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Titlebook: HCI International 2022 Posters; 24th International C Constantine Stephanidis,Margherita Antona,Stavroul Conference proceedings 2022 The Edi

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The Applied Study of Reverse Engineering: Learning Through Games Based on Role-Playg or Promoting global empathy and interest. This study takes role-play as the main teaching idea and aims to understand the relationship between product and materials technology, structure design and appearance design from multiple perspectives by substituting students into different roles (designer
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Logi-Corock: Learning Game Using Tangible Interfaces for Programming Educationform the intended process through hands-on programming experience. In this study, we developed a learning game “Logi-Corock” that can be played intuitively. This game supports the learning of computational thinking at home. We chose a simple physical phenomenon as the game’ s subject to allow it to
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Use of IoT Programming in Mudslide Disaster Prevention Education for Childrenternet of things (IoT) programming education into mudslide disaster prevention education and to explore the effects of this approach on elementary students’ mudslide concepts and computational thinking. This study had a quasi-experiment design. Four classes of fifth-grade students (. = 105) in one e
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https://doi.org/10.1007/978-3-642-04288-1an find it challenging to conveniently use them for learning purposes. Here, technological solutions are yet to achieve proper utilization of those platforms. Therefore, in this paper, we perform a mixed-method study through semi-structured interviews with 18 university students and an online survey
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Implementing the Book Detail View,r learning while working independently [.]. Our cross-functional team partnered with middle school teachers and students to develop an educational tool that provides reading skills support. Through three design thinking stages, we present our method, experiences, and initial outcomes developing a re
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https://doi.org/10.1007/978-3-540-78829-4nic activity is often perceived as noise and can result to loss of concentration, disturbances to learning, and hearing issues related to health. Technology could potentially be used to design tools that help regulate sonic activity in the classroom. In this paper, we embark on a user-centred-design
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