Jeanette SjöbergHalmstad University · LHS- School of Education, Humanities and Social Sciences
Jeanette Sjöberg
Doctor of Philosophy in Child and Youth Studies
About
76
Publications
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Introduction
Jeanette Sjöberg is an associate professor in Pedagogy at the School of Learning, Humanities and Social Science, Halmstad University. She is also head of Centre for Educational Development at Halmstad University. Her research mainly focuses both children and young people in connection with learning and digital technology, as well as students' learning in higher education in relation to digital technology.
Publications
Publications (76)
In contemporary society, digital competence has become increasingly important for people in everyday life as well as in working life. Hence, it is vital that today’s higher education contain an appropriate degree of digitization both in terms of content and approaches, something which is particularly important in higher education, where there is a...
A little over a decade ago, Stigmar and Edgren investigated the assignments and organizations of academic development units at Swedish higher education institutes. They found that whereas these units did carry out some common tasks, they also had varying responsibilities and organizational structures and often rested on uncertain ground (Stigmar &...
Educational outcomes are heavily reliant on student engagement, yet this concept is complex and subject to diverse interpretations. The intricacy of the issue arises from the broad spectrum of interpretations, each contributing to the understanding of student engagement as both complex and multifaceted. Given the emergence and increasing use of lea...
During the COVID-19 pandemic, Nordic higher education institutions (HEIs) as any other learning providers had to abruptly switch from onsite in-person delivery strategies to a more 'pandemic-friendly' online mode. To manage these emergent transformations of learning environments successfully, development of teachers' digital competence became pivot...
What do people who study to become teachers dread and hope with regard to technology? Pre-service teachers (n = 21) were encouraged to consider the future of education by incorporating elements of, for example, augmented and virtual reality and Chat-GPT during three workshops that introduced them to the subject of sociotechnical imaginaries. Pre-se...
Socio-technical imaginaries of preservice teachers are an important area of inquiry that
warrants exploration, partly because teachers need to be prepared for teaching in a digital society and
partly because they will enter schools and influence education in their own right. In this paper, we
examine the socio-technical imaginations of pre-service...
The emergence of digitalisation in schools worldwide has created a need for the rapid development of teacher’s professional digital competence (PDC) (e.g., Brevik et al. 2019; Gudmundsdottir & Hatlevik, 2018). In turn, this craves for an implementation of digital technologies in teacher education so that the teacher students, as part of their profe...
Virtual reality (VR) is an example of a technology that invites new ways of how to design learning activities. The aim of this study is to explore how teachers organize onsite and distance learning environments for multilingual study guidance to promote students’ subject-specific learning. Multilingual study guidance is a support in Swedish schools...
This article presents a Swedish study on the potential of technology to transform teaching and learning practices in higher education. Sweden is at the forefront of technological innovation and digitalization and when it comes to technology in education this is not an exception. Technology Enhanced Learning (TEL) has emerged as an important pedagog...
Current society is characterized by rapid development and change, with technology being at the forefront in shaping the future. To accommodate this, it is crucial to equip the next generation with the critical skills and knowledge necessary to navigate in such a world. One way to achieve this is through the introduction and implementation of scaffo...
Today's university teachers are faced with different challenges, where the digitization of higher education constitute one of the most prominent. In order to practice their profession, teachers need to possess knowledge not only in their subject areas, but also in other areas such as pedagogy, learning environment, diversity of learners, profession...
How can we create a systematic, long-term and sustainable educational development for students' learning and for higher education that maintains high quality? The Swedish Higher Education Authority asked itself this question when in August 2018 the authority was assigned with following up educational development at Swedish higher education institut...
Today's university teachers are faced with different challenges, where the digitization of higher education constitute one of the most prominent. In order to practice their profession, teachers need to possess knowledge not only in their subject areas, but also in other areas such as pedagogy, learning environment, diversity of learners, profession...
