Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation PDF Author: Anthony L. Brooks
Publisher: Springer
ISBN: 3030061345
Category : Computers
Languages : en
Pages : 561

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Book Description
This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.

Vintage Innovation

Vintage Innovation PDF Author: John Spencer
Publisher:
ISBN: 9781734172553
Category : Education
Languages : en
Pages : 240

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Book Description
What is Vintage Innovation?Vintage Innovation redefines innovation not as "new and flashy" but as "better and different." It isn't a rejection of new approaches or cutting-edge technology so much as an embrace of the old and the new.It's the overlap of the "tried and true" and the "never tried." It's a mash-up of low-fi tech and new tech. It's the idea of finding relevance by looking back and looking forward. It's a focus on timeless skills in new contexts. It's the idea that innovation happens when teachers take a both/and approach as they empower their students in the present to prepare them for an uncertain future.If you are a teacher, you are an innovator. You are the experimenter trying new strategies. You are the architect designing new learning opportunities. Apps change. Gadgets break. Technology grows obsolete. But one thing remains: teachers change the world. And one way to do this is through a vintage innovation approach. With vintage innovation, teachers ask: How do I innovate when I don't have the best technology? How can I use vintage tools, ideas, and approaches in new ways? How can I use constraints to spark creativity? How do I blend together the "tried and true" with the "never tried?"

Learning Innovation and the Future of Higher Education

Learning Innovation and the Future of Higher Education PDF Author: Joshua Kim
Publisher: Johns Hopkins University Press
ISBN: 1421436639
Category : Education
Languages : en
Pages : 229

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Book Description
Giving higher education professionals the language and tools they need to seize new opportunities in digital learning. A quiet revolution is sweeping across US colleges and universities. As schools rethink how students learn - both inside and outside the classroom - technology is changing not only what should be taught but how best to teach it. From active learning and inclusive pedagogy to online and hybrid courses, traditional institutions are leveraging their fundamental strengths while challenging long-standing assumptions about how teaching and learning happen. At this intersection of learning, technology, design, and organizational change lies the foundation of a new academic discipline of digital learning. Coalescing around this new field of study is a common critical language, along with a set of theoretical frameworks, methodological practices, and shared challenges and goals. In Learning Innovation and the Future of Higher Education, Joshua Kim and Edward Maloney explore the context of this new discipline, show how it exists within a larger body of scholarship, and give examples of how this scholarship is being used on campuses. What Kim and Maloney demonstrate in this foundational text is an understanding that change is a complex dynamic between what happens in the classroom and the larger institutional structures and traditions at play. Ultimately, the authors make a compelling case not only for this turn to learning but also for creating new pathways for nonfaculty learning careers, understanding the limits of professional organizations and social media, and the need to establish this new interdisciplinary field of learning innovation.

Design Thinking and Innovation in Learning

Design Thinking and Innovation in Learning PDF Author: Ellen Taricani
Publisher: Emerald Group Publishing
ISBN: 1800711107
Category : Education
Languages : en
Pages : 130

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Book Description
Acknowledging that empowering today’s learner to find innovative and enriching experiences brings about a deeper desire within them to learn and develop skills, this book showcases a combination of innovative educational practices and creative pedagogy techniques to demonstrate how educators can kick-start learning success.

Design, Learning, and Innovation

Design, Learning, and Innovation PDF Author: Eva Brooks
Publisher: Springer Nature
ISBN: 3031673077
Category :
Languages : en
Pages : 254

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Book Description


Design Thinking for Strategic Innovation

Design Thinking for Strategic Innovation PDF Author: Idris Mootee
Publisher: John Wiley & Sons
ISBN: 1118620127
Category : Business & Economics
Languages : en
Pages : 228

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Book Description
A comprehensive playbook for applied design thinking in business and management, complete with concepts and toolkits As many companies have lost confidence in the traditional ways of running a business, design thinking has entered the mix. Design Thinking for Strategic Innovation presents a framework for design thinking that is relevant to business management, marketing, and design strategies and also provides a toolkit to apply concepts for immediate use in everyday work. It explains how design thinking can bring about creative solutions to solve complex business problems. Organized into five sections, this book provides an introduction to the values and applications of design thinking, explains design thinking approaches for eight key challenges that most businesses face, and offers an application framework for these business challenges through exercises, activities, and resources. An essential guide for any business seeking to use design thinking as a problem-solving tool as well as a business method to transform companies and cultures The framework is based on work developed by the author for an executive program in Design Thinking taught in Harvard Graduate School of Design Author Idris Mootee is a management guru and a leading expert on applied design thinking Revolutionize your approach to solving your business's greatest challenges through the power of Design Thinking for Strategic Innovation.

Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation PDF Author: Anthony L. Brooks
Publisher: Springer
ISBN: 3319769081
Category : Computers
Languages : en
Pages : 541

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Book Description
This book constitutes the proceedings of two conferences: The 6th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2017) and the Second International Conference on Design, Learning and Innovation (DLI 2017). The event was hosted in Heraklion, Crete, Greece, in October 2017 and attracted 65 submissions from which 50 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation PDF Author: Anthony Brooks
Publisher: Springer Nature
ISBN: 3030532941
Category : Computers
Languages : en
Pages : 796

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Book Description
This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

Change by Design

Change by Design PDF Author: Tim Brown
Publisher: Harper Collins
ISBN: 0061937746
Category : Business & Economics
Languages : en
Pages : 278

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Book Description
In Change by Design, Tim Brown, CEO of IDEO, the celebrated innovation and design firm, shows how the techniques and strategies of design belong at every level of business. Change by Design is not a book by designers for designers; this is a book for creative leaders who seek to infuse design thinking into every level of an organization, product, or service to drive new alternatives for business and society.

Design Thinking

Design Thinking PDF Author: Hasso Plattner
Publisher: Springer Science & Business Media
ISBN: 3642137571
Category : Business & Economics
Languages : en
Pages : 246

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Book Description
“Everybody loves an innovation, an idea that sells.“ But how do we arrive at such ideas that sell? And is it possible to learn how to become an innovator? Over the years Design Thinking – a program originally developed in the engineering department of Stanford University and offered by the two D-schools at the Hasso Plattner Institutes in Stanford and in Potsdam – has proved to be really successful in educating innovators. It blends an end-user focus with multidisciplinary collaboration and iterative improvement to produce innovative products, systems, and services. Design Thinking creates a vibrant interactive environment that promotes learning through rapid conceptual prototyping. In 2008, the HPI-Stanford Design Thinking Research Program was initiated, a venture that encourages multidisciplinary teams to investigate various phenomena of innovation in its technical, business, and human aspects. The researchers are guided by two general questions: 1. What are people really thinking and doing when they are engaged in creative design innovation? How can new frameworks, tools, systems, and methods augment, capture, and reuse successful practices? 2. What is the impact on technology, business, and human performance when design thinking is practiced? How do the tools, systems, and methods really work to get the innovation you want when you want it? How do they fail? In this book, the researchers take a system’s view that begins with a demand for deep, evidence-based understanding of design thinking phenomena. They continue with an exploration of tools which can help improve the adaptive expertise needed for design thinking. The final part of the book concerns design thinking in information technology and its relevance for business process modeling and agile software development, i.e. real world creation and deployment of products, services, and enterprise systems.