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Susi, T. & Torstensson, N. (2024). Embodied experiences in game play (2ed.). In: Lawrence Shapiro; Shannon Spaulding (Ed.), The Routledge Handbook of Embodied Cognition: (pp. 305-312). Routledge
Öppna denna publikation i ny flik eller fönster >>Embodied experiences in game play
2024 (Engelska)Ingår i: The Routledge Handbook of Embodied Cognition / [ed] Lawrence Shapiro; Shannon Spaulding, Routledge, 2024, 2, s. 305-312Kapitel i bok, del av antologi (Refereegranskat)
Abstract [en]

In this chapter we discuss games from an embodiment perspective and illustrate the importance of a particular category of embodied experience where perception, action, and socio-cultural context are closely interrelated. The embodied experiences we have in mind relate to young children’s learning, in particular to understanding the abstract concept of risk awareness. We are interested in how young people can grasp this concept through embodied experiences mediated by a computer game. Online risk is inherently abstract for young children and as such is difficult to grasp due to their level of cognitive maturity. Since the abstract concept is not grounded in experience, it needs to be made concrete through their own hands-on experience. The overarching purpose is to enable young children to make sound decisions when faced with uncomfortable or even threatening situations during online interactions. The experiences we discuss include both game experiences and what we term pre-experiences which may be remembered at a later point in time when faced with real-world events.

Ort, förlag, år, upplaga, sidor
Routledge, 2024 Upplaga: 2
Nyckelord
Embodied cognition, Computer game, Mixed media, Online risk
Nationell ämneskategori
Interaktionsteknik
Forskningsämne
GAME Research Group
Identifikatorer
urn:nbn:se:his:diva-24454 (URN)10.4324/9781003322511-32 (DOI)9781032345123 (ISBN)9781003322511 (ISBN)
Tillgänglig från: 2024-08-26 Skapad: 2024-08-26 Senast uppdaterad: 2024-10-09Bibliografiskt granskad
Wilhelmsson, U., Susi, T. & Torstensson, N. (2021). Merging the Analogue and the Digital: Combining Opposite Activities in a Mixed Media Game. Media and Communication, 9(1), 17-27
Öppna denna publikation i ny flik eller fönster >>Merging the Analogue and the Digital: Combining Opposite Activities in a Mixed Media Game
2021 (Engelska)Ingår i: Media and Communication, E-ISSN 2183-2439, Vol. 9, nr 1, s. 17-27Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

While much of the games research field for the last two decades has focused on digital games, this article draws attention to the benefits of combining analogue and digital game components to cater for a serious but fun game experience. In this case, the game design provides a set of game rules for players, where the goal is to win by finding another player’s hidden treasure. But, the game also includes deceptive characters, initially unknown to the players, whose goal is to lure the players to reveal information, which will make a player lose the game. Hence, the players and the unknown characters are involved in opposite but intertwined activities. To describe the differing activities we use the activity system model foundin Activity Theory. The theoretical conceptualisation, the game design and the play situation create what we term a zone of experience where young players can experience the consequences of sharing too much information. The game design mimics real world online interactions, but under safe off-line conditions. The zone of experience also creates the foundation for an ensuing activity that fits well within the concept of the zone of proximal development: A follow-up conversation under adult guidance of game experiences aimed at raising children’s online risk awareness.

Ort, förlag, år, upplaga, sidor
Lissabon, Portugal: Cogitatio, 2021
Nyckelord
Activity theory, mixed media, online risk awareness, serious game, zone of experience
Nationell ämneskategori
Teknik och teknologier Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-19371 (URN)10.17645/mac.v9i1.3203 (DOI)000606397900003 ()2-s2.0-85099860881 (Scopus ID)
Projekt
KidCog2
Anmärkning

CC BY 4.0

The project was carried in two parts, as a joint venture between the University of Skövde, the non-profit organisation The Change Attitude Foundation, and the game company IUS Innovation. The first project was financed by the Sten A Olsson Foundation for Research and Culture. The second project was financed by the World Childhood Foundation and the University of Skövde. The research team includes the following people at the University of Skövde: Prof. Per Backlund, Assoc. Prof. Ulf Wilhelmsson, PhD student Marcus Toftedahl, Research Engineer Mikael Lebram, Dr. Niklas Torstensson, and Dr. Tarja Susi. We would also like to thank our anonymous reviewers for valuable and constructive comments.

