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Rune Andersen

Associate Professor

Associate Professor

 
Office:
A3070 ( Jon Lilletuns vei 9, Grimstad )
Office hours:
09.00-15.30

Educational Background:

Teacher's education 1999

Master ICT and Education 2008

Mentorpedagogy 2012

Welfare Technology 2018

 

 

Working Experience

Grimstad Secondary School 1999-2006

Dahlske High School 2006-2016 (30% last 4 years)

Høyskoleforlaget Publishing House 2006-2008

Aplay Motivation AS 2007-2008 (Head of the pedagogy departement)

University of Agder 2014 - 

Academic interests

Working with the use of ICT in education and in pedagogy as a whole. How to use ICT the right way in different contexts enabling different groups to benefit from the use. Working with gamification and assessement processes as well as motivation in general.

Has developed or co-developet several courses at UIA such as: MM106, MM105, MM901, MM900, PEDp78 and TekPed60.

Currently teaching or co-teaching:

MM501: E-learning and gamification

PED 978: ICT for vocational studies

MM 901: Web and Computer Awareness

MM106: Computer Awareness

DAT 110: Webpublishing

TekPed 60: ICT and Pedagogy for teacher

Scientific publications

  • Andersen, Rune; Bonnier, Knut Erik; Jaccard, Dominique (2020). Challenges with the introduction of a "project management game" in higher education. 12th International Conference on Education and New Learning Technologies - EDULEARN 20. ISBN: 978-84-09-17979-4. The International Academy of Technology, Education and Development. chapter.
  • Andersen, Rune; Juveng, Mariell (2019). GAME-BASED LEARNING IN NORWEGIAN CLASSROOMS: PERCEIVED CHALLENGES AND THE POTENTIAL OF DIGITAL SUPPLEMENTARY RESOURCES TO FACILITATE THE USE OF GAMES AS TEACHING TOOLS. ICERI2019 Proceedings. ISBN: 978-84-09-14755-7. IATED Academy. kapittel.
  • Øysæd, Halvard; Andersen, Rune; Garmannslund, Per Einar; Prinz, Andreas; Lazareva, Aleksandra; Schmidt, Michael (2017). Does The Introduction Of An Overall Study Strategy Empowering Students To Use Appropriate Study Strategies?. ICERI proceedings. ISSN: 2340-1095. s 4152 - 4157. doi:10.21125/iceri.2017.1098.
  • Øysæd, Halvard; Andersen, Rune; Prinz, Andreas; Schulz, Renee Patrizia (2016). Teaching students to learn. CSEDU 2016 Proceedings of the 8th International Conference on Computer Supported Education, proceedings volume 1. ISBN: 978-989-758-179-3. SciTePress. chapter. s 91 - 98.
  • Goodwin, Morten; Auby, Christian; Andersen, Rune; Barstad, Vera (2015). Educating Programming Students for the Industry. Digital Media in Teaching and its Added Value. ISBN: 978-3-8309-3287-1. Waxmann Verlag. Kapittel. s 100 - 118.
  • Andersen, Rune; Prinz, Andreas; Øysæd, Halvard (2015). How to Teach Habits?. Digital Media in Teaching and its Added Value. ISBN: 978-3-8309-3287-1. Waxmann Verlag. Kapittel. s 159 - 173.
  • Andersen, Rune; Bonnier, Knut Erik (2020). Challenges with the introduction of a "Project Management Game" in higher education..
  • Gray Jr, Robert; Andersen, Rune (2019). Crossing Institutional Borders with Digital Tools, Universal Design Principles, & SoTL Perspectives.
  • Matre, Marianne Engen; Andersen, Rune; Thormodsæter, Maren Schelbred; Cifuentes, Mauricio Omar (2019). Universell utforming av kurset digital kompetanse.
  • Matre, Marianne Engen; Andersen, Rune; Thormodsæter, Maren Schelbred; Cifuentes, Mauricio Omar (2019). Digital competency – An introductory course to digital tools for education and collaboration.
  • Egeland, Frank; Andersen, Rune (2018). Erfaringer fra innføring i IKT og e-læring for yrkesfaglærere..

Last changed: 28.10.2019 10:10