyond the students’ competences. T
作者: Archipelago    時間: 2025-3-23 17:25
https://doi.org/10.1007/978-3-662-06191-6king (CT) to more robust knowledge by integrating overlooked needs and interests of children and thus engaging them more substantially in computational play on their own premises. However, outcomes from the authors’ previous studies on digital and computational play in Early Childhood Education and
作者: 難取悅    時間: 2025-3-23 19:39

作者: 向外    時間: 2025-3-24 00:27
tive on AI, encouraging students to envision artificial agents as active contributors to the design process rather than mere tools. In this way, students can use AI and become developers, designers, and creators of new models and processes. With this approach, students acquire a deep understanding o
作者: 輕打    時間: 2025-3-24 03:53
d to expand students’ options and enable them to build on their knowledge. However, implementing entrepreneurial education in secondary schools is difficult and fraught with challenges. Educators struggle with student engagement, relevant content, and the absence of intuitive tools. Prior research s
作者: Intruder    時間: 2025-3-24 09:00
This study investigates the first steps of this transformation through a project on pedagogical innovations in a university setting. The research questions examined are as follows: What type of knowledge is gained from an explorative design approach to knowledge generation during educational develop
作者: Antioxidant    時間: 2025-3-24 14:26

作者: 腐爛    時間: 2025-3-24 17:07
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engihttp://image.papertrans.cn/e/image/284583.jpg
作者: 男學院    時間: 2025-3-24 19:17

作者: Throttle    時間: 2025-3-24 23:24
Tech for Student Well-Being: Exploring Data-Generated Insights in K-12 Education Today, it’s common for schools to use different technologies to collect and analyse digital data with the purpose of improving educational outcomes. Generally, this collected data focus on student engagement, attendance, and results, with novel advancements being aimed at supporting student well-be
作者: Sinus-Rhythm    時間: 2025-3-25 06:38
Low-Cost Learning: Enabling Refugee NGOs to Lead Entrepreneurship Programs Independentlyrsations (M9C) project developed a train the trainer course to enable volunteers and refugee support organizations (RSO) to implement an earlier course that helps refugees to start their own business in their new country of residence. RSOs and their staff typically have no entrepreneurship training,
作者: medieval    時間: 2025-3-25 10:09
STEM Self-efficacy for Pre-service Social Educatorsing how double stimulation can help them develop and improve STEM self-efficacy. The study provides preliminary insight into the signs of the pre-service social educator’s self-efficacy concerning STEM when working on a small-scale course on STEM activities. With the many educational reforms focusin
作者: 墻壁    時間: 2025-3-25 14:45

作者: definition    時間: 2025-3-25 17:13
Instructional Design Model for Virtual Reality: Testing and Participant Experience Evaluationused, employing questionnaires and observations for data collection. The research had three main objectives: (1) to identify the applicability and effectiveness of the VR Instructional Design model, (2) to evaluate participants’ experience with immersion, interactivity, and usability of the VR envir
作者: 藝術    時間: 2025-3-25 23:22
Co-designing VR Game Content for Sustainability Educationlity (VR) game about sustainability. Utilizing methods like workshops and focus group interviews, as part of a participatory approach, we seek to gain a unique insight into the students’ own perspectives and experiences with videogames and how the student actively could integrate their interest and
作者: Adrenal-Glands    時間: 2025-3-26 01:02

作者: muffler    時間: 2025-3-26 08:17

作者: HIKE    時間: 2025-3-26 09:15
A Teaching and Learning Blueprint for Increasing Engagement in Challenge-Based Learninghase framework that includes the Engage, Investigate and Act stages. However, despite its name, and due to its naturally initial fuzziness, during the Engage phase engagement is low compared to the other two phases, namely when the challenge is perceived to be far beyond the students’ competences. T
作者: nurture    時間: 2025-3-26 14:26
Towards Computational Playking (CT) to more robust knowledge by integrating overlooked needs and interests of children and thus engaging them more substantially in computational play on their own premises. However, outcomes from the authors’ previous studies on digital and computational play in Early Childhood Education and
作者: incubus    時間: 2025-3-26 17:31
Unveiling Design Leadership: A Case Study of Philips’ Chief Design Officers Stefano Marzano and Sean leader driving innovation to a strategic echelon, illustrated through the Philips case study..Philips, a global conglomerate, has undergone substantial organizational shifts in the past three decades, evolving from perceiving design as an external element to incorporating it intrinsically as a func
作者: 和平主義    時間: 2025-3-26 23:43

作者: Insufficient    時間: 2025-3-27 02:56

作者: 懦夫    時間: 2025-3-27 06:02
Toward Organizational Design PrinciplesThis study investigates the first steps of this transformation through a project on pedagogical innovations in a university setting. The research questions examined are as follows: What type of knowledge is gained from an explorative design approach to knowledge generation during educational develop
作者: 共棲    時間: 2025-3-27 12:49
A Participatory Research Approach Applying Video Stories and Sketchesxplore whether and how the two methods can provide a space of inquiry and broaden the insight into a phenomenon from a research perspective. The empirical data are derived from a research and development project exploring the transition processes of young people leaving their childhood homes. The th
作者: Conspiracy    時間: 2025-3-27 16:58

