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Velkommen til forskningsgruppen Multimedia og e-læring på UiA.

  • Multimedia 
  • Innovasjon og læringsteknologier
  • E-læring
  • Brukersentrert design
  • Virtuell/utvidet virkelighet
  • 3d-modellering og animasjon
  • Spilldesign

Studies

  EVU = Etter- og videreutdanning / continuing education

Utvalgte publikasjoner

Handeland, Jorunn Aas; Prinz, Andreas; Ekra, Else Mari Ruberg; Fossum, Mariann (2023). ‘I realised it when we played with the doll!’: nursing students’ learning from participation in an action research project that included manikins. Educational Action Research. ISSN: 0965-0792. doi:10.1080/09650792.2023.2242425.

Isabwe, G. M. N., Madshaven, J. M., & Sundbø, H. (2023). Active Learning In Interactive System Design Courses. In INTED2023 Proceedings (pp. 3013-3021). IATED.
Olum, H. M. A., & Isabwe, G. M. N. (2023). Supporting Teachers For Online Teaching During Covid-19 Pandemic. In INTED2023 Proceedings (pp. 3391-3395). IATED.

Andersen, Rune; Scholz, Tobias Michael; Simonsen, Christian Robere (2023). LEVEL UP: UNLEASHING THE POTENTIAL OF ESPORTS FOR TRANSFERABLE SKILL DEVELOPMENT IN THE DIGITAL WORKING WORLD. ICERI2023 Proceedings. ISBN: 978-84-09-55942-8. IATED Academy. Chapter. p. 1402 - 1412.

Madshaven, Julie Madelen; Sundbø, Haakon; Reichert, Frank (2023). Enhancing the digital skills of teachers in an online setting. 22nd International Conference WWW/Internet 2023.

Handeland, Jorunn Aas; Prinz, Andreas; Ekra, Else Mari Ruberg; Fossum, Mariann (2022). The sense of a patient: An ethnographic multi-site field study exploring the influence of manikins on nursing students' learning. International Journal of Educational Research Open. ISSN: 2666-3740. 3doi:10.1016/j.ijedro.2021.100110.

Simonsen, Christian Robere; Andersen, Rune (2022). Towards a genuine student centered approach to learning. 15th International Conference of Education, Research and Innovation. ISBN: 978-84-09-45476-1. International Academy of Technology, Education and Development (IATED).

Madshaven, J. M., Markseth, T. F., Jomås, D. B., Isabwe, G. M. N., Ottestad, M., Reichert, F., & Sanfilippo, F. (2021). Investigating the user experience of virtual reality rehabilitation solution for biomechatronics laboratory and home environment. Frontiers in Virtual Reality2, 645042.

Holst, C., Isabwe, G. M. N., Sukums, F., Ngowi, H., Kajuna, F., Radovanović, D., ... & Winkler, A. S. (2021). Development of digital health messages for rural populations in Tanzania: multi-and interdisciplinary approach. JMIR mHealth and uHealth9(9), e25558.

Schulz, Renee Patrizia; Smaradottir, Berglind; Prinz, Andreas; Hara, Takahiro (2020). User-centred Design of a Scenario-based Serious Game: Game-based Teaching of Future Healthcare. IEEE Transactions on Games (TG). ISSN: 2475-1502. 12 (4). s 376 - 385. doi:10.1109/TG.2020.3033437.

Radovanović, D., Houngbonon, G. V., Le Quentrec, E., Isabwe, G. M. N., & Noll, J. (2020). Digital Infrastructure Enabling Platforms for Health Information and Education in the Global South. Digital Inequalities in the Global South, 199-222

Holst, Christine; Kajuna, Flora; Ngowi, Helena; Sukums, Felix; Radovanovic, Danica; Mansour, Wisam A.; Mwakapeje, Elibariki; Diep, Lien My; Kebede, Tewodros Aragie; Isabwe, Ghislain Maurice Norbert; Noll, Josef; Ngowi, Bernard James; Winkler, Andrea Sylvia (2019). Digital Health Information in Iringa, Tanzania: Development, Provision and Testing the Effect of Digital Health Messages to Rural Communities. Proceedings of the 17th Scandinavian Conference on Health Informatics 2019. ISBN: 978-91-7929-957-6. Linköping University Electronic Press. chapter. s 179 - 179.

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.

