The oral presentation is 20 minutes, including 5 minutes of Q&A. Speakers are requested to be in their respective session rooms at least 10 minutes prior to the commencement of each session. All presenters are to adhere strictly to the above time limit. The presentations must be saved in PPT format so that it can be opened and ready to use. Authors should ensure that their presentations are loaded into the computer in their assigned room 15 minutes before the beginning of the session. If the authors wish to use their own personal computer for the presentation, please approach the session chair to test out the projection before the start of the session. If there are video clips embedded in your presentation slides, please test out your presentation before the session.
ICITL 2023, the International Conference of Innovative Technologies and Learning, ICITL is opened to the public for organizing tracks to achieve diversity of the symposium.
In this speech, we introduce a new way to enhance learning through a digital twin theater based on three key theories: situated cognition, embodied cognition, and mind in motion. Unlike traditional VR/MR/AR/Meta, the theater allows learners to be recognizable and visible, interact with both physical and virtual objects and real/virtual humans. The theater evaluates the learner’s performance in real-time and provides immediate feedback. Our approach makes it possible to design a learning environment based on these theories, with the ability to test and evaluate feedback in real-time. By making textbook content available in a digital environment, learners can fully immerse themselves in the learning process, transforming learning into service and responsibility.
Dr. Gwo-Dong Chen is a Chair Professor and director of the research center for learning science and technology at National Central University, Taiwan. He has a background in electrical engineering and was previously the director general of the Taiwan National e-learning program office and National Science Council. His research focuses on creating a digital environment for learning, which uses depth cameras to incorporate recognizable and visible images of the user into the digital environment for learning. This approach transforms learning into service and responsibility and is particularly suitable for theories such as situated cognition, embodied cognition, and mind in motion. Dr. Chen and his students have received numerous best paper awards and best paper nominations from prestigious conferences GCCCE, ICCE, and ICALT related to research on digital theater.
This keynote addresses the evolving nature of our relationships with experiential artefacts, particularly games, as they become increasingly integrated into our daily lives. With serious outcomes being achieved through game-based experiences, it is crucial to adopt a more empathic approach that fosters co-creation and participation among practitioners in the design process. Drawing on the research, development, and practice of the multi-award winning GameChangers initiative (https://gchangers.org), this presentation showcases holistic game design methodologies and tools that break down barriers to entry in the co-creation of playful and gameful experiences, ultimately leading to purposeful outcomes. By delving into the empathic experiential approach, this keynote offers valuable insights to inform meaningful and purposeful game design. This talk will also draw insights from Sylvester’s book on ‘Game Science in Hybrid Learning Spaces’.
Sylvester is a Full Professor in Game Science at the Institute for Creative Cultures, Coventry University, UK. His research focuses on designing engaging, empathic, and empowering experiences using playful and game-based approaches. He explores how these approaches align with pedagogical and motivational theories and practices. As a co-founder of the GameChangers (https://gchangers.org) initiative, Sylvester promotes open practices in playful and game-based learning. GameChangers has achieved a significant impact on empathic teaching, learning, and community engagement in countries like Indonesia, Malaysia, and Vietnam, addressing the United Nations’ Sustainable Development Goals. The initiative has won various awards including Gold at the QS Reimagine Education 2021 Award for the Science of Learning category. Sylvester has secured over £19 million in research funding since 2010, including grants from UKRI, the European Commission, the British Council, the British Academy, and HEFCE. He has published extensively, with over 100 academic publications and a book titled “Game Science in Hybrid Learning Spaces” that explores purposeful game design in hybrid education.
In this speech, we will explore how artificial intelligence (AI) technology is revolutionizing STEM education and transforming the way we teach and learn. AI has emerged as a powerful tool in various industries, revolutionizing the way we work, communicate, and even learn. The personalized learning, interactive experiences, intelligent tutoring systems, and data analytics offered by AI can enhance students’ understanding, engagement, and achievement in STEM subjects. By harnessing the potential of AI, we can enhance the learning experience, inspire curiosity, and equip students with the skills needed in a rapidly evolving world. We believe that integrating artificial intelligence technology into STEM education holds immense potential to transform the learning experience for students. By embracing AI in education, we can equip our students with the skills and knowledge needed to thrive in a technology-driven world.
Chin-Feng Lai is a professor at Department of Engineering Science, National Cheng Kung University and Department of Computer Science and Information Engineering, National Chung Cheng University since 2016. He received the Ph.D. degree in Department of Engineering Science from National Cheng Kung University, Taiwan, in 2008. He received Best Paper Award from IEEE 17th CCSE, 2014 International Conference on Cloud Computing, IEEE 10th EUC, IEEE 12th CIT . He has more than 180 journal paper publications and 12 papers selected to TOP 1% most cited articles by Essential Science Indicators (ESI). He serves as editor or associate editor for IEEE Access, Applied Soft Computing Journal, IET Networks, KSII Transactions on Internet and Journal of Internet Technology. He is TPC Co-Chair for ICITL 2022, IC3 2018, FCST2014, ICS2014. His research focuses on Engineering Education, AIoT etc.
In this speech, we will explore the challenges and opportunities of Immersive Learning. We approach immersive learning in a broader sense, providing engagement in learning by the use of Immersion. From digital games and gamification to the use of extended reality (XR), immersive solutions can provide many possibilities. Games and gamification have already been used in the learning process, as well as immersive environments, but the recent developments in XR technologies and AI push new opportunities in education and professional training, providing new possibilities to teachers and trainers. The challenge of how to balance the distinct dimensions of immersive learning will be approached by a recommendation system, based on a scientific knowledge base. And the full spectrum of XR solutions will be presented in the scope of very distinct problems, showing how these technologies can provide new possibilities to overcome present and future problems. Finally, we will focus on how these solutions can be inclusive and personalized, adapted to the learning needs and profiles of every learner.
António Fernando Coelho is an Associate Professor with Habilitation at the Department of Informatics Engineering of the Faculty of Engineering (FEUP), University of Porto (UP), where he teaches Computer Graphics, Programming, and Digital Games. He is also the director of the Doctoral Program in Digital Media at the University of Porto and academic Leader of the WP on Employability and Lifelong Learning at the European University Alliance for Global Health (EUGLOH). He is also Associate editor of IEEE Transactions on Learning Technologies.
He is also a Senior Researcher at the Center for Human-Centered Computing and Information Science (HumanISE) of INESC TEC. He is currently the coordinator of the Computer Graphics and Virtual Environments area. His research interests are in the areas of Computer Graphics, Serious Games, and Geospatial Systems.