Tillgänglig från: 2021-01-07 Skapad: 2021-01-07 Senast uppdaterad: 2024-09-12Bibliografiskt granskad
Torstensson, N. & Susi, T. (2021). Serious Topics and Fun Games: Hidden in the Zoo. In: Lindsey Joyce, Víctor Navarro-Remesal (Ed.), Culture at Play: How Video Games Influence and Replicate Our World (pp. 122-129). Leiden: Brill
Öppna denna publikation i ny flik eller fönster >>Serious Topics and Fun Games: Hidden in the Zoo
2021 (Engelska)Ingår i: Culture at Play: How Video Games Influence and Replicate Our World / [ed] Lindsey Joyce, Víctor Navarro-Remesal, Leiden: Brill , 2021, s. 122-129Kapitel i bok, del av antologi (Refereegranskat)
Abstract [en]

Developing children's games that concern sensitive subjects such as online sexual grooming obviously poses a number of challenges. Such challenges include, for instance, the sensitivity of the topic itself, the ethics surrounding the subject matter, and the need to bypass inappropriate language while also creating a game that children will want to play. This paper describes a computer game development project in which a game for 8-10-year-old children was created with the purpose to raise young peoples' risk awareness in online interactions such as multi-user gaming and social networking. The game's mechanics are based on our extensive studies of naturalistic online dialogues derived from closed-forum dialogues between children and later-convicted perpetrators. The perpetrators' tactics and strategies were transferred into game events but in a non-sexual and non-violent format. The game, Hidden in the Zoo, combines a classic board game, a computer game, and augmented reality technology. The traditional game board can be viewed on a tablet that transfers the basic picture on the board into an exciting 3D world. The game's setting is a zoo. To play, each player hides a treasure and is then given a set of clues to the location of the player's own hiding place. The players need to be mindful of the clues to the hiding place so that other players cannot find their treasure. Beyond this basic game premise, the game also contains messages, similar to online chats or text messages, through which players can choose whether or not to reveal a clue, bearing in mind that revealing a clue may or may not be a good idea in the long run. The game is now a fully playable prototype, and initial results show that the game serves as a tool for generating discussions about possible actions and consequences within the game but also in real life. Hence, the game provides a means to empower young children through raised risk awareness.

Ort, förlag, år, upplaga, sidor
Leiden: Brill, 2021
Serie
At the interface / probing the boundaries, ISSN 1570-7113 ; 134
Nyckelord
Game development, Augmented Reality, children, online sexual grooming, forum chat-logs
Nationell ämneskategori
Interaktionsteknik
Forskningsämne
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-19306 (URN)10.1163/9789004439788_014 (DOI)978-90-04-37338-9 (ISBN)978-90-04-43978-8 (ISBN)978-90-04-43978-8 (ISBN)
Anmärkning

ISBN 9789004439788 (hardback) | ISBN 9789004439788 (ebook)

Tillgänglig från: 2020-12-10 Skapad: 2020-12-10 Senast uppdaterad: 2024-09-12Bibliografiskt granskad
Torstensson, N., Susi, T., Wilhelmsson, U. & Lebram, M. (2020). Wizard of Oz and the design of a multi-player mixed reality game. In: Xiaowen Fang (Ed.), HCI in Games: Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings. Paper presented at Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020 (pp. 218-232). Cham: Springer
Öppna denna publikation i ny flik eller fönster >>Wizard of Oz and the design of a multi-player mixed reality game
2020 (Engelska)Ingår i: HCI in Games: Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / [ed] Xiaowen Fang, Cham: Springer, 2020, s. 218-232Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

This paper describes the use of the WOz method in the development of a prototype for a multi-player mixed reality game for children. It is an adventure game with hidden treasures, clues to hiding places, and information that should not be revealed. The game design, however, includes deceptive elements aimed at luring players to give up information. The game’s underlying intent is to raise children’s online risk awareness. The WOz was used in the early developmental stage to evaluate and explore the game concept, and to find a way to synchronise and integrate different in-game processes. We describe four central game mechanics for which the wizarding proved to be highly useful. We also discuss some ethical aspects related to the method a such as well as to the game design. In sum, we found the WOz method as such to be very useful for game design and development.

