Publications - Publikationer https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Bcontroller%5D=Publications&cHash=ea5f2e22fcfbcfaa9e1a461e5b71120d en-us PURE Extension typo3support@science.au.dk (Web Department) 30 <![CDATA[Animal Technics]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=45190951-67ab-4eb1-8128-fcdaa077c50d&tx_pure_pure5%5BshowType%5D=pub&cHash=dc5a669ddd00cf33e492f16dcf52db9f Wellner, G., Rosenberger, R., de Boer, B., et al. This article explores the concept of animal technics, building on the work of Don Ihde to examine the intricate relationships between technology, animals, and human experiences. Drawing from postphenomenology, philosophy of technology and posthumanist thought, the discussion challenges anthropocentric perspectives that frame technology as a purely human domain. Instead, it argues that animals actively shape and are shaped by technics, engaging with tools, environments, and human-mediated technological systems in complex ways. Through a critical engagement with Ihde’s postphenomenology, the article interrogates the co-constitutive interactions between animal life and technology, revealing how nonhuman agency disrupts traditional boundaries between nature and artifact. Case studies illustrate the diverse ways animals participate in technics, from bioengineered species to digital interfaces designed for nonhuman cognition. This analysis highlights the ethical and epistemological stakes of recognizing animals as technological actors, calling for an expanded framework that accounts for their role in shaping technoscientific realities. By situating animal technics within broader debates in philosophy of technology, this article contributes to ongoing discussions about agency, materiality, ecology, and the limits of human-centered technological narratives. It concludes by advocating for a more inclusive and responsive technological ethics—one that acknowledges the entangled futures of humans, animals, and machines.

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Forskning Mon, 01 Dec 2025 09:49:05 +0100 45190951-67ab-4eb1-8128-fcdaa077c50d
<![CDATA[Chatbots and the Craft of Ethnography]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=8049ed09-ddb0-4041-b554-4e4fe1752396&tx_pure_pure5%5BshowType%5D=pub&cHash=693bc3cdfb9a0f3586adf487249d62d6 Krause-Jensen, J., Hau, M. F. Forskning Sat, 01 Nov 2025 09:49:05 +0100 8049ed09-ddb0-4041-b554-4e4fe1752396 <![CDATA[A large-scale cross-country trial of WHO’s Immune Patrol]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=3c9bb03e-5950-44a4-a538-1a30c0fc5748&tx_pure_pure5%5BshowType%5D=pub&cHash=e94d6581d621d1136420b709841e9ff9 Lieberoth, A., Nielsen, S. M., Reynen-de Kat, C., et al. Vaccine-preventable diseases remain a global threat to public health, and despite the proven effectiveness of vaccines in protecting against these diseases, some people still avoid vaccinations for themselves or their children. Since barriers to protective health behaviors are diverse, overcoming them, and thereby reducing immunization gaps, necessitates diverse strategies. One such approach is to leverage health education through digital formats like online platforms and game-based learning, which can be implemented across geographical borders. We report a large-scale test of the World Health Organization’s Immune Patrol, a game-based middle school curriculum on vaccines and immunization. Using a matched quasi-experimental trial, classes in Armenia and the Republic of Moldova were exposed to local language versions of either five fully game-based lessons on topics including immunization, preventable diseases and digital source criticism, or non-game control materials on the same topics matching the digital and physical activities, without overt game elements. Significant learning outcomes were found across both countries, yet with differing gains among the classes within each country. Students assigned to game-based learning were slightly more motivated to learn about vaccine-preventable diseases, and to actively protect people around them through vaccination following the Immune Patrol experience. Qualitative observations highlight how practical and cultural differences can challenge homogenous implementation of learning packages like Immune Patrol across borders, but also how technology-enhanced collaborative classwork is welcomed in different ways across disparate classrooms. Results support the feasibility of global deployment of digital health education, but underscore the need for local support, and sensitivity to variations in culture, resources, teaching approaches and national education systems, when digital education initiatives like WHO’s Immune Patrol are set to transcend global borders.