Bonnier, Knut Erik; Andersen, Rune; Johnsen, Hege Mari (2020). Lessons Learned from Implementing a Serious Game in Higher Education – A Student and Trainer Perspective.. Lecture Notes in Computer Science (LNCS). ISSN: 0302-9743. 12517s 24 - 33. doi:10.1007/978-3-030-63464-3_3

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.

Isabwe, G. M. N., Schulz, R.(2019). Evaluating the User Experience of Virtual Learning Environments Using Biometric Data. Information Processing Society of Japan. Vol 2019 (27), 1 - 4.

Schulz, Renee Patrizia; Smaradottir, Berglind; olsen, joakim torblå; Prinz, Andreas (2019). Scenario-based Serious Game to Teach about Healthcare. 2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH). ISBN: 978-1-7281-0300-6. IEEE conference proceedings. Kap.

Schulz, R., Isabwe, G. M. N., Prinz, A., & Hara, T. (2018). High-Level Context Information for Tasks in Teaching. In Advances in Human Factors in Training, Education, and Learning Sciences: Proceedings of the AHFE 2017 International Conference on Human Factors in Training, Education, and Learning Sciences, July 17-21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA 8(pp. 278-289). Springer International Publishing.
Noll, J., Mansour, W.A., Holst, C., Dixit, S., Sukums, F., Ngowi, H., Radovanović, D., Mwakapeje, E., Isabwe, G.M.N., Winkler, A.S. and Ngowi, B.J., 2018. Internet Lite for Sustainable Development. Nordic and Baltic Journal of Information and Communications Technologies2018(1), pp.223-238.
Isabwe, G. M. N., Schulz, R., Reichert, F., & Konnestad, M. (2019). Using Multi-touch Multi-user Interactive Walls for Collaborative Active Learning. In HCI International 2019–Late Breaking Posters: 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings 21(pp. 192-199). Springer International Publishing.
Muyinda, P. B., Siminyu, S. N., Aguti, J. N., Mayende, G., Nampijja, D., Kajumbula, R., ... & Isabwe, G. M. N. (2019). Lived Experience of Developing a Blended Learning Academic Programme in a Traditionally Presential University. Pan-Commonwealth Forum.
Isabwe, G. M. N., Moxnes, M., Ristesund, M., & Woodgate, D. (2018). Children’s interactions within a virtual reality environment for learning chemistry. In Advances in Human Factors in Training, Education, and Learning Sciences: Proceedings of the AHFE 2017 International Conference on Human Factors in Training, Education, and Learning Sciences, July 17-21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA 8 (pp. 221-233). Springer International Publishing.

Nabushawo, Harriet M.; Muyinda, Paul Birevu; Isabwe, Ghislain Maurice Norbert; Prinz, Andreas; Mayende, Godfrey (2018). Improving Online Interaction Among Blended Distance Learners at Makerere University. Teaching and Learning in a Digital World roceedings of the 20th International Conference on Interactive Collaborative Learning. ISBN: 978-3-319-73209-1. Springer. chapter. s 63 - 69.

Mayende, Godfrey; Prinz, Andreas; Birevu Muyinda, Paul; Isabwe, Ghislain Maurice Norbert (2018). Towards Technology for Supporting Effective Online Learning Groups. 11th IMCL 2017: Interactive Mobile Communication Technologies and Learning. ISBN: 978-3-319-75175-7. Springer. chapter. s 361 - 371.

Mayende, G., Prinz, A., Isabwe, G. M. N. & Muyinda, P. B. (2017). Learning Groups in MOOCs: Lessons for Online Learning in Higher Education. International Journal of Engineering Pedagogy, 7(2), 109-124. doi:   10.3991/ijep.v7i2.6925
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; 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.

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.

Schulz, Renee Patrizia; Isabwe, Ghislain Maurice Norbert; Prinz, Andreas; Hara, Takahiro (2017). High-Level Context Information for Tasks in Teaching. Advances in Human Factors in Training, Education, and Learning Sciences. ISBN: 978-3-319-60017-8. Springer. Chapter. s 278 - 289. 

Schulz, Renee Patrizia; Lazareva, Aleksandra; Isabwe, Ghislain Maurice Norbert; Prinz, Andreas (2017). Higher Education Teachers Meet Mobile Technology: Application and Acceptance. EDULEARN17 proceedings : 9th international confererence om education and new learning technologies. ISBN: 978-84-697-3777-4. The International Academy of Technology, Education and Development. Chapter. s 9237 - 9246.

Mayende, Godfrey; Prinz, Andreas; Isabwe, Ghislain Maurice Norbert (2017). Improving Communication in Online Learning Systems. CSEDU 2017 9th INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED EDUCATION.. ISBN: 978-989-758-239-4. SciTePress. Kapittel. s 300 - 307. 

