
Anders Mørch- PhD
- Professor at University of Oslo
Anders Mørch
- PhD
- Professor at University of Oslo
About
182
Publications
54,838
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Citations
Introduction
My research explores human learning as a dual design process: one external (in the world, wild, or built environments) and the other internal (in the mind or head). This duality is observable in shared social reality through talk (showing understanding) and the design of artifacts, which should be aligned without reduced to one. I employ methods and tools from computer science (HCI, end-user development, virtual worlds) and social sciences (education, collaborative learning, empirical research).
Current institution
Additional affiliations
August 1999 - July 2000
Oslo University College
Position
- Professor (Associate)
May 1988 - May 1989
January 2010 - present
Education
October 1992 - May 1997
September 1985 - May 1988
August 1983 - June 1985
Publications
Publications (182)
Teaching with virtual worlds provides new means for collaborative learning but creates challenges for teachers in terms of IT skills. To address these challenges, we developed a teaching model for using virtual worlds in classroom practices and applied it to Minecraft in several rounds of design-based research experiments. Our conceptual framework...
In our research we study small group interaction and meaning making in the context of a larger community of people and artifacts. Our research methodology combines social network analysis and content analysis in different ways. The primary purpose of this paper is to explore approaches and demonstrate the feasibility of mixed methods research combi...
Nordic countries have recently implemented changes in the curriculum introducing computational thinking integrated in Mathematics, Natural Science, Arts and Crafts and Music. This poses challenges as well as opportunities, in particular for teacher education, as it is responsible for educating teachers who can teach computational thinking skills wi...
As society gradually digitizes, the need increases for computational literacy education or the inclusion of programming and computational thinking in school curricula and teaching practices. A challenge is to reach students with little or no experience in programming but who have played digital games like Minecraft (i.e., the sandbox game). Toward...
This special issue is intended to explore the assumption (and to provide at least partial evidence) that the most successful Artificial Intelligence (AI) systems out there today are dependent on teams of humans, just as humans depend on these systems to gain access to information, provide insights and perform tasks beyond their own capabilities. An...
This paper explores the potential of using learning analytics (LA) to provide context for the interpretation of the intended and enacted learning design. We use Epistemic Network Analysis (ENA) to analyze and visualize students' learning patterns enacted across seven asynchronous online discussions conducted in a semester-long undergraduate course...
This article addresses the opportunities and challenges of turning a science, technology, engineering, and mathematics (STEM) classroom into a makerspace for hands-on experimentation with digital tools and materials in science education. In this qualitative case study, over a period of 16 weeks, video data were collected during making activities in...
The literature until 2020 has forecasted a significant uptake of learning analytics (LA) to support learning design in higher education. However, there remain only a few investigations into teachers’ course design practices and their perspectives on LA as a tool to support their design practices. This paper presents findings from an examination of...
In this article, we investigate human-centered artificial intelligence (HCAI) in an educational context where pupils used block-based programming in small groups to solve tasks given by the teacher. We used a design-based research approach in which we, together with the teachers, created a maker space for explorative science learning and organised...
Learning is central to both artificial intelligence and human intelligence, the former focused on understanding how machines learn, the latter concerned with how humans learn. With the growing relevance of computational thinking, these two efforts have become more closely connected. This survey examines these connections and points to the need for...
Social learning analytics (SLA) is a promising approach for identifying students’ social learning processes in computer-supported collaborative learning (CSCL) environments. To identify the main characteristics of SLA, gaps and future opportunities for this emerging approach, we systematically identified and analyzed 36 SLA-related studies conducte...
The purpose of this study was to investigate how interactive screencasts enhance learning in computer science education. We employed a socio-cultural perspective on learning, understanding interactive screencasts as mediating tools in elective introductory programming courses taught in secondary education in Norway. In this qualitative study, we us...
Block-based programming languages have lowered the threshold to computer science (CS), providing a powerful (low threshold-high ceiling) arena for early CS education and engagement in STEM subjects. This paper presents results of an empirical study in three schools; involving 43 pupils aged 12‒16 using MakeCode with Microbit (a microcontroller), ba...
