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Hautopp, Heidi; Ejsing-Duun, Stine – Electronic Journal of e-Learning, 2020
This study investigates how the use of visual facilitation and representations, e.g. visualisations and video productions, combined with peer-feedback sessions can create exploratory approaches to game design in online teaching. The article analyses an iterative game development process in an online learning context. The empirical data is…
Descriptors: Visual Aids, Visualization, Video Technology, Film Production
Öman, Anne – Cogent Education, 2017
Today, teachers orchestrate computer-based tasks in software applications in Swedish primary schools. Meaning is made through various modes, and multimodal perspectives on literacy have the basic assumption that meaning is made through many representational and communicational resources. The case study presented in this paper has analysed pupils'…
Descriptors: Elementary School Students, Case Studies, Computer Software, Films
Westman, Anna-Karin; Karlsson, Karl-Goran – European Journal of Science and Mathematics Education, 2016
This article presents a study of how groups of young students discuss illustrations of human blood circulation. Transparency is not an innate quality of illustrations, visual information is always coded and interpretations are always related to culture and context. Results of this study are discussed with reference to Kress and van Leeuwens'…
Descriptors: Human Body, Physiology, Science Instruction, Cytology
Öman, Anne; Sofkova Hashemi, Sylvana – Journal of Information Technology Education: Research, 2015
Digital technologies are increasingly implemented in Swedish schools, which impact on education in the contemporary classroom. Screen-based practice opens up for new forms and multiplicity of representations, taking into account that language in a globalized society is more than reading and writing skills. This paper presents a case study of…
Descriptors: Foreign Countries, Technology Uses in Education, Case Studies, Design
Svensson, Anette – Education Inquiry, 2014
This article is based on a questionnaire study of the media habits of Swedish youth aged 17-18. It examines the time they spend on using fictional texts through various media forms as well as in relation to mode (production/consumption), context (spare time/school), and gender (male/female). It further analyses these media habits and, using media…
Descriptors: Recreational Activities, Educational Environment, Gender Differences, Time Management
Petersson, Helge; Sinkvist, David; Wang, Chunliang; Smedby, Orjan – Anatomical Sciences Education, 2009
Despite a long tradition, conventional anatomy education based on dissection is declining. This study tested a new virtual reality (VR) technique for anatomy learning based on virtual contrast injection. The aim was to assess whether students value this new three-dimensional (3D) visualization method as a learning tool and what value they gain…
Descriptors: Student Attitudes, Textbooks, Computer Simulation, Visualization
Wiberg, Mikael – Educational Technology & Society, 2007
Traditional non-computerized learning environments are typically founded on an understanding of learning as acquiring silence for an effective "individual learning process". Recently, it has also been reported that the high expectations for the impact of computer-based technology on educational practice have not been realized. This paper…
Descriptors: Interaction, Learning Processes, Social Networks, Educational Innovation