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Forskning Wed, 01 Jan 2025 09:49:05 +0100 3c9bb03e-5950-44a4-a538-1a30c0fc5748
<![CDATA[‘Let’s make data meaningful for teachers’]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=17e94067-f15d-4b67-bdbe-e222601da245&tx_pure_pure5%5BshowType%5D=pub&cHash=a46ba6b693770ca6e954b64e6c7da45b Ratner, H. F. This chapter examines data visualizations within digital learning materials as a form of digital governance that configures teachers. Data visualizations not only automate aspects of teaching but also serve as devices of assessment, configuring teachers to attend to some aspects of student learning rather than others. Through a longitudinal case study of the digital learning material MathTraining's changing data visualizations, the chapter delineates three distinct teacher configurations: (1) the initial EdTech startup, configuring the teacher to continuously monitor and compare students, (2) its integration within a larger publishing house, configuring the teacher to use the product in combination with a larger platform, and (3) as emerging research-based AI initiatives, configuring the teacher to use data visualizations as a resource to detect students’ underlying difficulties. By acknowledging the multiplicity of actors and their logics, the chapter underscores the importance of a nuanced investigation into their influence on public welfare.

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Forskning Wed, 01 Jan 2025 09:49:05 +0100 17e94067-f15d-4b67-bdbe-e222601da245
<![CDATA[The beginning of AI-driven welfare?]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=88164efc-01db-4cda-8387-2973017e7a18&tx_pure_pure5%5BshowType%5D=pub&cHash=4c8e6273829df62b5076f234edede9c3 Laage-Thomsen, J., Ratner, H. F., Schrøder, I. This study investigates the nascent stages of an AI-driven welfare state by focusing on 40 signature projects initiated by the Danish Government between 2020 and 2022. These projects represent a paradigmatic case of AI experimentation within the welfare state. We adopt an empirical approach based on mixed methods to explore the objectives, organizational actors, goals, and outcomes of the projects, shedding light on the evolving landscape of AI-driven welfare from 2020 to 2023. The chapter highlights the variance between welfare domains in the objectives set for AI models and the differences between municipal and regional experimentation with welfare, focusing on how they differ with respect to implementation and research goals. While only some of the projects to date have been operationally implemented, several live on as prototypes or partial systems with the potential to transform the welfare state beyond their formal termination.

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Forskning Wed, 01 Jan 2025 09:49:05 +0100 88164efc-01db-4cda-8387-2973017e7a18
<![CDATA[Skoletid - skærmtidspunkter]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=90176c4b-811d-43c7-abbe-3935a7646352&tx_pure_pure5%5BshowType%5D=pub&cHash=89f3ab1e5e1614ea70023a6a818e68a8 Lieberoth, A., Bjerre, E. Forskning Wed, 01 Jan 2025 09:49:05 +0100 90176c4b-811d-43c7-abbe-3935a7646352 <![CDATA[Her er de 11 værste gaver, du kan give]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=e53d468c-ed2e-4c6f-ac33-586c113f96af&tx_pure_pure5%5BshowType%5D=pub&cHash=ba401508fb9b49d33e66116a2806c573 Lieberoth, A. Rådgivning Fri, 15 Dec 2023 09:49:05 +0100 e53d468c-ed2e-4c6f-ac33-586c113f96af <![CDATA[Virtually Shamans]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=e82f8528-107e-4157-9a3d-0af8770b1c88&tx_pure_pure5%5BshowType%5D=pub&cHash=cd7a782eead1f9be3b4d1b8d02ea56fa Hau, M. F., Krause-Jensen, J. This article explores the emerging relationship between humans and AI chatbots through the anthropological lens of shamanic practice, proposing the concept of “virtually shamans” to understand these digital interactions. Drawing on ethnographic traditions of studying magic, spirituality, and technological mediation, we argue that AI chatbot users occupy a liminal position analogous to shamanic intermediaries, navigating between mundane human experience and opaque digital realms of computational knowledge. The analysis examines how prompt engineering resembles ritual practice, requiring specialized techniques to communicate with entities that are simultaneously rational and mysterious. We explore how these interactions challenge conventional boundaries between human and non-human, and tool and entity, creating new forms of postmodern otherworldliness. The paper situates AI chatbots within anthropology's long-standing interest in how occult practices intersect with modernity and technology. Through this shamanic metaphor, we explore the entanglements of human–AI relationships, suggesting that chatbots generate new forms of postmodern otherworldliness. This framework offers a novel perspective on how individuals navigate and create meaning in increasingly digital environments, contributing to broader anthropological discussions on technology, modernity, and cognition, while also addressing the cultural and social implications of widespread AI adoption.