Virtual Reality (VR) is an example of a technology offering interesting potentials for learning in schools. Through VR, information and knowledge are made accessible in new ways since the technology allows experience destinations and content in 3D format that goes beyond classroom. In addition, VR invites activities where teachers and students can...
Higher education (HE) today is a diversified area which has grown expansively in response to a rapidly changing educational and political climate over the past decades. In this age of complexity, development and change are omnipresent and intrinsic parts of the university teacher’s practice, from the development of the teachers’ individual practice...
The increased emergence of digital tools in educational contexts have changed the conditions for teaching and learning which, in turn, has meant a need for the development of professional digital competence (PDC) among teachers worldwide. Simultaneously, and aligned with this, programming has become an increasingly important part of schooling in ma...
Recently, the use of immersive technology has gained an increasingly interest in teaching. Virtual reality (VR) is an example of a resource offering prominent potentials for students’ learning. The purpose of the study is to investigate the ways adaptive VR environments can foster students learning in multilingual study guidance. There are large di...
The use of robotics technology in school is renowned for providing children with opportunities to interact and collaborate in various school subjects, which raise questions of how to design learning activities that include robot technology in education. In this paper we explore how a designerly approach can foster children’s perspective-taking whil...
In recent years, the concept of lifelong learning has been emphasized in relation to higher education, with a bearing idea of the possibility for the individual for a continuous, self-motivated pursuit of gaining knowledge for both personal and professional reasons, provided by higher education institutions (HEI:s). But how can this actually be don...
The COVID-19 pandemic helped spark a surge in innovative usages of technology in education, from robot-based remote graduation ceremonies to immersive learning through extended reality, meetings in fantastical game worlds, automatic examination methods, and flexible learning options such as hybrid classes. It’s been said that we can’t go back to “n...
The presence of digital technologies in classroom settings is relentlessly getting
stronger and has shown to have powerful playful qualities. In recent years, digital
game-based learning (DGBL) has been introduced in schools. In this paper we explore
game-based design activities to unfold playful and creative actions and interactions
among children...
In the wake of a Swedish negative trend in international school measurements (for example PISA; OECD, 2013) during a ten-year period (2006-2015), many Swedish municipalities felt the urge to make substantial changes to improve the outcomes of student success. Consequently, several development projects throughout the country were implemented. One su...
The use of digital technology in school settings is increasing every
year, where one aspect of digital technology is robotics in education. In relation to
that and of uttermost importance is the issue of howto design teaching and learning
activities that includes robot technology in education. In this paper we investigate
howopen-ended designs can...
In Spring 2020, the world of teaching changed suddenly to use more digital and online tools; now in 2021, there is a move back toward ”normal” campus-based learning--but it's been said that we can’t go back to "normal" because this is normal now: Teachers around the world have been experimenting ever more with inchoate technologies like Mixed Reali...
Vid Högskolan i Halmstad har flera relaterade undersökningar genomförts som på olika sätt kan kopplas till övergången till digital undervisning i och med Coronapandemin. Redan i årsskiftet 2017/2018 gjordes en enkätundersökning avseende lärares digitala kompetens, som sedan följdes upp i slutet av 2020 med anledning av övergången till digital under...
The use of digital technology in school settings is increasing every year, where one aspect of digital technology is robotics in education. In relation to that and of uttermost importance is the issue of how to design teaching and learning activities that includes robot technology in education. In this paper we investigate how open-ended designs ca...
The study at hand was conducted within a regional collaboration project named “From Great to Excellent” (FGTE), carried out between four Swedish municipalities and a small Swedish university. The FGTE project, highly influenced by a prior Canadian project of the same name, was a school development project grounded in an analytical approach involvin...
Aligned with the digital development in society, the use of digital game-based learning (DGBL) as a pedagogical enhancement has increased markedly in schools recently. However, due to various reasons, teachers are not always as enthusiastic to adopt the new technology in their classroom. In this paper we apply Engeströms activity system as an analy...