Mayende, Godfrey; Prinz, Andreas; Isabwe, Ghislain Maurice Norbert; Muyinda, Paul Birevu (2017). Learning Groups in MOOCs : Lessons for Online Learning in Higher Education. International Journal of Engineering Pedagogy (iJEP). ISSN: 2192-4880. 7 (2). s 109 - 124. doi:10.3991/ijep.v7i2.6925.

Schulz, Renee Patrizia; Isabwe, Ghislain Maurice Norbert; Prinz, Andreas (2016). Development of a Task-Driven Mobile Teaching Tool for Enhancing Teachers’ Motivation. CSEDU 2016 Proceedings of the 8th International Conference on Computer Supported Education, proceedings volume 1. ISBN: 978-989-758-179-3. SciTePress. Chapter. p. 251 - 258.

Mayende, Godfrey; Prinz, Andreas; Isabwe, Ghislain Maurice Norbert; Muyinda, Paul Birevu (2016). Learning Groups for MOOCs Lessons for Online Learning in Higher Education. International Conference on Interactive Collaborative Learning (ICL 2016). ISBN: 978-3-319-50336-3. Springer. chapter. p. 185 - 198

Schulz, Renee Patrizia; Prinz, Andreas; Isabwe, Ghislain Maurice Norbert (2016). The Use of Game World Tasks Concepts in Higher Education. Serious Games. ISBN: 9783319458403. Springer. Chapter. p. 67 - 72.

Mayende, Godfrey; Prinz, Andreas; Isabwe, Ghislain Maurice Norbert; Muyinda, Paul Birevu; Nampijja, Dianah (2016). Philosophical and ethical concerns in researching online learning groups. 2016 IEEE Conference on e-Learning, e-Management and e-Services (IC3e 2016). ISBN: 9781467390613. IEEE conference proceedings.

Schulz, Renee Patrizia; Isabwe, Ghislain Maurice Norbert; Reichert, Frank (2015). Investigating teachers motivation to use ICT tools in higher education. 2015 INTERNET TECHNOLOGIES AND APPLICATIONS (ITA) PROCEEDINGS OF THE SIXTH INTERNATIONAL CONFERENCE. ISBN: 978-1-4799-8036-9. IEEE conference proceedings. Chapter. p. 62 - 67.

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. p. 159 - 173.

Mayende, Godfrey; Isabwe, Ghislain Maurice Norbert; Muyinda, Paul Birevu; Prinz, Andreas (2015). Peer Assessment Based Assignment to Enhance Interactions in Online Learning Groups. Proceedings of 2015 International Conference on Interactive Collaborative Learning (ICL). ISBN: 978-1-4799-8707-8. IEEE Press. chapter. p. 668 - 672.

Mayende, Godfrey; Prinz, Andreas; Isabwe, Ghislain Maurice Norbert; Muyinda, Paul Birevu (2015). Supporting Learning Groups in Online Learning Environment. CSEDU 2015 7th INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED EDUCATION. ISBN: 9789897581076. SciTePress. Chapter. s 390 - 396.

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. p. 100 - 118.

Projects

 

 

MNOK

TELLS

Transformative Education and Lifelong Learning for Sustainable Growth
2021-2027; 20 MNOK; to be funded by NORAD
with UiA, University of Rwanda, Makerere University, Uganda; Jimma University, Ethiopia

20 

EQIP

EQIP - Enhancing Quality & Internationalization of Study Programs
2019-2023; 5 MNOK; funded by DIKU
with UiA, University of Rwanda, Makerere University, Uganda

DELP

DELP - Distance Education Leapfrogging Project
2013-2018; 18 MNOK; funded by NORAD

18 

ADILA

ADILA - Agder Digital Learning Arena
2013-2017; 13 MNOK; funded by UiA)

13 

Past projects

PhD

Enhancing Mathematics Learning Through Peer Assessment Using Mobile Tablet Based Solution 
Ghislan Maurice Norbert Isabwe
2010-2013, PhD research project, funded by UiA                   

PhD

Human-centred Design for Mobile Technology (for Higher Education) 
Renée Patrizia Schulz
2014-2018, PhD Research project, funded by UiA

Planned Projects

 

The Community Based Gamification and Pedagogy Innovation Group
contact: Rune Andersen, Dep. of ICT, Fac. of Science & Engineering, UiA