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Forskning Mon, 01 Sep 2025 09:49:05 +0200 e82f8528-107e-4157-9a3d-0af8770b1c88
<![CDATA[In-Between:]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=8226fb05-21b6-420e-9937-e893709e2fb0&tx_pure_pure5%5BshowType%5D=pub&cHash=5e8e48b8f78d36af678cfa07e44f5cc9 Forskning Wed, 01 Dec 2021 09:49:05 +0100 8226fb05-21b6-420e-9937-e893709e2fb0 <![CDATA[Tidens betydning i pædagogiske institutioner]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=6843c9aa-8f69-41ab-80ba-e5d0380da6e5&tx_pure_pure5%5BshowType%5D=pub&cHash=e6f25d494bddc5641e26aa8b792b05d0 Nissen, S. K., Dannesboe, K. I., Iversen, S. N. Forskning Sat, 25 Oct 2025 09:49:05 +0200 6843c9aa-8f69-41ab-80ba-e5d0380da6e5 <![CDATA[Introduction to Dialectic Special Pedagogy and the Book]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=6d23f543-3a3b-406a-a86e-26b4feadf29c&tx_pure_pure5%5BshowType%5D=pub&cHash=a7fc7fc93d05c92eebe574b6c5c0176b Bøttcher, L., Mathiassen, C. Forskning Mon, 01 Jan 2024 09:49:05 +0100 6d23f543-3a3b-406a-a86e-26b4feadf29c <![CDATA[Developmental and Educational Possibilities during Imprisonment?]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=1dea768c-fc8f-4c27-a51c-5e1541accb2c&tx_pure_pure5%5BshowType%5D=pub&cHash=15148fcec437679111ca5d0ce1b9b6f5 Mathiassen, C., Bottcher, L. Forskning Mon, 01 Jan 2024 09:49:05 +0100 1dea768c-fc8f-4c27-a51c-5e1541accb2c <![CDATA[Tre forestillinger om AI i uddannelse og pædagogik]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=fccccb63-eb61-4672-bd63-2ea10ed86711&tx_pure_pure5%5BshowType%5D=pub&cHash=3bc8d81d26a1dfc4c4590d6e0c5f712c Danholt, P., Ratner, H. F., Andersen, L. B. Forskning Wed, 01 Jan 2025 09:49:05 +0100 fccccb63-eb61-4672-bd63-2ea10ed86711 <![CDATA[Indledning]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=ef0defb8-6711-4d25-a69a-1532d9d8bbc9&tx_pure_pure5%5BshowType%5D=pub&cHash=d1121755c5922b0f25f93407a4bb829a Krause-Jensen, J., Grøn, S., Lovelady, A. S., Vaaben, N. K. Forskning Wed, 01 Jan 2025 09:49:05 +0100 ef0defb8-6711-4d25-a69a-1532d9d8bbc9 <![CDATA[Indledning]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=150edc86-9a0a-4156-8567-4a8222f4ecc9&tx_pure_pure5%5BshowType%5D=pub&cHash=eb66b66e9eb2ca46fa7970e14f0a53c1 Krause-Jensen, J. Forskning Fri, 01 Nov 2024 09:49:05 +0100 150edc86-9a0a-4156-8567-4a8222f4ecc9 <![CDATA[Universitetspædagogikkens mangfoldighed og transformative potentiale]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=4fd6f4a5-a6a2-4852-b51f-1766a8d7e492&tx_pure_pure5%5BshowType%5D=pub&cHash=7c9b049b01d55e3cb31c7155015b705c Nørgård, R. T. Forskning Wed, 05 Feb 2025 09:49:05 +0100 4fd6f4a5-a6a2-4852-b51f-1766a8d7e492 <![CDATA[De videregående uddannelser i en brydningstid]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=86a7e0f9-0759-43a3-8024-e1aec5a55b13&tx_pure_pure5%5BshowType%5D=pub&cHash=4f75144fbc8352ad28963d6f515af847 Nørgård, R. T. Forskning Thu, 15 May 2025 09:49:05 +0200 