Berner Lindström
University of Gothenburg
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computer supported collaborative learning | 2006
Chris Jones; Lone Dirckinck-Holmfeld; Berner Lindström
This paper reviews some foundational issues that we believe will affect the progress of CSCL over the next ten years. In particular, we examine the terms technology, affordance, and infrastructure and we propose a relational approach to their use in CSCL. Following a consideration of networks, space, and trust as conditions of productive learning, we propose an indirect approach to design in CSCL. The work supporting this theoretical paper is based on the outcomes of two European research networks: E-QUEL, a network investigating e-quality in e-learning; and Kaleidoscope, a European Union Framework 6 Network of Excellence. In arguing for a relational understanding of affordance, infrastructure, and technology we also argue for a focus on what we describe as meso-level activity. Overall this paper does not aim to be comprehensive or summative in its review of the state of the art in CSCL, but rather to provide a view of the issues currently facing CSCL from a European perspective.
Journal of Computer Assisted Learning | 2012
Davoud Masoumi; Berner Lindström
Quality in e-learning : A framework for promoting and assuring quality in virtual institutions
ReCALL | 2010
Linda Bradley; Berner Lindström; Hans Rystedt
For language learning, online environments allowing for user generated content are becoming increasingly important since they offer possibilities for learners to elaborate on assignments and projects. This study investigates what wikis can do as a means to enhance group interaction, when students are encouraged to participate in constructing text and exchanging peer response. The research focus is on exploring what interaction unfolds in the wiki and how it promotes language learning, from a sociocultural perspective. This interaction is framed both by affordances in the wiki but also by what is expected from students as language learners in an English for Specific Purposes class environment. The analysis has a multilevel approach, focusing on patterns of interaction and the nature of feedback. The study shows that collaboration becomes specifically interesting from a language learning perspective. In the findings, on the student wiki pages there are numerous contributions relating to both local language and global content. Revising co-constructed text opens up possibilities for the students to evaluate existing contributions and it also provides opportunities for them to suggest constructive changes. In addition, with the environment being web based, we discuss certain benefits arising from the fact that it allows for user-generated content.
Nurse Education in Practice | 2001
Hans Rystedt; Berner Lindström
Computer simulations have been widely used for training purposes and proliferate in nursing and medicine. To take account of the multifaceted nature of nursing, a participatory design approach was applied in which nursing practice was utilized as a point of departure for exploring the educational value of the new technologies. In an empirical study, nurses with different degrees of experience were interviewed about those tasks within nursing that they perceived as difficult to learn, and how simulation technologies might contribute to learning the management of these. Six aspects of expertise emerged:judging the patients health status; monitoring care interventions; prioritizing and carrying out interventions efficiently; communicating with patients and their relatives; cooperating with other members of the staff; and managing complexity. Most aspects include dynamic and complex features, and simulations were judged to be useful for capturing these and, subsequently, for training. Other aspects, such as focusing on human interaction, were assessed to be less prolific. Compared to traditio nal teaching media, the dynamic featuresof simulations were judged to be most useful. Training with simulations was regarded as complementary to other forms of instruction, and the curricular integration of simulations decisive in determining their cont ribution to learning in nurse education.
Contemporary Issues in Early Childhood | 2002
Jonas Linderoth; Annika Lantz-Andersson; Berner Lindström
There can be no doubt that computer games are artefacts with an increasing importance for our culture. Game design is one of the prime movers for the development of information technology and is leading the way for other sectors. Computer games have brought us cultural activities that were technically impossible before. We now have the possibility to manipulate and interact with people from all over the world in a virtual game space constituted of realistic photographic images. These new activities have created some uneasiness among educators, researchers, designers and parents who have raised a variety of arguments about the effects of computer games on childhood. Many have strong beliefs that the use of computer games can contribute to different aspects of childrens development. On the other hand, there is an even stronger anxiety that computer games have negative social and cognitive effects on children. Even though this means that there is a clear need for research on the issue of computer games as a part of contemporary childhood, academic study in this area has been divided, with fragments of knowledge scattered over a wide field of different discourses and traditions. In this article, the authors seek to summarise and discuss some of the studies and theoretical arguments about children and computer games. In order to do this, they outline and sketch some of the different empirical findings and research traditions that they find relevant for the understanding of computer games as a part of childhood. The purpose of this is to contribute with an overview that can be utilised as a resource for educators, parents, designers and others who deal with matters concerning children and computer games.
interaction design and children | 2012
Wolmet Barendregt; Berner Lindström; Elisabeth Rietz-Leppänen; Ingemar Holgersson; Torgny Ottosson
We describe the design background of the mathematics game Fingu for iPad aimed at 4 to 8 year old children. We first describe how Fingu theoretically can support childrens development of fundamental arithmetic skills, focusing on conceptual subitizing, the embodiment of numerosity, and finger gnosis. Then we present the results of an exploratory micro-longitudinal study of the game with 11 5- and 6-year old children playing the game for several weeks and being filmed at three occasions. We discuss how their behavior with the game develops over time and can be related to the development of arithmetic skills. Finally we discuss how we will proceed testing the effectiveness of Fingu in a larger controlled study.
Journal of Internet and Enterprise Management | 2009
Davoud Masoumi; Berner Lindström
This paper is an attempt to discuss foundational issues for designing e-learning that are sensitive to specific social and cultural settings in developing countries. We argue that recognising cultural diversity is a critical factor in design and use of e-learning as an instrument to promote development in a globalisation perspective. Drawing on contemporary research literature, the paper explores basic notions of culture; models of cultural diversity; cultural considerations in designing and using ICT in e-learning; and models and dimensions of cultural diversity in education and e-learning. We also characterise some common traits in Eastern, particularly Iranian, pedagogical cultures.
Archive | 2016
Ingemar Holgersson; Wolmet Barendregt; Jonas Emanuelsson; Torgny Ottosson; Elisabeth Rietz; Berner Lindström
This chapter aims at describing research on Fingu, a virtual manipulative housed in a game environment, which is designed to support young children’s learning and development of number concepts and flexible arithmetic competence. More specifically Fingu targets the understanding and mastering of the basic numbers 1–10 as part-whole relations, which according to the literature on early mathematics learning is critical for this development. In the chapter, we provide an overview of the theoretical grounding of the design, development and research of Fingu as well as the theoretical and practical design rationale and principles. We point out the potential of Fingu as a research platform and present examples of some of the empirical research conducted to demonstrate the learning potential of Fingu. Methodologically, the research adopts a design-based research approach. This approach combines theory-driven design of learning environments with empirical research in educational settings, in a series of iterations. In a first series of iterations, a computer game—the Number Practice Game—was designed and researched, based on phenomenographic theory and empirical studies. In a second series of iterations, Fingu was designed and researched, based on ecological psychology in a socio-cultural framing. The design trajectory of NPG/Fingu thus involves both theoretical development and (re)design and development of specific educational technologies.
Journal of Workplace Learning | 2017
Annika Andersson; Berner Lindström
Collaboration in emergency work is challenging on many levels. The unforeseen and temporary nature of incidents presents basic challenges. Another important challenge is boundaries between speciali ...
Higher Education, Skills and Work-based Learning | 2016
Anne Algers; Berner Lindström; Lars Svensson
PurposeMore collaborative and open learning models are suggested as part of the paradigm shift in the way knowledge is produced, distributed and used. This paper aims to explore a work-based learni ...