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Titlebook: Design, Learning, and Innovation; 8th EAI Internationa Eva Brooks,Anders Kalsgaard Møller,Emma Edstrand Conference proceedings 2024 ICST In

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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,
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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
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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
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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
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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
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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
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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
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