86a7e0f9-0759-43a3-8024-e1aec5a55b13 <![CDATA[Exploring Cultural Game-Making With Youth]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=d942c6fa-7ae3-479a-84f3-b0cb83438630&tx_pure_pure5%5BshowType%5D=pub&cHash=521a4df0637ca359da5447247e33d261 Costa, C., Holflod, K., Nørgård, R. T., Gonçalves, M. d. C., Nunes, I., Fernandes, P. A. Forskning Tue, 14 Oct 2025 09:49:05 +0200 d942c6fa-7ae3-479a-84f3-b0cb83438630 <![CDATA[A developmental perspective on Childhood and children's education:]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=35608507-3c06-4867-a558-54e05fb66ee7&tx_pure_pure5%5BshowType%5D=pub&cHash=b6886d335708eaba32bf3755a696118a Hedegaard, M., Fleer, M., Winther-Lindqvist, D. A., Bøttcher, L. Forskning Sun, 31 Aug 2025 09:49:05 +0200 35608507-3c06-4867-a558-54e05fb66ee7 <![CDATA[Diagnoser]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=b848bed4-0cf7-4db9-8688-6cd3fd23da43&tx_pure_pure5%5BshowType%5D=pub&cHash=49b05d3632372c85b5a1d5bc560d1689 Forskning Wed, 01 Jan 2025 09:49:05 +0100 b848bed4-0cf7-4db9-8688-6cd3fd23da43 <![CDATA[Indledning: Diagnoser]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=92e6f7ca-7725-4943-b527-b656b3ca790f&tx_pure_pure5%5BshowType%5D=pub&cHash=6e36cb5fb3ec6546325e537056943550 Darling, P. ., Nørby, S. Forskning Wed, 01 Jan 2025 09:49:05 +0100 92e6f7ca-7725-4943-b527-b656b3ca790f <![CDATA[Work in app time]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=4c40aa8e-4405-4795-be6f-769c71120d33&tx_pure_pure5%5BshowType%5D=pub&cHash=df021fac62258a2ba3bf29dd7457fa54 Terkelsen, K. D. Forskning Wed, 25 Sep 2024 09:49:05 +0200 4c40aa8e-4405-4795-be6f-769c71120d33 <![CDATA[“That’s Not Fair!”]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=443c965d-9fdb-43a9-8fd0-494cbe064c69&tx_pure_pure5%5BshowType%5D=pub&cHash=d688f289451ebcc171063c798a0f2924 Krawczyk, S., Holflod, K., Nørgård, R. T., Hansen, E. A. Forskning Wed, 01 Jan 2025 09:49:05 +0100 443c965d-9fdb-43a9-8fd0-494cbe064c69 <![CDATA[Cultural Game Jams]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=ec137989-d474-4d5d-8301-99059747e0fd&tx_pure_pure5%5BshowType%5D=pub&cHash=f68ec9f13fc67f0d2f6ca9197d8893c8 Nørgård, R. T., Holflod, K., Eriksson, E., Hansen, E. A. Forskning Wed, 01 Jan 2025 09:49:05 +0100 ec137989-d474-4d5d-8301-99059747e0fd <![CDATA[Reclaiming creativity in higher education]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=4230b31a-9654-46c1-a218-b6f2787ee36c&tx_pure_pure5%5BshowType%5D=pub&cHash=2c543565de8b7577aed9a14f123e5ee5 Nørgård, R. T. Forskning Wed, 01 Jan 2025 09:49:05 +0100 4230b31a-9654-46c1-a218-b6f2787ee36c <![CDATA[Computer Science Education in Secondary School]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=8ecc0e31-33fc-4f64-9864-ea805b4f7c75&tx_pure_pure5%5BshowType%5D=pub&cHash=108c0f1943796a07dba942b4bf3d327a Caeli, E. N., Pedersen, C. S., Zambach, S., Misfeldt, M., Bundsgaard, J. Forskning Fri, 27 Jun 2025 09:49:05 +0200 8ecc0e31-33fc-4f64-9864-ea805b4f7c75 <![CDATA[Slow Jam: