Anders Kluge
University of Oslo
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Anders Kluge.
computer supported collaborative learning | 2013
Anniken Furberg; Anders Kluge
This paper reports on a study of students’ conceptual sensemaking with science diagrams within a computer-based learning environment aimed at supporting collaborative learning. Through the microanalysis of students’ interactions in a project about energy and heat transfer, we demonstrate how representations become productive social and cognitive resources in the students’ conceptual sensemaking. Taking a socio-cultural approach, the study aims to contribute on two levels. First, by providing insight into the interactional processes in which students encounter a particular type of representation: science diagrams. Second, the study aims to demonstrate that an important aspect of students’ encounters with science representations concerns making sense of how to respond to institutional norms and social practices embedded within the context of schooling. The findings demonstrate how the science diagrams become productive social and individual resources for the students by slowing down the students’ conceptual sensemaking processes and by opening up a space for the interpretation and negotiation of scientific concepts, as well as of the representations themselves. The study also shows the challenges involved when students move from oral to written accounts in their inquiries.
Research and Practice in Technology Enhanced Learning | 2010
Anders Kluge; Sven Magne Bakken
This article addresses how computer-based simulations may support conceptual learning in science education. The study investigates how these interactions unfold, and explores how it may inform design. The article reports on project-based learning in schools where four pairs of students from upper secondary school use a future climate simulator integrated in a web-based learning environment. Our analytical focus is on how the students make use of the simulator to make meaning through the process. The analysis shows a considerable variety in how the students interact with the simulator, and in how they engage in a conceptual level of understanding. The findings indicate that the design was engaging, and three main modes of surprisingly stable uses were identified: utilizing the simulator as a way to get facts, enjoying the aesthetics of interaction as playability, and finally, making use of the simulator as a tool for discovery through cumulative micro-experiments.
nordic conference on human-computer interaction | 2018
Diana Saplacan; Jo Herstad; Anders I. Mørch; Anders Kluge; Zada Pajalic
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 for learners of all ages, shifting from a strong disability-oriented focus. We targeted in this workshop discussions around the design and use of Digital Learning Environments (DLE) with equal access and rights to participate. DLE are tools employed in educational institutions (from schools to higher education) for teaching and learning purposes, but also in workplaces, edutainment, and e-commerce. The participants had the chance to present different viewpoints on inclusion in education through issues, methods and stories obtained from design experiences and/or from empirical studies on use of DLE.
Archive | 2016
Anders Kluge
Playing computer games is an important part of the life of most Norwegian children and teenagers. 94% of children aged 9–16 report playing games during their leisure time. The average time spent (including non-gamers) is 108 minutes a day. Boys play, on average, almost twice as much as girls. One of the conclusions of this computer gaming study from the Norwegian Media Authority is ‘Almost all children have games as a hobby’.
British Journal of Educational Technology | 2010
Ton de Jong; Wouter R. van Joolingen; Adam Giemza; Isabelle Girault; Ulrich Hoppe; Jörg Kindermann; Anders Kluge; Ard W. Lazonder; Vibeke Vold; Armin Weinberger; Stefan Weinbrenner; Astrid Wichmann; Anjo Anjewierden; Marjolaine Bodin; Lars Bollen; Cédric D'Ham; Jan Dolonen; Jan Engler; Caspar Geraedts; Henrik Grosskreutz; Tasos Hovardas; Rachel Julien; Judith Lechner; Yuri Matteman; Øyvind Meistadt; Bjørge Næss; Muriel Ney; Margus Pedaste; Anthony Perritano; Marieke Rinket
Educational Technology Research and Development | 2012
Ton de Jong; Armin Weinberger; Isabelle Girault; Anders Kluge; Ard W. Lazonder; Margus Pedaste; Muriel Ney; Barbara Wasson; Astrid Wichmann; Caspar Geraedts; Adam Giemza; Tasos Hovardas; Rachel Julien; Wouter R. van Joolingen; Anne Lejeune; Constantinos C. Manoli; Yuri Matteman; Tago Sarapuu; Alex Verkade; Vibeke Vold; Zacharias C. Zacharia
International Journal of Science Education | 2014
Anders Kluge
Archive | 2016
Anders Sanne; Ola Berge; Berit Bungum; Eva Celine Jørgensen; Anders Kluge; Tor Espen Kristensen; Knut Mørken; Anne-Gunn Svorkmo; Liv Oddrun Voll
Nordic Journal of Digital Literacy | 2011
Palmyre Pierroux; Anders Kluge
Nordic Journal of Digital Literacy | 2011
Anders Kluge