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Introduction
Research Interests / Scientific focus areas:
Methods, tools and processes in the development, implementation and evaluation of IT supported learning and teaching processes encompassing the research areas: designs for learning and learning theory, interaction design, project and process management, multimodality, as well as innovative and user centered learning processes.
Of particular interest are the use of digital video activities for learning and collaboration. This includes setup as live video-streaming, video meetings and video conferencing, but also video-based activities as video sketching, digital storytelling, and interactive videos, investigating how these various formats can support collaborative creative and reflective learning processe. Research focus both on the actual situa
Publications
Publications (53)
A state-of-the-art literature review pointed to the need for further investigation of augmented reality to broaden the understanding of the learning potentials of augmented reality. This paper presents an empirical study intended to bring insights into the learning potentials of augmented reality regarding both formal and informal learning using a...
This paper presents an empirical study and related activity system analysis regarding the implementation and use of Moodle specifically, and learning management systems in general, in problem-based learning. The research involved an exploration of the characteristics that defined use of Moodle at a Danish university, the reasons why Moodle was or w...
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...
This paper explores, through a pilot study, the potentials and pitfalls of using digital storytelling-inspired approaches combined with investigative sketching processes in teacher professional development (TPD) and in-service teacher training, focusing on an individual sense of agency and collegial collaboration. Seen in a broader perspective of s...
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...
This paper presents and discusses practical experiences from a Nordic digital storytelling project called “Stories from the North” involving researchers, facilitators and participants from Denmark, Iceland and Norway. Participants produce digital stories based on Digital Storytelling (DS) originally developed at www.storycenter.org/ and the first p...
The Bachelor's Degree Programme of Biomedical Laboratory Science at VIA Faculty of Health Sciences offers a combination of live video-streamed and traditional teaching. It is the student's individual choice whether to attend classes on-site or to attend classes from home via live video-stream. Our previous studies revealed that the live-streamed se...
This paper contributes to knowledge on workshops as a research methodology, and specifically on how such workshops pertain to e-learning. A literature review illustrated that workshops are discussed according to three different perspectives: workshops as a means, workshops as practice, and workshops as a research methodology. Focusing primarily on...
Organizational learning, Organizational learning, Organizational learning, Organizational learning, change management, online learning, competence development, teacher competencies, teacher competence development, e-learning
A structured search of library databases revealed that research examining the effectiveness of e-Learning has heavily increased within the last five years. After taking a closer look at the search results, the authors discovered that previous researchers defined and investigated effectiveness in multiple ways. At the same time, learning and develop...
Design-Based Research (DBR) is a relatively new intervention method investigating educational designs applied to real-life settings, and with a dual purpose to develop domain theories and to develop the design, iteratively. This paper is an integrative review, which draws on literature and empirical projects to identify and discuss critical element...
Mobile devices, especially the integration and adoption of iPads in school classrooms, is gaining emphasis across the research and development forums of academic, policy, organizational, political, and public spheres. In April 2012, the Danish government announced that they would allocate DKK 500 million to develop the use of IT in elementary schoo...
This paper presents and discusses findings about how students, teachers, and the organization experience a start-up-project applying videoconferences between campus and home. This is new territory for adult learning centers. The research is based on the Global Classroom Model as it is implemented and used at an adult learning center in Denmark, nam...
The number of Massive Open Online Courses (MOOCs) and the number of participants therein have exploded within the last couple of years. The literature on MOOCs (according to Clark, Daniel and Kolowich) mentions several characteristics of MOOCs: flexible, free, and providing room for niche subjects of learning. Criticism points to questionable quali...
A structured search of librarian databases revealed that the research into the effectiveness of e-Learning has heavily increased within the last 5 years. Taking a closer look at the search results, the authors discovered that researchers define and investigate effectiveness in multiple ways. At the same time, learning and development professionals...
undertitel: - Erfaringer og metodiske principper fra Bioanalytikeruddannelsen, VIA University College
Abstrakt
På Bioanalytikeruddannelsen i Aarhus, VIAs sundhedsfaglige højskole, har man i en længere periode haft et kombi-hold, hvor man kombinerer traditionel og live transmitteret undervisning (via et innovativt valg af videokonferencesystem). På...
This paper presents and discusses findings about how students, teachers, and the organization experience a start-up-project applying video conferences between campus and home. This is new territory for adult learning centers. The paper discusses the transition to this eLearning form and discusses pedagogical innovativeness, including collaborative...
In this SIG we aim to introduce the IFIP 13.6 Human Work Interaction Design (HWID) approach to the CHI audience. The HWID working group aims at establishing relationships between extensive empirical work-domain studies and HCI design. We invite participants from industry and academia with an interest on empirical work analysis, HCI, interaction des...
The use of Video Conferencing (VC) in educational settings is presently taking off and most research and case studies report that participants find themselves comfortable in the mediated context. However, as the use of VC becomes more common, challenges emerge that affects both the participants' experience of closeness and contact-also called telep...
Mobile probing is a method, developed for learning about digital work situations, as an approach to discover new grounds. The method can be used when there is a need to know more about users and their work with certain tasks, but where users at the same time are distributed (in time and space). Mobile probing was inspired by the cultural probe meth...
This book constitutes the thoroughly refereed post-conference proceedings of the Third IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2012, held in Copenhagen, Denmark, in December 2012. The 16 revised papers presented were carefully selected for inclusion in this volume. The papers reflect many different areas and address m...
The desire to use learning games in education is increasing, but the development of games for learning is still a growing field. Research shows that it remains difficult to develop learning games that are both instructive and engaging, although it is precisely the presence of these two elements that is believed to be an advantage when using learnin...