A recap of the final Cultural Game Jam in Aarhus, Denmark]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=448c1e64-1129-4dab-845e-01398aeae56e&tx_pure_pure5%5BshowType%5D=pub&cHash=47ab834537a467254341a2a6da8ffdf0 Holflod, K., Hansen, E. A., Nørgård, R. T. Formidling Wed, 01 Jan 2025 09:49:05 +0100 448c1e64-1129-4dab-845e-01398aeae56e <![CDATA[Homo concretus]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=b79c83a2-bc83-4b8c-aaec-f3ea41b2ce3f&tx_pure_pure5%5BshowType%5D=pub&cHash=4118914b9818348043384f866c06df44 Schilhab, T. Forskning Fri, 01 Jan 2016 09:49:05 +0100 b79c83a2-bc83-4b8c-aaec-f3ea41b2ce3f <![CDATA[Computational Thinking in Compulsory Education]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=1f1a6dfc-5bb0-419a-a45f-ecb9e766a5f3&tx_pure_pure5%5BshowType%5D=pub&cHash=2bd3424daa46f2c218a3401ef269fa16 Caeli, E. N. Forskning Wed, 09 Mar 2022 09:49:05 +0100 1f1a6dfc-5bb0-419a-a45f-ecb9e766a5f3 <![CDATA[Designing enduring experiences]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=d29a7fe3-2406-4d77-91de-045c11db0860&tx_pure_pure5%5BshowType%5D=pub&cHash=efb3d1607ec7ce16a761d1f5664536b6 Lieberoth, A. Forskning Wed, 01 Jan 2014 09:49:05 +0100 d29a7fe3-2406-4d77-91de-045c11db0860 <![CDATA[”Tardjomâni”]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=92a68eec-c8cd-4863-a2ce-aa8394e25307&tx_pure_pure5%5BshowType%5D=pub&cHash=59908d02260faa0d098d5697c8fda2a1 Ghandchi, N. Forskning Mon, 29 May 2023 09:49:05 +0200 92a68eec-c8cd-4863-a2ce-aa8394e25307 <![CDATA[Gameplay Corporeality]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=dd65b506-6f7e-4e45-86c5-cf99ccffae26&tx_pure_pure5%5BshowType%5D=pub&cHash=7764b72ef87a1ac79077ff3b08d26f82 Nørgård, R. T. Sigtet med afhandlingen er at beskrive hvad begrebet ’spil-kropslighed’ dækker over og medfører inden for computerspilsteori; det vil sige en undersøgelse af hvordan spil-kropslighed strukturerer vores spilaktiviteter, spiloplevelser og spilerfaringer indenfor spilverdner samt hvorledes kropsbevægelse i computerspil udgør en særegen, signifikant, kvalitativ og betydningsgivende dimension i sin egen ret. Mere specifikt undersøger afhandlingen hvordan spillerens kropsbevægelse skaber hans eller hendes spilaktivitet samt hvordan spilverdners bevægelsesmæssige kompositioner og koreografier former og strukturerer spillerens aktivitet, oplevelse og erfaring.

Afhandlingen falder i overordnede dele: 1) en kortlægning og kritisk undersøgelse a feltet inden for computerspilsforskning for således at blive i stand til at kortlægge potentielle uopdagede områder inden for forskningsfeltet; 2) udviklingen af et metodisk rammeværk der muliggør udforskningen og udviklingen af et sådant uopdaget område – kropsbevægelse i computerspil; og 3) udviklingen af et begrebsmæssigt rammeværk for den kropslige og bevægelsesmæssige dimension i spilaktiviteter, spiloplevelser og spilerfaringer funderet i empiriske observationer og analyser af faktiske kropslige spilaktiviteter.

