This two-volume set LNCS 12774 and 12775 constitutes the refereed proceedings of the 8th International Conference on Learning and Collaboration Technologies, LCT 2021, held as Part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 poster papers included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The regular papers of LCT 2021, Part II, focus on Games and Gamification in Learning; Chatbots in Learning; AR, VR and Robots in Learning
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Quiz Tools in Algorithms Courses: Applying Educational Gamification
Design Principles and Encouraging Students Interaction.- FLCARA: Frog Life
Cycle Augmented Reality Game-based Learning Application.- Preschool Children
Scientific Concept and Developing their Creativity.- Transforming Classic
Learning Games with the Use of AR: The Case of the Word Hangman Game.-
Educational Video Game Design for Teaching and Learning Musical Harmony.- A
Video Game-Like Approach to Supporting Novices in Learning Programming.-
Completeness and Collaboration in the Early Design Phase of Learning Games:
Do Ideation Cards Provide Scaffolding? .- Mobile Game-Based Learning in
Distance Education: A Mixed Analysis of Learners Emotions and Gaming
Features.- Tangible Solutions for Learning Basic Math Skills: Exploring
Concepts of Emotions and Enaction.- University Student Surveys using
Chatbots: Artificial Intelligence Conversational Agents.-An Overview of the
Use of Chatbots in Medical and Healthcare Education.- Studying how to Apply
Chatbots Technology in Higher-Education: First Results and Future
Strategies.- 'Are you OK?' Students' Trust in a Chatbot Providing Support
Opportunities.- Usability and User Experience of a Chat Application with
Integrated Educational Chatbot Functionalities.- Envisioned Pedagogical Uses
of Chatbots in Higher Education and Perceived Benefits and Challenges.-
Towards a New Chemistry Learning Platform with Virtual Reality and Haptics.-
Effect of Height in Telepresence Robots on the Users' Spatial Awareness.-
Driving Success: Virtual Team Building through Telepresence Robots.- Design
of Children's Entertainment & Education Products Based on AR Technology.-
Heritage Augmented Reality Applications for Enhanced User Experience - A Case
Study of AR Videogames for Children at Archeological Site of Empuries,
Spain.- EvaluationDesign for Learning with Mixed Reality in Mining Education
based on a Literature Review.- Acceptance of Social and Telepresence Robot
Assistance in German Households.- Student Response Systems in Remote
Teaching.- E-Learning and M-Learning Technological Intervention in Favor of
Mathematics.- Teaching Lung Pathology during a Pandemic: Can Further
Developments of an Online Quiz Primer Improve the Engagement of Students in a
Completely on-Line Delivery? .- How to Asses Empathy during Online Classes.-
CodeLab: an Online Laboratory for Learning to Code.- Engaging Students in
Online Language Learning during a Pandemic.- The Global Challenge of
Designing E-learning Tools for Computational Thinking: a Comparison between
East Asia and Scandinavia.- The Effects of the Sudden Switch to Remote
Learning Due to Covid-19 on HBCU Students and Faculty.- From Studios to
Laptops: Challenges in Imparting Design Education
Virtually.-Teaching-Learning in the Industrial Engineering Career in Times of
COVID-19.- Designing Learning Environments in a Digital Time Experiences in
two Different Subjects at NTNU, Norway Autumn 2020.- Rapid Response to the
Needs of ESL Students of a Technical University in the Time of Emergency
Covid-19 Transfer to Online Classes: ITMO University Case Study.