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Träfflista för sökning "WFRF:(Rosqvist Daniel) "

Search: WFRF:(Rosqvist Daniel)

  • Result 1-5 of 5
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1.
  • Back, Jon, 1977-, et al. (author)
  • the Quest : An Escape Room Inspired Interactive Museum Exhibition
  • 2019
  • In: CHI PLAY '19 Extended Abstracts. - New York, NY, USA : ACM Digital Library. ; , s. 81-86
  • Conference paper (peer-reviewed)abstract
    • In this project, we report on designing an interactive museum exhibit in a technology museum, inspired by escape room game mechanics and technology. The project aims to create a deeper more immersed engagement with and interest in the exhibition, and thereby increase the interest in the exhibit's subject. In the game, the players take on the role of grandchildren to a known (fictitious) turn-of-the-century explorer and set out to find the treasures she hid around the world during her years of adventure. Clues to the treasures are hidden within the museum exhibition and by using knowledge found around the exhibition the players can solve the riddles and find the treasure, while also picking up some knowledge along the way.
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2.
  • Bertilsdotter Rosqvist, Hanna, 1976-, et al. (author)
  • Doing it differently : emancipatory autism studies within a neurodiverse academic space
  • 2019
  • In: Disability & Society. - : Routledge. - 0968-7599 .- 1360-0508. ; 34:7-8, s. 1082-1101
  • Journal article (peer-reviewed)abstract
    • In the current research climate, in which many autistic and autism communities are increasingly calling for a move towards collaborative forms of research, we consider how a loosely formed epistemological community may serve to challenge 'business as usual' in the academy. Mindful of the need to move beyond theory, we use this experience to concretely consider how knowledge about autism and neurotypicality can be meaningfully (co)-produced, and made available both to the research community and also to autistic and autism communities. Here, we use our own co-production of this article to explore how autistic experience may trouble normative meanings of academic knowledge production. We also consider the limits and possibilities of a neurodiverse research collaboration to reflect on ways in which a loose epistemological space may serve to contribute to knowledge about both autism and neurotypicality, adding to debate around collaborative research.
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4.
  • Waern, Annika, 1960-, et al. (author)
  • Gaming in the crucible of science : Gamifying the Science Center Visit
  • 2014
  • In: Proceedings of the 11th Advances in Computer Entertainment Technology Conference. - New York, NY, USA : ACM.
  • Conference paper (peer-reviewed)abstract
    • Gamification can be done for many purposes. We describean experiment with gamification that, while addressing aninformal learning environment, was not done to directly support learning. In the design of an overarching game experience for a science center, the goals were to support a focused visit, and create incitement for families to engage together. We describe how the science center environment poses multiple challenges for game and interaction design, which differ from ordinary gamification projects. We explain how these were addressed by designing for group interactivity, supporting both open and challenge-based play, and a careful combination of physical and digital interaction.
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5.
  • Wendt, Bo-A., et al. (author)
  • Inför den framtida revideringen av SAOB
  • 2020
  • In: Språkmöte och språkhistoria : Studier i svensk språkhistoria 15 - Studier i svensk språkhistoria 15. - 1406-6149. - 9789949032648 - 9789949033898 ; 21, s. 242-253
  • Conference paper (peer-reviewed)
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  • Result 1-5 of 5

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