Som en fundamental dimension inden for spil, spillere og spilaktivitet og som en oplevelsesmæssig og ekspressiv dimension i det hele taget er kropsbevægelse en dynamisk ’livgiver’ til subjektet, objektet og den aktivitet der udspiller sig imellem dem. Samtidig udgør kropsbevægelse i det hele taget og kropsbevægelse i spilaktiviteter i særdeleshed en særegen dimension i subjektets forhold til objekter (såsom computerspil) idet den er en igangsætter af bevægelsesmæssige aktiviteter (såsom at spille computerspil) med dem.
Hvad angår forskning i spil, spillere og spilaktiviteter, spiloplevelser og spilerfaringer er afhandlingens kropslige og bevægelsesmæssige perspektiv ment som et bidrag til den måde vi omtaler og tænker over spil, spillere, spilaktiviteter – og således også over aktiviteter, oplevelser og erfaringer i spilverdner. Afhandlingens foreslåede begreb om ’spil-kropslighed’ understreger livfuldheden og det konkrete kropslige nærvær og engagement samt den kropslige opslughthed der kendetegner spilaktiviteter såvel som den centrale rolle ’den bevægede’ og ’den bevægende’ computerspiller spiller i spilverdner.
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Forskning Sun, 01 Sep 2013 09:49:05 +0200 dd65b506-6f7e-4e45-86c5-cf99ccffae26
<![CDATA[Flexible Firm]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=3d691410-ab9e-11da-bee9-02004c4f4f50&tx_pure_pure5%5BshowType%5D=pub&cHash=680c595784e551bce52a14a01bb5bb40 Krause-Jensen, J. Forskning Sat, 01 Jan 2005 09:49:05 +0100 3d691410-ab9e-11da-bee9-02004c4f4f50 <![CDATA[Stuck with bad memories?]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=b86bb520-f9ef-11de-9613-000ea68e967b&tx_pure_pure5%5BshowType%5D=pub&cHash=01fe9348da630433d4a61ab545e36f9e Nørby, S. Forskning Thu, 01 Jan 2009 09:49:05 +0100 b86bb520-f9ef-11de-9613-000ea68e967b <![CDATA[Social Life and Moral Economies in Danish Cooperative Housing: Community, Property and Value]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=ef38d228-a8cc-4474-931b-3877b60dbad6&tx_pure_pure5%5BshowType%5D=pub&cHash=ab49b69b190e8c7107be0bb6cf6940aa Bruun, M. H. Forskning Sun, 01 Jan 2012 09:49:05 +0100 ef38d228-a8cc-4474-931b-3877b60dbad6 <![CDATA[Passende engagement og (u)bekvemme skoleliv]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=1a53d2b6-b2af-4858-8afb-6ce0c123eabc&tx_pure_pure5%5BshowType%5D=pub&cHash=0f0e4ac34790ed1a0033fbeebbe0dc23 Dannesboe, K. I. Forskning Sun, 01 Jan 2012 09:49:05 +0100 1a53d2b6-b2af-4858-8afb-6ce0c123eabc <![CDATA[Kraftfeltet]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=7f953980-2e11-11dc-aa58-000ea68e967b&tx_pure_pure5%5BshowType%5D=pub&cHash=160ed5495d40bf5289ba5a3028fe85d6 Hasse, C. Forskning Sat, 01 Jan 2000 09:49:05 +0100 7f953980-2e11-11dc-aa58-000ea68e967b <![CDATA[Legende videregående uddannelser]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=178886be-5272-438a-b767-9b13d35e7246&tx_pure_pure5%5BshowType%5D=pub&cHash=d371f0c00046fd09686d9e4fb8a06ccf Nørgård, R. T.
Legende videregående uddannelser repræsenterer et alternativ til de mere traditionelle, performance- og resultatorienterede tilgange, der præger mange institutioner i dag. Denne tilgang bygger på en erkendelse af, at det legende ikke blot er forbeholdt barndommen, men er en central del af menneskets evne til at stille sig åbent og undrende i verden for derigennem at kunne tænke, handle og være anderledes (Nørgård et al, 2021; Nørgård & Whitton, 2024a). Bevæggrunden bag legende uddannelser er netop ønsket om at sætte ’fejlmodigheden’ og læringen fri fra de præstationsorienterede rammer, der gør uddannelse til læringsmål og konkurrence, og i stedet fremme en kultur præget af de fem legerammer: undring, kreativitet, fællesskab, demokrati og tilhørsforhold (Nørgård, 2021; Nørgård & Toft, 2024).

