
Heidi HautoppAalborg University · Department of Culture and Learning
Heidi Hautopp
PhD Student
About
15
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48
Citations
Citations since 2017
Publications
Publications (15)
This paper reports on how drawing as an academic dialogue tool was explored as a crucial actor for driving design processes among humanistic master’s students targeting their digital learning designs for online and blended learning contexts. The paper builds on a previous study that investigated students’ use of self-produced visualisations during...
This study investigates how the use of visual facilitation and representations, e.g. visualisations and video productions, combined with peer‑feedback sessions can create exploratory approaches to game design in online teaching. The article analyses an iterative game development process in an online learning context. The empirical data is primarily...
The paper investigates how the use of visualisations and video productions combined with peer-feedback sessions can create exploratory approaches to game design in online teaching. Thus, the paper aims to provide insights into the
iterative learning processes of developing games in online game based learning. The empirical data is based on an explo...
Gåderum, såkaldte escape rooms, vinder frem i underholdningsbranchen, men også i undervisningssammenhænge. Der findes dog ikke et empirisk forskningsgrundlag inden for anvendelse af gåderum i undervisning. Artiklen undersøger således, hvordan tilstedeværelse i fysiske gåderum kan skabe undersøgende tilgange i relation til fagligt indhold på videreg...
Graphic facilitation is a growing practice in organizational contexts and is slowly emerging in educational contexts. However, as the review in this paper shall demonstrate, there is a shortage of research in the field. The purpose of this paper is to illustrate the practical application of graphic facilitation with the aim of outlining a suggestio...
The literature on design research emphasizes working in iterative cycles that investigate and explore many ideas and alternative designs. However, these cycles are seldom applied or documented in educational research papers. In this paper, we illustrate the development process of a video sketching model, where we explore the relation between the ed...
BASED ON A CASE FROM INDUSTRY WE DESCRIBE THE USE OF GRAPHIC FACILITATION TO BOOST PARTICIPANT ENGAGEMENT IN WORKSHOPS. WITH AN OUTSET IN DESIGN SKETCHING WE DESCRIBE AND EXEMPLIFY THE USE OF GRAPHIC FACILITATION AND REFLECT ON ITS RELEVANCE FOR SUPPORTING A PLAYFUL ENVIRONMENT AND THE RESULTS ON USER PARTICIPATION IN A PROFESSIONAL LEARNING SITUAT...
Based on a case from industry, we describe the use of graphic facilitation to boost participant engagement in workshops. With design sketching as our point of departure, we describe and exemplify the use of graphic facilitation and reflect on its relevance for supporting a playful environment and how it impacts user participation in a professional...
Personas have become a popular method in new product development. Personas have traditionally, and are still, primarily created to represent users from a single national culture at a time during the design process. This, however, is unsatisfactory for companies operating on a global market as they show an increasing interest in international person...
The aim of this paper is to explore teachers' different pedagogical approaches to teaching the "sandbox" digital game Minecraft as a part of L1 primary education. The empirical data for the paper is based on a series of design interventions with a Minecraft curriculum in three different classes (two 1st grades and one 2nd grade) at three different...
In today’s globalized world, it is increasingly important for companies to gain knowledge about international markets and to understand the differences and similarities between international users. As a result, international user studies have become more common. However, they still pose a challenge for most companies. In this paper, we present the...
What happens when a single-player training game enters a classroom context? The use of training activities in game-based learning (GBL) has often been criticized for letting players perform mechanical operations with no reflection upon the learning experiences involved (e.g. Egenfeldt-Nielsen, 2005). Building on earlier studies of game-based teachi...
The aim of this paper is to describe the opportunities and challenges involved in designing educational scenarios for teaching with the computer game Minecraft in mother tongue education (MTE). The empirical data presented is based on an on-going research project, funded by the Danish Ministry of Education, which explores the use of a particular ga...
Projects
Project (1)
Explore how Minecraft can be used to develop primary students' game-related literacy practices. Both seen from a student and a teacher perspective.