Ort, förlag, år, upplaga, sidor
Cham: Springer, 2020
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 12211
Nyckelord
Game development, Mixed reality game, Wizard of Oz method, Caves, Human computer interaction, Mixed reality, Professional aspects, Risk perception, Adventure games, Developmental stage, Game concept, Game design, Risk awareness, Wizard of Oz, Computer games
Nationell ämneskategori
Datavetenskap (datalogi) Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Interaction Lab (ILAB); Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-18891 (URN)10.1007/978-3-030-50164-8_15 (DOI)2-s2.0-85088745358 (Scopus ID)978-3-030-50163-1 (ISBN)978-3-030-50164-8 (ISBN)
Konferens
Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020
Tillgänglig från: 2020-08-11 Skapad: 2020-08-11 Senast uppdaterad: 2024-09-12Bibliografiskt granskad
Susi, T., Torstensson, N. & Wilhelmsson, U. (2019). "Can you send me a photo?": A Game-Based Approach for Increasing Young Children’s Risk Awareness to Prevent Online Sexual Grooming. In: Akinori Nakamura (Ed.), DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Paper presented at DiGRA 2019, The 12th Digital Games Research Association Conference, Kyoto, Japan, August, 6-10, 2019. Digital Games Research Association (DiGRA)
Öppna denna publikation i ny flik eller fönster >>"Can you send me a photo?": A Game-Based Approach for Increasing Young Children’s Risk Awareness to Prevent Online Sexual Grooming
2019 (Engelska)Ingår i: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix / [ed] Akinori Nakamura, Digital Games Research Association (DiGRA) , 2019Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

This paper presents a game-based approach for raising young children's online risk awareness, to decrease the risk of becoming the subject of sexual grooming. Hidden in the Park is an adventure game, including a classic game board and a tablet with Augmented Reality-technology. The game mechanics are based on data from true grooming processes. The game's target group is children aged 8-10 years. This paper describes the game development, from a prototype to an approved release version that will be released as a non-profit product during 2019. We describe the creation of the game mechanics, the iterative development process, and game evaluation. 25 pupils in the target group participated, but the ages 7-12 (n=70) were included to evaluate whether the game would suit the intended target group. Results show that the game is fun and engaging but that it also raise questions concerning online activities.

Ort, förlag, år, upplaga, sidor
Digital Games Research Association (DiGRA), 2019
Serie
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Nyckelord
Serious Games, game-based learning, game design, augmented reality, online sexual grooming
Nationell ämneskategori
Interaktionsteknik Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-17774 (URN)
Konferens
DiGRA 2019, The 12th Digital Games Research Association Conference, Kyoto, Japan, August, 6-10, 2019
Tillgänglig från: 2019-10-09 Skapad: 2019-10-09 Senast uppdaterad: 2024-09-12Bibliografiskt granskad
Susi, T. & Torstensson, N. (2019). “Who’s Texting?” – Playful Game Experiences for Learning to Cope with Online Risks. In: Xiaowen Fang (Ed.), HCI in Games: First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings. Paper presented at First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019 (pp. 427-441). Cham: Springer, 11595
Öppna denna publikation i ny flik eller fönster >>“Who’s Texting?” – Playful Game Experiences for Learning to Cope with Online Risks
2019 (Engelska)Ingår i: HCI in Games: First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings / [ed] Xiaowen Fang, Cham: Springer, 2019, Vol. 11595, s. 427-441Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

This paper describes the development and evaluation of the innovative computer game Hidden in the Park, for 8–10 year old children. It is a mixed media game that includes classic game elements and Augmented Reality technology. It is a non-profit game designed for a playful game experience. But, it is also a serious game intended to raise young childrens’ risk awareness in online interactions, to decrease the risk of becoming the subject of online sexual grooming. The game is intended to evoke thoughts and reflections related to players’ decisions and their consequences. Furthermore, the game is based on research on true online grooming processes, which provides the basis for some central game mechanics. Game evaluations were carried out with 70 children in school settings. The results show that the participants perceived the game as fun and engaging, but that it also raised questions and reactions, as intended. Hidden in the Park will be released during 2019 and it will be available for free download. 

