Anna Åkerfeldt
Stockholm University
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Featured researches published by Anna Åkerfeldt.
Archive | 2011
Anna Åkerfeldt; Staffan Selander
Patrick Felicia is a Lecturer, Researcher and Course Leader at Waterford Institute of Technology (WIT). He works within the Department of Computing, Mathematics and Physics. Dr. Felicia earned his PhD in computer science from University College Cork. In WIT, his research and teaching is focused on the use of innovative and engaging educational experiences by combining Gaming Technology, Instructional Design, and Educational Psychology. His research interests include Game-Based Learning, TechnologyEnhanced Education and Adaptive Educational Systems. Dr. Felicia has presented and published internationally. He has conducted several studies on the use and benefits of Game-Based Learning. Patrick Felicia (Waterford Institute of Technology, Ireland)The aim of this chapter is to explore two educational video games as a repository for action and meaning-making. Rixdax and El Patron feature two different game genres and designs. Through a compar ...
Journal of Digital Learning in Teacher Education | 2018
Susanne Kjällander; Anna Åkerfeldt; Linda Mannila; Peter Parnes
Abstract For education to provide knowledge reflecting our current and future society, many countries are revising their curricula, including a vivid discussion on digital competence, programming and computational thinking. This article builds an understanding of the maker movement in relation to education in programming, by demonstrating challenges and possibilities in the interface between Makerspaces and teacher education. Three different Nordic initiatives are presented and their designs for learning are analysed. The article illustrates how Makerspaces and teacher education can be transformed by each other; how Makerspaces can be used in programming activities and what challenges and possibilities emerge in the meeting between the two. The results highlight a core aspect of the maker movement: authenticity. Designs for learning have different levels of authenticity, but in all cases authenticity has been a positive factor. These hands-on learning environments are designed to foster collaboration, share ideas and innovation with people from different backgrounds to transform and form multimodal representations together. In the interface between the formal and informal a potential for inclusion and creation of spaces that reach individuals from different backgrounds is found. Mobile learning is a phenomenon that the making movement together with teacher education can make use of, at for example practice schools, university campuses, mobile Makerspaces or “open-door”-approaches. In the digital environment learning is distributed, but collaboration between formal and informal education is so far complicated to establish, meaning that the academy needs to find more creative and flexible ways of making connections outside the academy.
Nordic Journal of Digital Literacy | 2014
Anna Åkerfeldt
Journal of Computers in Education | 2017
Eva Svärdemo Åberg; Anna Åkerfeldt
International Journal of Emerging Technologies in Learning | 2017
Jalal Nouri; Anna Åkerfeldt; Uno Fors; Staffan Selander
Archive | 2013
Eva Svärdemo-Åberg; Anna Åkerfeldt; Staffan Selander
Archive | 2007
Staffan Selander; Anna Åkerfeldt; Susanne Engström
Archive | 2018
Frode Guribye; Anna Åkerfeldt; Nina Bergdal; Teresa Cerrato-Pargman; Staffan Selander; Barbara Wasson
Archive | 2017
Eva Insulander; Susanne Kjällander; Fredrik Lindstrand; Anna Åkerfeldt
The 8th European Conference on Games Based Learning – ECGBL 2014,University of Applied Sciences HTW Berlin, Germany 9-10 October 2014 | 2014
Magnus Johansson; Harko Verhagen; Anna Åkerfeldt; Staffan Selander