Teknologi og praksisendring i klasserommet -en naerstudie av Nordøstskolen DAG HUSEBØ OG MORTEN NJÅ SAMMENDRAG I denne artikkelen beskrives og diskuteres praksisendring på Nordøstskolen (NØ) i løpet av 2014-2017. Utviklingsprosessene det er snakk om, har tilknytning til det å ta i bruk digital teknologi i klasserommet. To parallelle klasser med deres laerere og elever som startet i 8. trinn høst 2014, har vaert fulgt gjennom ungdomstrinnet med en etnografisk, samarbeidsorientert forskningstilnaerming. Målet med artikkelen er å beskrive praksisendringsprosesser observert og dokumentert etter at hver enkelt elev ble utstyrt med sin personlige datamaskin for bruk i klasserommet. Forskningsspørsmålet som stilles, er på hvilke måter innføringen av en-til-en-datamaskinløsninger påvirket klasseromspraksiser på NØ-skolen.
NØKKELORD digital teknologi | klasseromspraksis | praksisendringABSTRACT This article describes and discusses practice development at The North-East school (NØ) from 2014 to 2017. The development processes are linked to making use of digital technology in the classroom. Two parallel classes with its teachers and students starting in eight grade autumn 2014 have been observed through lower secondary school as part of an ethnographic research collaboration. The aim of the article is to describe development processes observed and documented after each student were provided with a personal computer. The research question raised is how the implementation of 1:1 computers influenced classroom practices at the NØ school.
Researchers of serious games frequently investigate outcomes of play but overlook the underlying game-design components that drive those outcomes. In this paper, I aim to show how game design and context of play influence progression through GraphoGame, an early-literacy game. This is done by means of two intersecting studies. The first study shows how the game can be represented by a model that explicitly hypothesizes how the interaction between the player and the game drives progression. The second study explores user data generated by first graders (N = 137) who played the game over a period of 25 weeks as part of early literacy instruction. The juxtaposition of these two studies reveals factors that influence progression. I also highlight an underdeveloped area within the research field and point to the benefits that bridging game design and outcomes of play may hold for researchers, game developers, and educators.
Sammendrag og diskusjonAnbefalinger for hvordan AR-teknologi kan brukes pedagogisk i grunnskolen Videre forskningsarbeid på AR-teknologi i grunnskolen
Bibliografi Bakgrunn | 5Framtidsrettet og pedagogisk bruk av AR-teknologi i grunnskolen
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