Based on a preliminary action research study investigating the design of digital music games and years of experiences from interaction design processes of learning resources, this extended abstract presents a framework that mixes designs for learning principles and game design with a process view using a simple interaction design lifecycle. Though...
Here we present an interview with Professor Jonas Löwgren, who is recognized for his work on both interaction design and communication design. We will present his interests and main questions, as well as his earlier work experiences, and how these have had an influence on his theoretical and practical research work today. One major question that Jo...
Varied backgrounds of users, heterogeneous delivery media and diverse socio-cultural and organizational contexts pose new challenges of human work interaction design in the field of e-government and public information systems. The workshop will consolidate the empirical case studies of how human work analysis and interaction design has benefited in...
This brief paper presents a research proposal based on an investigation of the complex challenges and potentials of using video conferencing in connection with teaching and learning processes in the domain of higher music education. A historical outline of the research and development project is provided, followed by the preliminary findings of the...
The aim of this paper is to identify the cultural usability aspects that need to be considered while internationalizing or
localizing the interaction design of mobile keypads and displays for textual communication. The analysis is based primarily
on heuristics tests, where: Hindi, Arabic and Danish mobile phones are evaluated based on assumptions o...
This paper focuses on presenting and discussing the aim, context, challenges, results, and impact of the Cultural usability
project named as CultUsab. This project was a four year international research effort from 2006 to 2009, which was supported
by a grant from the Danish Research Councils for Independent Research in Culture and Communication. T...
The boundaries and work processes for how virtual teams interact are undergoing changes, from a tool and stand-alone application
orientation, to the use of multiple generic platforms chosen and redesigned to the specific context. These are often at the
same time designed both by professional software developers and the individual members of the vir...
This explorative study researches the barriers and possibilities present when working with process portfolios in an educational system and culture, which traditionally prioritises written academic language. The paper presents an analysis of ePortfolios in use; of the students' process with portfolios; and the teacher's attempts to proactively adjus...
This paper raises themes that are seen as some of the challenges facing the emerging practice and research field of Human Work Interaction Design. The paper has its offset in the discussions and writings that have been dominant within the IFIP Working Group on Human Work Interaction Design (name HWID) through the last two and half years since the c...
This paper claims that the strategies applied in designing e-learning solutions tend to focus on how to proceed after the precondition, e.g., learners requirements, pedagogical choice, etc., have been decided upon. Investigating the HCI research field, we find that the methodological approaches focus on end-users and primarily address the phases su...
Drawing on tenets from action research, this paper presents a yearlong intervention designed to facilitate knowledge of actual
users and use in an Open Source Software (OSS) development community. Results from the interventions are presented and the
influence of central characteristics of the OSS community and its communication is discussed. Initia...
During the last 10 years when e-learning has gradually become widespread as an educational offer at levels from high school to higher education, a large part of the research into e-learning has focused on improving quality of learning and teaching. Irrespective of e-learning as asynchronous or synchronous, teacher-to-student communication or collab...
Differences in cultural contexts constitute differences in cognition and research, which shows that different cultures may
use different cognitive tools for perception and reasoning. The cultural embeddings are significant in relation to HCI, because
the cultural context is also embedded in the methodological framework, the techniques and the tools...
International Federation for Information Processing
The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems mode...
p>Første gang publiceret i UNEV nr. 5: Videndeling og samarbejde på nettet, februar - maj 2005, red. Simon Heilesen. ISSN 1603-5518.
I denne artikel undersøger vi virtuelle miljøer, der både støtter kollaborative læreprocesser og gør det muligt for undervisere at handle proaktivt i overensstemmelse med en rolle som coach og facilitator. På baggrun...
Experience with case teaching, both at the Copenhagen Business School and also on a more large scale world basis, shows that students often do not carry out the kind of high level analysis of a case, which the case teaching paradigm claim it can encourage. Also, as the worlds of digital, multimedia and web-based educational environments emerge, cas...
p>Første gang publiceret i UNEV nr. 1: Undervisningsformer på nettet, november 2003, red. Simon Heilesen og Helle Bækkelund Jensen. ISSN 1603-5518.
Casebaseret undervisning har ligesom mange andre undervisningsformer fundet vej til de digitale, multimediale og virtuelle rum. Denne artikel beskæftiger sig med undervisningscases, der både er baseret...
The entrance of interactive multimedia systems into the arena of education and training has meant that in only a couple of years, a number of multimedia case studies for educational and training purposes in the Management of Information Systems area have emerged, and the tendency seems to be increasing. Use of such Information and Communication Tec...
Sketching the what-if situation provided insight into alternative design possibilities, and gave an idea of how the sketched design will work in
the context at hand. Though software provided possibilities of creating a high fidelity executable prototype at a very fast
pace, here sketches that were non- executable drawings of the envisioned system,...
In this paper the Human Computer Interaction (HCI) Research Group reports on the pre-phase of an e-learning project, which was carried out in collaboration with the client. The project involved an initial exploration of the problem spaces, possibilities and challenges for an online accredited Continued Medical Education (CME) programme at the Lundb...
Projects
Projects (3)
Et design-baseret forskningsprojekt, der simultant med udvikling af KlogPåNaturfag.dk undersøger: Online opkvalificering af naturfagslærere i grundskolen. Udviklingsprojektet gennemføres af Kata Fonden (tidligere Universe Fonden). Fokus er på at hvor der er fokus på at understøtte kompetence udvikling hos lærerne gennem en online platform, mhp at udføre mere inquiry-based learning, der bidrager til at øge elevernes faglige motivation, undring og sammenhæng mellem teori og praksis. Se mere på nedenstående links og publikationer.