Værdien ved legende videregående uddannelser ligger i deres evne til at skabe trygge og åbne læringsmiljøer, hvor fejl og eksperimenter ses som nødvendige skridt på vejen mod dybere tænkning og evnen til at lege med ideer og dele åbent. Dette giver både studerende og undervisere mulighed for at udforske alternative perspektiver, styrke samarbejde og udvikle en mere åben tilgang til viden og verden (Nørgård 2021; Nørgård & Whitton 2024b). Gennem legende tilgange, undervisningsformer, læringsaktiviteter og -fællesskaber skabes rum for deltagelse gennem åben og åbnende udforskning af faglige emner.]]>
Forskning Wed, 01 Jan 2025 09:49:05 +0100 178886be-5272-438a-b767-9b13d35e7246
<![CDATA[GenAI og danske tidsskrifter]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=ed9dadcc-5dc9-4f05-97cb-c3b30d8ffa57&tx_pure_pure5%5BshowType%5D=pub&cHash=855b79bd62f814b435ca7a7d9622daad Jensen, L. X., Christensen, I. F., Stegeager, N., Stenalt, M. H., Nørgård, R. T., Godsk, M.
Workshoppen vil kombinere korte oplæg/’provokationer’ fra danske tidsskriftsredaktører med diskussioner i små grupper. Desuden præsenterer vi en oversigt over, hvordan andre relevante aktører forholder sig til GenAI. Hensigten er at skabe en åben dialog med forfattere, bedømmere, læsere og redaktører, som i sidste ende skal munde ud i et community bud på hvordan vi bedst kan integrere GenAI til kvalitetsforbedring og innovation. Vi ser workshoppen som først trin i det arbejde, og håber at deltagerne vil dele deres perspektiver og ideer som input til processen. Målet er at udvikle og udgive konkrete anbefalinger til GenAI-politikker, der afspejler universitetspædagogiske tidsskrifters værdier og behov, samtidig med at vi sikrer en etisk og gennemsigtig tilgang til teknologien.

Arrangørgruppen repræsenterer redaktører fra Dansk Universitetspædagogisk Tidsskrift, Journal of Problem Based Learning in Higher Education, og Tidsskriftet Læring og Medier.]]>
Forskning Wed, 01 Jan 2025 09:49:05 +0100 ed9dadcc-5dc9-4f05-97cb-c3b30d8ffa57
<![CDATA[Kursusdidaktik og Generativ AI på tværs af universiteterne]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=ca2efaec-5be2-4b01-a974-67378c6cb964&tx_pure_pure5%5BshowType%5D=pub&cHash=4a47d8c0148a9e54e160563088140f39 Hansen, J. J., Nørgård, R. T. Forskning Wed, 01 Jan 2025 09:49:05 +0100 ca2efaec-5be2-4b01-a974-67378c6cb964 <![CDATA[The politics of data visualizations. Introduction to special issue]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=1f2af773-28e7-4d2e-90ec-5b23f5223981&tx_pure_pure5%5BshowType%5D=pub&cHash=b88871cd46c7e504dccfea0b150807fb Ratner, H. F. This special issue investigates the politics of data visualizations in education, examining how visual tools such as dashboards, benchmarks, and progression curves shape educational practices, perceptions, and governance. Far from offering neutral representations of data, visualizations are performative technologies that construct what counts as educational quality and learning. Bringing together contributions from diverse European contexts, the issue explores how data visualizations are produced, negotiated, and consumed across a range of educational settings. It emphasizes the values and power relations embedded in these visual tools, and how they influence decision-making, frame educational realities, and mediate the digitalization and datafication of education. By situating these contributions within broader debates in critical education studies and science and technology studies, the issue foregrounds how data visualizations enact specific understandings of education and how their makers and users relate to them. Together, the articles offer a critical lens on the social, political, and epistemic work that data visualizations perform in contemporary education.