Ort, förlag, år, upplaga, sidor
Cham: Springer, 2019
Serie
Lecture Notes in Computer Science, ISSN 1611-3349, E-ISSN 0302-9743 ; 11595
Nyckelord
Computer game, Child-computer interaction, Game evaluation, Online risk awareness, Online sexual grooming
Nationell ämneskategori
Interaktionsteknik
Forskningsämne
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-17513 (URN)10.1007/978-3-030-22602-2_32 (DOI)2-s2.0-85069846561 (Scopus ID)978-3-030-22601-5 (ISBN)978-3-030-22602-2 (ISBN)
Konferens
First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019
Anmärkning

Also part of the Information Systems and Applications, incl. Internet/Web, and HCI book sub series (LNISA, volume 11595)

Tillgänglig från: 2019-08-12 Skapad: 2019-08-12 Senast uppdaterad: 2024-09-12Bibliografiskt granskad
Rambusch, J., Alklind Taylor, A.-S. & Susi, T. (2017). A pre-study on spectatorship in eSports. In: : . Paper presented at Spectating Play 13th Annual Game Research Lab Spring Seminar, Tampere, Finland, April 24-25, 2017.
Öppna denna publikation i ny flik eller fönster >>A pre-study on spectatorship in eSports
2017 (Engelska)Konferensbidrag, Enbart muntlig presentation (Refereegranskat)
Abstract [en]

A pre-study of spectators' perspectives on eSports was conducted in collaboration with two Swedish game development companies. The main goal was to identify factors that contribute to qualitative spectator experiences and how they can influence game design. A qualitative approach was chosen to explore spectators' perspectives on eSports through observations and focus-group interviews of 28 participants in total. Results indicate that spectatorship is a complex issue that goes beyond the mere watching of a game. We identified four themes that are important for qualitative spectator experiences: the need for an overview of game events; highlighting and exposing hidden objects and events; viewer- and commentator-friendly game pacing; the importance of professional commentators and casters. Based on the results, we present design guidelines and recommendations for the development of games in eSports.

Nyckelord
eSports, spectatorship, spectator experience, user experience design, game design
Nationell ämneskategori
Medievetenskap Mänsklig interaktion med IKT Människa-datorinteraktion (interaktionsdesign) Medieteknik
Forskningsämne
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-14068 (URN)
Konferens
Spectating Play 13th Annual Game Research Lab Spring Seminar, Tampere, Finland, April 24-25, 2017
Anmärkning

This research was funded by Västra Götalands-regionen (VGR), Sweden, and the University of Skövde, Sweden.

Tillgänglig från: 2017-09-01 Skapad: 2017-09-01 Senast uppdaterad: 2024-09-18Bibliografiskt granskad
Susi, T. (2016). Social cognition, artefacts, and stigmergy revisited: Concepts of coordination. Cognitive Systems Research, 38(Special Issue: SI), 41-49
Öppna denna publikation i ny flik eller fönster >>Social cognition, artefacts, and stigmergy revisited: Concepts of coordination
2016 (Engelska)Ingår i: Cognitive Systems Research, ISSN 2214-4366, E-ISSN 1389-0417, Vol. 38, nr Special Issue: SI, s. 41-49Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

A number of different coordination concepts have been developed to explain how individual activities are coordinated on a social level, and the variety of concepts shows there is an interest in many domains to find such explanations. Stigmergy being one of them, has come to be increasingly applied on various kinds of human activities. In other domains we find other concepts for explaining how environmental resources contribute to work activities or how people use them to structure their work. This paper discusses different coordination concepts, including stigmergy, articulation work, coordination mechanisms, triggers, placeholders, and entry points. The first three concepts are explicitly concerned with coordination among several agents, while the last three instead concern individual activities, but arguably they can be extended to the social level. They also bring an explicitly cognitive dimension to coordination, which is not as salient in the former concepts. The concepts discussed here do have some similarities, but also important differences. They may not be interchangeable, but they could complement each other, or contribute to further elaboration of existing concepts. The stigmergic sign, e.g., could usefully be developed to recognise qualitative differences in its role as a coordination mechanism.

