LIS2024_BookOfAbstracts

www.learningsummit.eu 3 A Virtual Reality-Based serious game for simulating the growth of plans in different environmental conditions................................................................. 15 Enhancing Agricultural Education with Artificial Intelligence and QGIS: Experiences from the INSAC AGRIS Project...................................................... 16 Session 2: AI in Higher Education: Transforming Pedagogical Practices ..... 16 The Perception of Higher Education Teachers Regarding the Use of AI-based tools to Personalize Learning: A Pre/post Training Analysis in Romania.......... 16 Exploring Pre-service Teachers’ Perspectives on Integrating Artificial Intelligence in Education................................................................................. 17 Artificial Intelligence in Higher Education: Exploring AI Tool Adoption and its Impact in Universities ..................................................................................... 18 Enhancing AI literacy Among Educators: A Piloting Study ............................... 18 AI Integration in Higher Education: A Comparative Study of Professional and Pedagogical Practices Across Europe .............................................................. 19 Session 3: Closed Policy Workshop in the framework of the European Agenda for Adult Learning 2024-2025, Ministry of Education, Sports and Youth ........................................................................................................ 19 Session 4: Innovative Approaches to Language and Science Education through AI and Digital Tools...................................................................... 20 AI and Roleplaying to Enhance English Teaching: A Sentiment Analysis .......... 20 The Use of Digital Storytelling in Science: Meaning Making with Students Aged 11-12 Years Old .............................................................................................. 21 RE.MA.C.’s Educational Material and Digital Tools: Teachers' Take in Diverse Classrooms......................................................................................... 21 Enhancing Education through Effective Technology Integration...................... 22 Session 5: Case Studies of XR & Informatics in Education.................. 23 Enhancing Informatics Education in Cyprus: Detailed Insights from the TINKER Project............................................................................................................ 23 XR Scan: The case of Flanders schools ............................................................. 23 Navigating The Maze of The Ever-Changing World of XR For Efficient Implementation in an Educational Setting: The Case of VR ............................. 24 How the Flemish Government Ensures Large-Scale Implementation of XR in Education ....................................................................................................... 24

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