How will learning “look” in the future? Everyone learns–and we do so in a creative and emotional way. However, learners’ creativity and emotions are often not explicitly included in the design process when exploring how technology can be used to provide new learning opportunities, which could result in shallow learning. One way to support such lear...
Samverkansprojektet SamLär syftar till att bidra till utvecklingen av programmering och digital kompetens som kunskapsområden i ett professionsövergripande perspektiv, genom att utveckla en modell för hur olika delar av lärarprofessionen kan mötas för att lära, reflektera och utbyta erfarenheter. Projektets nav är de utbildningsaktiviteter som orga...
Digital technologies in combination with creative activities have been introduced in schools as a strategy for learning and teaching activities offering scaffolding opportunities. Additionally, digital game-based learning (DGBL) activities have also been tried out in schools in recent years, as well as different mobile technologies, with the ambiti...
How will learning "look" in the future? Everyone learns--and
we do so in a creative and emotional way. However, learners' creativity
and emotions are often not explicitly included in the design process when
exploring how technology can be used to provide new learning opportunities,
which could result in shallow learning. One way to support such
lea...
Aligned with the digital development in society, the use of digital
game-based learning (DGBL) as a pedagogical enhancement has increased markedly
in schools recently. However, due to various reasons, teachers are not always
as enthusiastic to adopt the new technology in their classroom. In this paper we
apply Engeströms activity system as an analy...
Autonomous vehicles (AVs) are crucial robotic
systems that promise to improve our lives via safe, efficient,
and inclusive transport–while posing some new challenges for
the education of future researchers in the area, that our
current research and education might not be ready to deal
with: In particular, we don’t know what the AVs of the
future wi...
In this chapter, we seek to highlight the importance of allowing and including imagination and creativity in schoolchildren's work with programming robots to enhance learning and to generate interest in programming as such, using classic fairytales as a frame. Theoretically, the chapter draws on Vygotsky’s concepts of imagination and creativity to...
In recent years, digital games have increasingly become an important part of children's lives. As a consequence, digital game-based learning (DGBL) activities have also been merged into the school context and tried out by teachers in various ways. The pedagogical and didactical values of integrating DGBL in education are however not yet concluded....
Framtidens lärarroll, framtidens pedagogiska utvecklingsroll, pedagogiskt kvalitetsarbete i högre utbildning
The knowledge demand in the intersection between human-centered design and Artificial Intelligence (AI) has increased rapidly in both the private and public sectors. However, higher education is struggling to provide relevant content to already established senior professionals in a flexible and timely way. Mobile learning (m-learning) provides a pr...
Digital technologies in combination with creative activities have been introduced in schools as a strategy for learning and teaching activities offering scaffolding opportunities. In recent years digital game-based learning (DGBL) activities also has been tried out in schools. In this paper, we examine how collaboration between school children is c...
With the increased emergence of digital technology in the school context it is important to be aware of the fact that children’s use of digital technologies is conditioned by gender. In this paper we investigate how gender differences emerge in collaborative interactions between 9 to 10-year-old school children while collaboratively working on deve...
Abstract. Digital technologies in combination with creative activities have been introduced in schools as a strategy for learning and teaching activities, encouraging engagement, productivity, and creativity as well as offering scaffolding opportunities. In recent years digital game-based learning (DGBL) activities also has been tried out in school...
Varieties of digital practices have increasingly become part of people’s everyday lives and people, in general, use these communicative practices on a daily basis, mostly for social and entertaining purposes. As to higher education, researchers have pointed out that digital technology could be a useful tool in how to learn more effectively, if it i...
The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) have been introduced in schools. In this paper we investigate an innovative approach to game-based learning, namely to use game design activities as motivat...
Syftet med föreliggande artikel är att studera ungdomars rutiner när det gäller inträde och utträde i chattrummet. Detta för att belysa vikten av att skapa vidare kunskap kring de sociala arenor varpå dagens många barn och unga umgås på. Ett steg i den riktningen är att införskaffa förståelse för olika sociala umgängeskoder på nätet. Studien är del...