Ort, förlag, år, upplaga, sidor
Elsevier, 2016
Nyckelord
stigmergy, articulation work, coordination mechanisms, triggers, placeholders, entry points
Nationell ämneskategori
Datavetenskap (datalogi)
Forskningsämne
Teknik; Interaction Lab (ILAB)
Identifikatorer
urn:nbn:se:his:diva-11931 (URN)10.1016/j.cogsys.2015.12.006 (DOI)000370183900006 ()2-s2.0-84954271295 (Scopus ID)
Anmärkning

"Special Issue of Cognitive Systems Research – Human-Human Stigmergy"

Tillgänglig från: 2016-02-17 Skapad: 2016-02-17 Senast uppdaterad: 2024-09-18Bibliografiskt granskad
Torstensson, N. & Susi, T. (2015). Online sexual grooming and offender tactics -: What can we learn from social media dialogues?. In: Billing, E., Lindblom, J. & Ziemke, T. (Ed.), Proceedings of the 2015 Swecog Conference: . Paper presented at 2015 Swecog Conference, The Swedish Cognitive Science Society (pp. 23-23). Skövde, 3
Öppna denna publikation i ny flik eller fönster >>Online sexual grooming and offender tactics -: What can we learn from social media dialogues?
2015 (Engelska)Ingår i: Proceedings of the 2015 Swecog Conference / [ed] Billing, E., Lindblom, J. & Ziemke, T., Skövde, 2015, Vol. 3, s. 23-23Konferensbidrag, Poster (med eller utan abstract) (Refereegranskat)
Abstract [en]

While online social networking sites and other digital media provide a means for positive online experiences, they are also being misused for offences like online sexual grooming. Attempts have been made to analyse and model online grooming in order to understand this kind of predator behaviour (e.g., O’Connell, 2004; Williams et al., 2013). This research, and the resulting models of the grooming process, is however, invariably based on material where adult decoys (e.g., researchers, law enforcement officers, adults trained to entrap offenders) pose as children in the interaction with potential offenders. We argue that such material, i.e., decoy-offender chat logs, does not reflect real grooming processes; Decoys have an underlying agenda to make prosecutable cases against offenders, which entails decoys resorting to manipulation tactics otherwise typical for offender behaviour. In all essence, this often leads to a dialogue with two adults using grooming tactics on each other, and the resulting models do not capture the patterns of child-offender dialogues.

Contrary to previous research, we have analysed real-world child-offender chat logs from closed forums. Our data set, selected dialogues (ca. 500 pages) from a corpus of ca. 12 000 A4-pages was thematically analysed and categorised using NVivo 10 software. The coding was done by both authors for inter-rater reliability. Where coding differed, the authors explored the categorisation until agreement was reached (cf., Whittle et al., 2013). The material was also compared to decoy-offender chat logs (ca. 100 pages, publically available on perverted-justice.com).

The analysis of the different data sets reveal quite different pictures of the grooming process. While previous models describe the grooming process as sequential (O’Connell, 2004) or thematic (Williams et al., 2013), our findings suggest a far more complex behavioural pattern – significantly diverse dialogue patterns with different tactics emerge, depending on whether the respondent is a decoy or a child, and their respective responses. The (preliminary) results show differences in both dialogue and process structure. Dialogues with decoys commonly show what can best be described as “artificial compliance”, presumably due to their underlying agenda of generating prosecutable cases. Furthermore, decoys tease out personal information from the offenders, and also share “personal” information about themselves, even when not asked for it.