In April 2017, Reddit hosted an online social experiment in mass collaboration that consisted of placing graphical (1-pixel) tiles on a 1,000 by 1,000-pixel canvas. A simple design rule instructed each person to place one tile at any location but then had to wait five minutes to act again. One of the authors participated in the experiment as a part...
Learning analytics (LA) is a fast-growing field but adoption by teachers remain limited. This paper presents the results of a review of 18 LA frameworks and discusses how they have tried to address prominent challenges in LA adoption. The results show that researchers have made significant advances in developing appropriate frameworks to conceptual...
Learning analytics (LA) constitutes a key opportunity to support learning design (LD) in blended learning environments. However, details as to how LA supports LD in practice and information on teachers’ experiences with LA are limited. This study explores the potential of LA to inform LD based on a one-semester undergraduate blended learning course...
Purpose
The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap.
Design/methodology/approach
A qualitative study combining design-based research (DBR) and a ca...
In our research we study small group interaction and meaning making in the context of a larger community of people and artifacts. Our research methodology combines social network analysis and content analysis in different ways. The primary purpose of this paper is to explore approaches and demonstrate the feasibility of mixed methods research combi...
The society we live in today is frequently referred to as
knowledge society or knowledge economy, and the futurist Toffler (1981) refers to it as ‘The Third Wave Society’
by arguing it is as distinct as the previously much longer
lasting agricultural society and industrial society. Toffler
predicted the trajectory technology and society would
take...
This study examines how videos may support participants’ learning in the Information and Communication Technology Massive Open Online Course (ICTMOOC) aimed to develop digital skills with pre- and in-service teachers in Norway and provides an insight into how teachers’ interactions with videos may contribute to enhancing their agentic capacity to l...
Most teachers to date have adopted summative assessment items as a benchmark to measure students’ learning and for making pedagogical decisions. However, these may not necessarily provide comprehensive evidence for the actual learning process, particularly in online learning environments due to their failure to monitor students’ online learning pat...
Norwegian K-12 curriculum reform for 2020 aims to integrate programming in different subject areas, especially math, natural sciences, arts and crafts, and music. There are challenges and opportunities associated with this scenario. A challenge is that students need to learn two topics simultaneously, and an opportunity is that teachers can adopt c...
Monoplant is a prototype of an educational construction kit that provides teachers and secondary school students with hands-on experience on plant biology. We present the design rationale of Monoplant and report on its 3-week deployment in a high school classroom. The students (N = 14) used Monoplant to solve a photosynthesis assignment requiring t...
The purpose of this chapter is to explore the contexts that teachers can create to promote collaborative learning in 3D virtual learning environments. The authors report on the findings of a case study using the 3D virtual world Second Life in a preservice teacher distance education program. Two types of contexts are identified: social interaction...
Sustainable Development Goal 4 (SDG 4) from United Nations refers to the inclusion and quality of education. This implies providing equal access to all levels of education. While a lot of focus has been on inclusion and accessibility through universal design with a focus on disabilities, the aim of this workshop was to explore the role of inclusion...
In this paper, we describe our efforts to combine generic (domain general) and domain-specific skills' practice in the same digital learning environment. We have implemented part of the social studies subject curriculum for lower secondary education in Norway (grades 8 to 10) in Minecraft for pre-service teacher education. By leveraging Minecraft's...
This new edition of CoPDA workshop, the 5th since 2013, is dedicated to the discussion of design trade-offs that have to be addressed for embracing diversity and implementing an inclusive society. With this workshop, we invite researchers and practitioners to discuss and exchange experiences able to inform design processes in a Cultures of Particip...
This paper explores pedagogical practices and participants’ engagement
in learning activities during the first international Massive Open
Online Course (MOOC) offered by the University of Oslo through the
FutureLearn platform in 2015. The data were collected using pre-
and post-course surveys and participant observations. We used the
acquisition an...
The purpose of this chapter is to explore the contexts that teachers can create to promote collaborative learning in 3D virtual learning environments. The authors report on the findings of a case study using the 3D virtual world Second Life in a pre-service teacher distance education program. Two types of contexts are identified: social interaction...
The purpose of this chapter is to explore the contexts that teachers can create to promote collaborative learning in 3D virtual learning environments. The authors report on the findings of a case study using the 3D virtual world Second Life in a preservice teacher distance education program. Two types of contexts are identified: social interaction...
