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Publications

The research programme Future technology, culture and learning processes publications

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Nørgård, R. T. & Hilli, C. (2022). Hyper-hybrid learning spaces in higher education. In E. Gil, Y. Mor, Y. Dimitriadis & C. Köppe (Eds.), Hybrid Learning Spaces (pp. 25-41). Springer. https://doi.org/10.1007/978-3-030-88520-5
Andersen, L. B., Danholt, P. & Ratner, H. F. (2023). Hybrid teknologiforståelse. Læring og medier (LOM), 16(28), 1-17. https://doi.org/10.7146/lom.v16i28.136297
Cohen, A., Nørgård, R. T. & Mor, Y. (2020). Hybrid learning spaces: Design, data, didactics. British Journal of Educational Technology, 51(4), 1039-1044. https://doi.org/10.1111/bjet.12964
Köppe, C., Kohls, C., Pedersen, A. Y., Nørgård, R. T. & Inventado, P. S. (2018). Hybrid Collaboration Patterns. In Proceedings of the 25th Conference on Pattern Languages of Programs (PLoP '18) (pp. 1-14). Article 1 Association for Computing Machinery. https://doi.org/10.5555/3373669.3373670
Lieberoth, A. (2019). Hvorfor lokker spilskærmene så meget? Motivation, psykologi og syv spillermotiver. Kvan - et tidsskrift for læreruddannelsen og folkeskolen, 114.
Lieberoth, A. (2023). Hvordan diagnosesproget stak af med skærmdebatten. In C. Holm & L. Bøttcher (Eds.), Efter inklusionen: institutionen og den pædagogiske strategi (pp. 151-165). U Press.
Schilhab, T. (2009). Hvem er du? Ingeniøren, 19.
Nickelsen, N. C. M. (2024). Hvad bliver DHO til i kronisk syges hjem. Paper presented at Fellesmøte i USN eldreforsk - Eldre, digitalisering og teknologi, Drammen, Norway.
Krause-Jensen, J. & Louw, M. (2008). Humor (editorial). Jordens Folk, 42(3), 3.
Hasse, C. (2022). Humanism, Posthumanism, and New Humanism: How Robots Challenge the Anthropological Object. In The Palgrave Handbook of the Anthropology of Technology (pp. 145-164). Palgrave Macmillan. https://doi.org/10.1007/978-981-16-7084-8_7
Hristova, D. & Lieberoth, A. (2021). How Socially Sustainable Is Social Media Gamification? A Look into Snapchat, Facebook, Twitter and Instagram. In A. Spanellis & H. J. T. (Eds.), Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces (pp. 225-245). Palgrave Macmillan. https://doi.org/10.1007/978-3-030-68207-1_12
Hasse, C. (2020). How robots challenge institutional practices. Learning, Culture and Social Interaction, 26, Article 100223. https://doi.org/10.1016/j.lcsi.2018.04.003
Schilhab, T. (2024). How nature-like artworks induce perceptual processes benefitting education in general and science education in particular. In Embodied Learning and Teaching Using the 4E Cognition Approach: Exploring Perspectives in Teaching Practices (1 ed., pp. 136-146). Taylor and Francis Group. https://doi.org/10.4324/9781003341604-19