Child-offender dialogues instead show patterns of reluctance or objections to offender requests for personal information, suggestions of sexual nature, etc. Another offender tactic is threats to obtain compliance, which was not found in any of the analysed decoy-offender dialogues. Other deviations include differences in dialogue length, number of dialogue turns, and complexity, with regard to changes in topics and offender tactics. Further research is necessary for a more thorough understanding of online grooming, and new models are needed that reflect real-world grooming processes. This includes offender behaviours, reasoning, decisions, and tactics used in grooming. Further, such knowledge is of outmost importance for risk awareness measures for young people so they can better cope with online challenges and risks, and make sensible judgements and decisions in online interactions.

Ort, förlag, år, upplaga, sidor
Skövde: , 2015
Serie
Skövde University Studies in Informatics, ISSN 1653-2325 ; 2015:3
Nationell ämneskategori
Interaktionsteknik
Forskningsämne
Media, Technology and Culture (MTEC); Interaction Lab (ILAB)
Identifikatorer
urn:nbn:se:his:diva-11628 (URN)978-91-978513-8-1 (ISBN)
Konferens
2015 Swecog Conference, The Swedish Cognitive Science Society
Tillgänglig från: 2015-10-26 Skapad: 2015-10-26 Senast uppdaterad: 2024-09-12Bibliografiskt granskad
Susi, T., Lindblom, J. & Alenljung, B. (2015). Promoting sustainability: Learning new practices through ICT. In: Oskar Lundwall, Päivi Häkkinen, Timothy Koschmann, Pierre Tchounikine & Sten Ludvigsen (Ed.), Exploring the Material Conditions of Learning: Computer Supported Collaborative Learning (CSCL) Conference 201: Volume 2. Paper presented at 11th International Conference on Computer Supported Collaborative Learning, June 7-11, 2015, Gothenburg, Sweden, The University of Gothenburg (pp. 743-744). Gothenburg, Sweden: Intenational Society of the Learning Sciences, 2
Öppna denna publikation i ny flik eller fönster >>Promoting sustainability: Learning new practices through ICT
2015 (Engelska)Ingår i: Exploring the Material Conditions of Learning: Computer Supported Collaborative Learning (CSCL) Conference 201: Volume 2 / [ed] Oskar Lundwall, Päivi Häkkinen, Timothy Koschmann, Pierre Tchounikine & Sten Ludvigsen, Gothenburg, Sweden: Intenational Society of the Learning Sciences , 2015, Vol. 2, s. 743-744Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

The purpose of this paper is to promote sustainability as an important research topic within the computer-supported collaborative learning (CSCL) community. CSCL can play a crucial role in the achievement of sustainability, which is paramount for the well-being of current and future generations. While CSCL brings formal educational settings to mind, computers and cooperative learning should be considered in a wider perspective since learning also takes place in and through people’s everyday practices. This paper considers two on-going research projects outside mainstream CSCL research, to illustrate ways that technology can lead to changed practices for the benefit of increased environmental and social sustainability. The projects concern children’s online practices and social sustainability, and information and communication technology (ICT) and practices in sustainable agriculture, respectively.

Ort, förlag, år, upplaga, sidor
Gothenburg, Sweden: Intenational Society of the Learning Sciences, 2015
Serie
Computer-Supported Collaborative Learning Conference, CSCL, ISSN 1573-4552
Nyckelord
CSCL, ICT, learning, practices, social sustainability, environmental sustainability
Nationell ämneskategori
Interaktionsteknik
Forskningsämne
Teknik; Interaction Lab (ILAB); Informationssystem (IS)
Identifikatorer
urn:nbn:se:his:diva-11104 (URN)2-s2.0-85018023450 (Scopus ID)978-0-9903550-7-6 (ISBN)
Konferens
11th International Conference on Computer Supported Collaborative Learning, June 7-11, 2015, Gothenburg, Sweden, The University of Gothenburg
Projekt
KidCog
Tillgänglig från: 2015-06-12 Skapad: 2015-06-12 Senast uppdaterad: 2024-09-18Bibliografiskt granskad
Organisationer
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0001-8325-5890

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