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Sökning: WFRF:(Ramberg Robert Professor) > (2018)

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1.
  • Faraon, Montathar, 1983- (författare)
  • Co-creating democracy : Conceptualizing co-creative media to facilitate democratic engagement in society
  • 2018
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Internet-based information and communication technology (ICT) have increasingly been used to facilitate and support democratic engagement in society. A growing body of research has demonstrated that the Internet and, in particular, social media have given citizens the opportunity to participate, interact, network, collaborate, and mobilize themselves within communities. While these media have broadened the means of exercising citizenship in many forms of participatory democracy, the technological prerequisites exist to go beyond the standard uses of social media (e.g., social networking, entertainment) and towards proactive and co-creative democratic engagement. Such engagement includes, but is not limited to, participatory activities for democratic purposes. Further, some researchers have argued that representative democracy is in decline and has several limitations related to citizens' trust in politicians and engagement with representative institutions. There is a recognition among scholars to infuse representative democracy with participatory bottom-up processes by employing ICT in an attempt to bridge these limitations. In order to further facilitate and support participatory as well as co-creative processes, this thesis elaborates a concept of co-creative media.The process of this work was guided by the following question: How can co-creative media be theoretically anchored and conceptualized in order to facilitate and support citizen engagement within democratic processes? A concept-driven design research approach was adopted to address this research question, and this resulted in five interconnected articles. Firstly, based on the results from each article, four design guidelines were formulated to further guide the design of co-creative media for democratic engagement. These design guidelines may support future participatory design processes in which stakeholders collectively contribute to the development and evaluation of co-creative media. The guidelines constitute a resource that stakeholders may use to develop adaptations of co-creative media for the purposes of facilitating democratic engagement. Secondly, the results from each article were fed forward into the concept-driven research process as theoretical and empirical insights, which were used to inform and elaborate the main contribution of this thesis, namely the concept of co-creative media.The concept of co-creative media in its form outlined by this thesis seeks to broaden citizens’ democratic engagement by means of creating virtual spaces in which new ideas, initiatives, knowledge, solutions, and digital tools could emerge. The implications of co-creative media could be to create, develop, and strengthen partnerships between communities and local services, extend digital skills in society through community-engaged practitioners, and propagate as well as coordinate large-scale co-creative practices.
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2.
  • Olsson, Marie (författare)
  • Digital learning resources for programming in higher education – a multimodal perspective
  • 2018
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Digital technology is developing rapidly, and educators are currently in the process of exploring what opportunities new technology can have for learning and teaching. This applies not least to the field of education in programming, as   learning to program is a great challenge for many students. Therefore, educators and researchers have sought to find educationally effective digital learning resources to facilitate the programming learning process. In this thesis, multimodal online learning environments, providing accessible and learner-focused learning activities, and multimodal software visualizations, striving at concretizing the abstract building blocks in programming languages, were exploratory investigated. The aim was to expand the understanding of how digital learning resources can be used to support students’ understanding of basic programming concepts and dynamics.Empirical studies were conducted at the Department of Computer and Systems Sciences (DSV) at Stockholm University, Sweden. The data were collected during introductory programming courses in which the author had an active role as designer of the software visualizations, teacher and researcher. In these courses, the digital learning resources were explored as additional course resources. The research was conducted both through field experiments and case studies and data was collected using questionnaires, interviews and group discussions.Results strengthened the claims that abstract phenomena like programming can be made visible and understandable through visualization, in particular program dynamics.  When visualizations illustrated more conceptual elements, further guidance was required, to facilitate students’ interpretation and understanding. Regarding the online learning environments, guiding to the right learning pathways was the most critical factor found from the results. When adequate instructions and feedback were lacking in the learning environments, users became cognitively overloaded and disoriented. Finally, findings in all compiled studies indicate that teacher planning and orchestration of the learning situations should be conducted with more reflection.
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