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This book constitutes the refereed proceedings of the 9th EAI International Conference on Design, Learning, and Innovation, DLI 2024, held virtually, during November 7 8, 2024.
The 11 full papers included in this book were carefully reviewed and selected from 29 submissions. They were organized in topical sections as follows: Using Immersive Technologies for Learning, Accessibility, and Technological Innovation; and Engaging Learners through Gamification, Playful Design, and Generative AI.
List of contents
.- Using Immersive Technologies for Learning, Accessibility, and Technological Innovation.
.- Metaverse Innovation Canvas: A Tool for Extended Reality Product/Service Development.
.- Virtual Station: Virtual Reality as a Bridge Towards Real Independence in public transportation for Autistic Children and Adolescents.
.- Utilizing Virtual Reality to Enhance Situational Awareness in Swedish Police Training.
.- Exploring VR as a Method to Study User Perceptions of Challenges in Green Transition Technology in Nature.
.- Unlocking Cultural Heritage: The Gamified Digitisation Project of SMA-UniGe.
.- Engaging Learners through Gamification, Playful Design, and Generative AI.
.- A Case Study in Playful Facilitation for Designing Embodied Experiences.
.- An auto battler game to engage high school student s understanding of ionic bonds in chemistry.
.- Generative AI in foreign language education: Student use and perspectives.
.- Exploring Phantasmagorical Game Design: Integrating Anomalous Behaviour of AI and Player into Conversational AI-Native Games.
.- Learning formats for theory courses in graphic design undergraduate programmes.
Summary
This book constitutes the refereed proceedings of the 9th EAI International Conference on Design, Learning, and Innovation, DLI 2024, held virtually, during November 7–8, 2024.
The 11 full papers included in this book were carefully reviewed and selected from 29 submissions. They were organized in topical sections as follows: Using Immersive Technologies for Learning, Accessibility, and Technological Innovation; and Engaging Learners through Gamification, Playful Design, and Generative AI.