We explore the relationship of end-user development (EUD) and learning in a case study informed by a new conceptual framework (evolving artifacts). The case is an online distance education program for training in-service teachers in special education in the 3D virtual world Second Life (SL). The “box,” a specific building block in the SL environmen...
This article presents a study of EssayCritic, a computer-based writing aid for English as a foreign language (EFL) that provides feedback on the content of English essays. We compared two feedback conditions: automated feedback from EssayCritic (target class) and feedback from collaborating peers (comparison class). We used a mixed methods approach...
In this paper we investigate computer-supported collaborative learning (CSCL) and innovation in a large-scale distributed setting. Get Satisfaction (GS), a social media platform for involving customers in product development activities, is our case study. In order to identify how end users contribute to product development, we researched the intera...
We describe our experiences with two networked learning environments: Adobe Connect (AC) and Second Life (SL) for supporting teaching and learning in distance education courses. We collected data in two separate case studies: one in Norway (AC) and the other in the United States (SL), using different but comparable methods of data analysis (qualita...
New levels of personalization and engagement with software systems (e.g. smart phones, social media) can boost users' interest to become part of small scale or large-scale design processes. It is through active and engaged participation that socio-technical solutions help lay the foundation for lifelong learning and design. "Do It Yourself" solutio...
Minecraft, a virtual 3D world game to fight nighttime monsters and a design environment for building shelters, strikes a balance between " want to " and " have to " participate, that is, students " want to " use it (self-directed learning) and educators can impose constraints by knowledge (curriculum-driven learning). These two goals often seen as...
This paper describes a case study of a distance education program for preservice and in — service special education teachers, using the 3D virtual world Second Life (SL). In the study, the “box,” a specific building block in the SL environment, became a multipurpose tool for end-user development (EUD). The research reported here addresses how the m...
This paper presents a study of Norwegian Upper Secondary School students’ writing process in English with: 1) feedback from an essay critiquing system (EssayCritic) (target class) and 2) feedback from collaborating peers (comparison class). The students in both classes significantly improved their grades. In the target class, the feedback from Essa...
Several concepts are used to describe ethnographic approaches for investigating the Internet; competing concepts include virtual ethnography, netnography, digital ethnography, web-ethnography, online ethnography, and e-ethnography. However, as the field matures, several writers simply call their approach "ethnography" and specify new fields of prac...
Participants included graduate students in a teacher preparation program using Second Life (SL) as the educational platform for distance education courses. The students created and participated in role-playing scenarios for practicing specific skills, such as persuasion and conflict resolution. Data was analyzed qualitatively using both a case stud...
We present a case study of a distance education program for training special needs educators online, using the 3D virtual world Second Life (SL) as the main platform. The study explores two aspects of end-user development (EUD): 1) the professor’s role as a designer of the learning environment, and 2) the students’ use of the environment to collabo...
The spread of social computing, cloud computing, Internet of Things, and co-creation tools pushes the use of technology toward a more social dimension and toward the creation of enormous quantity of data. Cultures of participation aims at providing end users that are not experts in computer science nor have the skills specific to the domain at hand...
The spread of social computing, cloud computing, Internet of Things, and co-creation tools pushes the use of technology towards a more social dimension and toward the creation of enormous quantity of data. Cultures of participation aims at providing end users that are not expert in computer science and that have not skills specific in the domain at...
The spread of social computing, cloud computing, Internet of Things, and co-creation tools pushes the use of technology toward a more social dimension and toward the creation of enormous quantity of data. Cultures of participation aims at providing end users that are not experts in computer science nor have the skills specific to the domain at hand...
Teaching in Second Life (SL) is much like teaching in K-12 schools in that the teacher has to plan in a similar fashion. However, when teaching in SL most students have never used this technology, therefore, the teacher must create the learning environment much like a designer creates an artifact, through planning, execution, and evaluation. Based...
Cultures of participation are oriented towards providing end users with the means to actively participate in problems that are personally meaningfully to them. An overall aim of cultures of participation is to apply collective knowledge to address major problems that our societies are facing today. The CoPDA Workshop is in its second edition, after...
