Now showing items 1-10 of 41
Do You Think You're Part of This? Digital Texts and the Second Person Address
(University of Jyväskylä, 2001)
Zombies in the classroom. Video games for engagement in a new century of education
(The University of Bergen, 2015-05-15)
The use of video games in the classroom is still a controversial topic in the society. In this thesis I show results from a research with a high school in the autumn 2014. In this research I followed several classes which ...
Teknologiformidling i den videregående skole. Et samsvar mellom ambisjoner bak og formidling av digitale ferdigheter?
(The University of Bergen, 2015-05-13)
Why does it matter to clearly define a consistent understanding of digital skills"? Digital abilities, digital skills, and digital literacy are all examples of terms that are often used to describe a broader understanding ...
Weblogs: Learning in Public
(Emerald Group Publishing Limited, 2005-06-01)
Purpose – Seeks to exemplify and discuss how students’ use of weblogs can prepare them for a networked world where writing has consequences outside grades. Design/methodology/approach – Experiences using weblogs with ...
Experiences with Geographical Collaborative Systems: Playfulness in Geosocial Networks and Geocaching
(Association for Computing Machinery, 2011)
Playful geosocial services are being used more and more widely, yet we still don’t understand people’s experiences with them. With wide-ranging privacy issues and enormous choice between rival services, it is important to ...
Offline – online relations in the Digital Age: A study of lived Internet experience within a group of professional Bolivian women
(The University of Bergen, 2014-10-30)
TO EXPERIENCE THE INTERNET <p>The focus of my research is on how a group of women from Bolivia experience the Internet. All the women in the group are professionals who are undergoing training on a postgraduate educational ...
Frå simulasjonar til skytespel Ei analyse av jenter og gutar sine preferansar i dataspel
(The University of Bergen, 2006)
I dette forskingsprosjektet forsøker eg å finne ut kva preferansar jenter og gutar har i dataspel, om dei liker mykje av dei same elementa eller om dei har ulike preferansar i element i dataspel. Formålet med denne oppgåva ...
Motstand mot og vilje til digital publisering. Kunstnariske og profesjonelle haldningar hos forfattarar granska som sosiokulturell habitus
(The University of Bergen, 2014-11-20)
The purpose of this thesis is to try to understand how a selection of Norwegian fiction authors' habitus is expressed through opinions, choices and attitudes related to the use or absence of digital publishing in their ...
Networked Improv Narrative (Netprov) and the Story of Grace, Wit & Charm
(The University of Bergen, 2011-11-16)
Netprov (networked improv narrative) is an emerging art form that creates written stories that are networked, collaborative and improvised in real time. What optimum characteristics could give netprov projects playful ...
Feral Hypertext: When Hypertext Literature Escapes Control
(ACM Press, 2005-09-06)
This paper presents a historical view of hypertext looking at pre-web hypertext as a domesticated species bred in captivity, and arguing that on the web, some breeds of hypertext have gone feral. Feral hypertext is no ...