作者: 直言不諱    時間: 2025-3-27 18:50
STEM Self-efficacy for Pre-service Social Educatorshe methods of double stimulation. In the study pre-service social educators build and program an automated greenhouse. The double stimulation method provides the pre-service social educators with the help of a booklet, which they can use if they get stuck on a task. The number of participants was 14
作者: 失望未來    時間: 2025-3-28 00:37

作者: Lethargic    時間: 2025-3-28 06:04
Co-designing VR Game Content for Sustainability EducationVR-game, with the notion of “by students for students”, showed increased motivation towards developing the VR-game as co-designer. Categorizing, analyzing, and reviewing their spoken word in transcriptions, written, and drawn down ideas - resulted in several applicable ideas and materials for furthe
作者: 否認    時間: 2025-3-28 08:32
Exploration Games: Can Game-Guided Systems Support Users in Automated Exhibition Sites?visitor conduct at exhibitions, morphing them into avid knowledge seekers. We challenge the adequacy of current user experience models in portraying exhibitions striving to provide both enlightenment and an immersive experience. Consequently, we introduce a framework for museum interactions that dee
作者: 合乎習俗    時間: 2025-3-28 11:15

作者: anarchist    時間: 2025-3-28 16:42
A Teaching and Learning Blueprint for Increasing Engagement in Challenge-Based Learninglenge. It also suggests that progress can be assessed during this phase through rubrics aligned with its three defining moments. Finally, it discusses the teaching and learning context in which the proposed blueprint will be implemented: a Portuguese masters course on Web Communication and Technolog
作者: 我就不公正    時間: 2025-3-28 21:49

作者: 交響樂    時間: 2025-3-29 01:25

作者: 停止償付    時間: 2025-3-29 05:37

作者: 細查    時間: 2025-3-29 11:09
Pioneering the Path to Success: An Analysis of the Challenges in Entrepreneurial Educationed interviews and focus groups were conducted to elicit user experiences, insights and real-world stories. Thematic analysis was used to identify the common challenges faced by all participants. Our analysis revealed that systems limitations and pedagogical challenges were the most significant obsta
作者: 混雜人    時間: 2025-3-29 13:26

作者: Muffle    時間: 2025-3-29 16:10

作者: 離開可分裂    時間: 2025-3-29 19:42

作者: 高度    時間: 2025-3-30 00:43

作者: defeatist    時間: 2025-3-30 06:04
https://doi.org/10.1007/978-3-662-07509-8VR-game, with the notion of “by students for students”, showed increased motivation towards developing the VR-game as co-designer. Categorizing, analyzing, and reviewing their spoken word in transcriptions, written, and drawn down ideas - resulted in several applicable ideas and materials for furthe
作者: 后天習得    時間: 2025-3-30 10:23
https://doi.org/10.1007/978-3-662-05962-3visitor conduct at exhibitions, morphing them into avid knowledge seekers. We challenge the adequacy of current user experience models in portraying exhibitions striving to provide both enlightenment and an immersive experience. Consequently, we introduce a framework for museum interactions that dee
作者: largesse    時間: 2025-3-30 14:02

作者: overshadow    時間: 2025-3-30 17:49
https://doi.org/10.1007/978-3-662-07512-8lenge. It also suggests that progress can be assessed during this phase through rubrics aligned with its three defining moments. Finally, it discusses the teaching and learning context in which the proposed blueprint will be implemented: a Portuguese masters course on Web Communication and Technolog
作者: affect    時間: 2025-3-30 21:28
https://doi.org/10.1007/978-3-662-06191-6n ECEC. The aim of the workshop activity is to build a dialogue between researchers, ECEC children and their teachers to integrate computational play into mathematics in ECEC practices. The study will contribute to how an open-ended play-responsive approach to computational play can promote children
作者: 裝入膠囊    時間: 2025-3-31 04:43
ership of a Chief Design Officer. Through an integrative methodology encompassing literature review, ethnographic exploration, and empirical analyses, the research delves into the multifaceted role of Chief Design Officers in contemporary corporate landscapes. The investigation unravels the symbioti
作者: TRAWL    時間: 2025-3-31 05:24
their experiences. The projects from this course exemplify the immense creative potential of AI in diverse design contexts. By integrating AI into education with a design-based approach, the co-design model accentuates the importance of collaboration and teamwork, showing the synergy between various
作者: mastoid-bone    時間: 2025-3-31 12:41

作者: 滑稽    時間: 2025-3-31 14:54
s. The research design incorporates both qualitative and quantitative methods. The analysis shows how strategic and operational considerations interrelate, and the findings emphasize the value of cross-disciplinary collaboration in distilling local design principles. These principles can inform the
作者: 邪惡的你    時間: 2025-3-31 19:18
Conference proceedings 2024 held in Aalborg, Denmark, during November 6–7, 2023...The 16 full papers included in this book were carefully reviewed and selected from 48 submissions. They were organized in topical sections as follows: innovative approaches to enhancing education and student well-being; innovations in virtual re
作者: 歡騰    時間: 2025-4-1 01:26

作者: 對手    時間: 2025-4-1 03:36





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