In this chapter we report on the preliminary findings of a case study using the 3D virtual world Second Life in a preservice teacher distance education program. We focus our analysis on role-playing and collaboration, the two central aspects of social learning that we hypothesize this online learning environment is well equipped to support. We exam...
Understanding culture is an integral part of international operations in developing countries and conflict zones. Cultural encounters in countries such as Afghanistan might introduce a number of challenges. This article presents the experiences with the CAMO project (Cultural Awareness in Military Operations) seeking to address these challenges. Ga...
This volume includes the proceedings of the Second International Workshop on Cultures of Participation in the Digital Age (CoPDA). Cultures of Participation is one of the fundamental means to support users in performing End-User Development activities, i.e. the adaptation and creation of computational artifacts. The workshop series has the aim to i...
Donald Schön described professionals as practicing reflection-in-action. This characterization inspired many researchers to experiment with computing systems whose interfaces supported and even prompted reflection on the part of end users. Many parallels to Schön's notion exist in different communities whose members attend CHI. Some work extends be...
Understanding culture is an integral part of international operations in developing countries and conflict zones. Cultural encounters in countries such as Afghanistan might introduce a number of challenges. This paper presents the experiences with the CAMO project (Cultural Awareness in Military Operations) seeking to address these challenges. The...
Purpose
– Nursing has for a long time used a variety of technological tools to improve and support patient care. Tool use changes knowledge processes, offering opportunities to explore processes of specialization in this field. The purpose of this paper is to report from a collaborative process to achieve shared meaning potential while adapting a g...
The International Workshop on Cultures of Participation in the Digital Age - Empowering End Users to Improve their Quality of Life (CoPDA) focuses on how ICT can have an impact on “quality of life”, promoting new ways of design that allow us to face these challenges.. The workshop brings together contributions from researchers from a diverse range...
End-user developers need access to tools and techniques that allow them to create, modify, and extend software artifacts without programming. Previous research has shown that visual software components can provide the right level of abstraction. However, component-based design (CBD) will succeed only if there is a good balance of standardization an...
This paper presents an empirical study of social media integrated in a product development process to support mutual software development. The case is Get Satisfaction, a company and crowd-sourcing community for customer engagement employed by many product development companies as an alternative to traditional customer relationship management (CRM)...
Donald Schön described designing as a reflective conversation with the materials of a situation, and proposed a phenomenological account of designing. Ray McCall proposed an extension and generalization of Schön’s model that more easily allows for computer support. Building on the work of Schön and McCall, this chapter adopts an evolutionary perspe...
Computer supported collaborative learning (CSCL) and e-learning at work (ELW) are two areas in computer-mediated learning. CSCL is a relatively focused research theme, but with few dedicated journals and a relative small group of core researchers. E-learning research is reported in a variety of journals and magazines, but lacks a well-defined resea...
Intersubjectivity is a term used to conceptualize the psychological relationship between people during conversation, e.g. for building a shared understanding. Ragnar Rommetveit, a Norwegian social psychologist, developed a conceptual framework for intersubjectivity, treating it as a social phenomenon and a dynamic process. One technique for increas...
3D virtual worlds and game-based simulations are to an increasing degree used for military training. However, there is a lack of research-based methods for using game-based simulations and developing scenarios for educational role-plays in a military context, especially in the area of cultural awareness. The CAMO project (Cultural Awareness in Mili...
This book constitutes the refereed proceedings of the Fourth International Symposium on End-User Development, IS-EUD 2013, held in Copenhagen, Denmark, in June 2013. The 13 full papers (45% acceptance rate) and 11 short papers (50% acceptance rate) have been presented at the event. In addition the volume contains two keynote speeches, three doctora...
ContextSoftware effort estimation is a core task regarding planning, budgeting and controlling software development projects. However, providing accurate effort estimates is challenging. Estimation work is increasingly group based, and to support it, there is a need to reveal how work practices are carried out as collaborative efforts.Objective
Thi...
The article presents and analyzes data from a case study in customer-initiated software product development. We have observed and participated in system development activities in a commercial software house (company) over a period of two years. The company produces project-planning tools for the oil and gas industry, and relies on interaction with...
