LIS2024_BookOfAbstracts

www.learningsummit.eu 2 Table of Contents Plenary talks........................................................................5 Policy in focus: European Education and Training in the Age of AI .............. 5 Navigating the AI and XR opportunities for Education: Case studies and Critical Perspectives .................................................................................... 5 Reality-embedded learning with AI and XR ................................................. 5 The Global Adolescent Mental Health Crisis: The Role of Digital Health Games in Closing the Gap ........................................................................... 6 Panel discussions ................................................................. 7 The Path Towards a Just and Ethical Use of AI and XR in Education............. 7 Riding the wave - How academia and industry incorporate and foster the development of AI, XR, and digital skills ..................................................... 7 Teachers and Students in the AI Era ............................................................ 8 Diverse Insights and Perspectives on Digital Mental Health ........................ 9 Workshops ........................................................................10 Workshop 1. Digital and augmented reality applications in STEAM education.................................................................................................. 10 Workshop 2. MetaCivicEdu - Teachers’ workshop on metaverse and learning design ......................................................................................... 10 Workshop 3. Leveraging Extended Reality Technologies in the Cypriot Education System ..................................................................................... 11 Workshop 4. Collective Intelligence Integration in ΑΙ-powered Education Practices: How can we engage students? .................................................. 12 Parallel sessions ................................................................13 Session 1: Learner Engagement and AI in Education.................................. 13 Augmenting the Learning Experience The ALEX Implementation Framework for Higher Business Education: From Affordances to Implementation................... 13 The GeoGebra Intelligent m-Tutors................................................................. 14 The use of Artificial Intelligence and Educational Robotics for Improving Childrens’ Knowledge and Skills in the Management of Natural and Man-made Disasters ........................................................................................................ 15

RkJQdWJsaXNoZXIy NzYwNDE=