In this paper, different perspectives on the role of the teacher in a classroom equipped with personal digital assistants (PDAs) are presented. We report on four classroom studies conducted in two countries, Norway and the USA. The overall aim is to understand the use of new tools in different contexts. The key question that we explore concerns the...
The book is about collaborative knowledge creation, and more specifically about the trialogical approach to learning. Throughout the book, the authors explore collaborative work with shared knowledge artefacts and objects, and relate their contributions to tool development for and practices of technology-mediated learning. The contributions are con...
The concept of tacit knowledge has received a great deal of attention recently. From a knowledge creation point of view, much of the related discussion fails to provide any deep insights. Notwithstanding the superficial treatments commonly encountered, the concept embodies crucial aspects of learning that are critical for the success of KP-Lab. Ind...
This book presents perspectives on the knowledge creation metaphor of learning, and elaborates the trialogical approach to learning. The knowledge creation metaphor differs from both the acquisition and the participation metaphors. In a nutshell trialogical approaches seek to engage learners in joint work with shared objects and artefacts mediated...
When I use the term end user, I mean people who use computer applications in their daily activities, without being interested
in computers per se (Costabile et al. 2003). In the rest of this paper “user” will sometimes be used instead of “end user” whenever it is clear that the reference is
to end users. End-User Development (EUD) is software devel...
In this chapter, the author presents a conceptual framework for early-stage interaction design (EDOS) together with a method for embedding conceptual artifacts in user interfaces. The notion of ‘externalized design’ from postmodern architecture is used as an analogy for how to incorporate conceptual artifacts like social ideas in user interfaces. T...
In this chapter, the author presents a conceptual framework for early-stage interaction design (EDOS) together with a method for embedding conceptual artifacts in user interfaces. The notion of ‘externalized design’ from postmodern architecture is used as an analogy for how to incorporate conceptual artifacts like social ideas in user interfaces. T...
This panel will analyze the research activities (including objectives, theoretical foundations, developments, synergy, and differences) of three research centers: • Center for Research on Activity, Development, and Learning (CRADLE), University of Helsinki, with a research focus on "expansive learning"; • Center for LifeLong Learning and Design (L3...
Mobile technology is ubiquitous and diverse and permeates many aspects of daily life at home, during leisure activities, and in public spaces. The study presented here is of two sixth grade classes in Michigan, USA and two seventh grade classes in Norway. The students and the teachers in these four classrooms were equipped with mobile technologies...
Computer-Supported Collaborative Learning (CSCL) is the field concerned with how Information and Communication Technology (ICT) might support learning in groups (co-located and distributed). The chapter surveys key studies, common technologies, and significant events in the field. It presents basic concepts, multiple perspectives, and emerging tren...
This chapter presents a case study in software product development in a company that develops and sells project-planning tools for the oil and gas industry and provides consultancy services, training and support in using these tools. We were invited into the company to give advice on their knowledge management practices for customer relations. The...
This article presents an approach to interaction design that is inspired by sociotechnical systems (STS) and grounded in sociocultural theory. The focus is on the early phases of the design process and in particular how theoretical ideas can stimulate design. It starts by surveying key works in theory-based design in HCI and CSCW. The notion of 'ex...
The paper is a case study of customer-initiated software product development. We have observed and participated in system
development activities in a commercial software house (company) over a period of two years. The company produces project-planning
tools for the oil and gas industry, and relies on interaction with customers for further developme...
This paper presents a 'translational' approach to theory-based design cast within a socio-technical framework. The starting point is theory-based design in HCI and CSCW and sociotechnical systems (STS). Key works in theory-based design is presented and analyzed to identify strengths and limitations of this approach. STS is interpreted to mean the i...
New challenges are facing interaction design. On one hand because of advances in technology – pervasive, ubiquitous, multimodal
and adaptive computing – are changing the nature of interaction. On the other, web 2.0, massive multiplayer games and collaboration
software extends the boundaries of HCI to deal with interaction in settings of remote comm...
In this chapter we examine the role of computer science (CS) in the field of technology-enhanced learning (TEL). CS encompasses
a number of distinct intellectual traditions, generating debates about the nature of the CS field. Given the diversity of
views within CS and within TEL, our aim in this chapter is to highlight a number of important CS-rel...