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Forskning Wed, 01 Jan 2025 09:49:05 +0100 1f2af773-28e7-4d2e-90ec-5b23f5223981
<![CDATA[Gamified goal-setting:]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=8447b9cf-191e-4509-b92a-5180fbe1fa23&tx_pure_pure5%5BshowType%5D=pub&cHash=36b8fb28ecca945818007175c4ff2adf Kratochvil, T., Lebedíková, M. Š., Vaculik, M., Prochazka, J., Lieberoth, A. Forskning Tue, 01 Jul 2025 09:49:05 +0200 8447b9cf-191e-4509-b92a-5180fbe1fa23 <![CDATA[Børns perspektiver på leg]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=e3373661-6167-491c-83c3-070f3b128c2f&tx_pure_pure5%5BshowType%5D=pub&cHash=2a4b94fe1ddd3d74bfc5f12e2fccd33d Lieberoth, A., Strand, P., Lasthein Lehrmann, A. Forskning Wed, 01 Jan 2025 09:49:05 +0100 e3373661-6167-491c-83c3-070f3b128c2f <![CDATA[Den store skole-skærmkamp]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=d2999c88-9e4d-4e1f-8d9d-80625a8b6307&tx_pure_pure5%5BshowType%5D=pub&cHash=125bd3ffdaa629871a7b6a7ce60a1fc0 Lieberoth, A. Forskning Mon, 01 Jan 2024 09:49:05 +0100 d2999c88-9e4d-4e1f-8d9d-80625a8b6307 <![CDATA["Good for a girl"]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=13e6de05-c23b-4d43-8402-04e870f4f33e&tx_pure_pure5%5BshowType%5D=pub&cHash=fe6e85de0263181524d3ea598af65294 Lieberoth, A., Persson, M. S. Forskning Mon, 01 Jan 2024 09:49:05 +0100 13e6de05-c23b-4d43-8402-04e870f4f33e <![CDATA[Psychology and role-playing games]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=e8dce46d-9c42-409c-8c3f-6faa2be6e4c8&tx_pure_pure5%5BshowType%5D=pub&cHash=daeb56896f39f542b00259265b381f9b Bowman, S. L., Lieberoth, A. This chapter explores role-playing from different existing scientific frameworks, including developmental, cognitive, behavioral, motivational, counseling, and social psychology. The authors also discuss how role-playing games relate to issues of identity, personality, creativity, and attitudes. Additionally, the chapter explores the psychological interpretations of role-playing through various perspectives, including phenomenology, hobbyist theories, role-play studies, psychoanalysis, and depth psychology. Psychologists have examined why games appear to be highly motivating. Indeed, looking for motivational effects has been one of the more fruitful empirical approaches to the psychological study of games, including digital and analog role-playing games in educational settings. The chapter also explores role-playing in counseling practice, more recent therapeutic uses of role-playing games, and transformative play in leisure communities. While the empirical study of the psychological impacts of role-playing games is still developing, the chapter presents some of the research findings represented in the literature thus far. Finally, the chapter concludes with a discussion of psychological safety and calibration practices, including workshops, safety mechanics, de-roling, and debriefing.

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Forskning Mon, 01 Jan 2024 09:49:05 +0100 e8dce46d-9c42-409c-8c3f-6faa2be6e4c8
<![CDATA[Digital media as COVID-19 lifeline or stressor? An exploratory study on the perception of media usage under isolation]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=4c704552-a81b-4567-8c5a-a5024df4731e&tx_pure_pure5%5BshowType%5D=pub&cHash=1639ee4b6bc738f17a8691ae5e2a20fe Díaz, C., Alba-Marrugo, M., Tungjitcharoen, W., García, N. B., Lieberoth, A. To answer the question if Information and Communication Technologies (ICTs) were benefiting or hindering the mental health of people undergoing isolation during the early pandemics of SARS-CoV-2 (COVID-19), we inquired how people perceived the usage of five ICTs and their relationship with them. We addressed three hypotheses: there is a relationship between the increase in the use of specific ICTs during the isolation period due to COVID-19 and perception of positive psychological effects (H1), feelings of psychological discomfort (H2), and anxiety levels (H3). We found that using ICTs helped people feel less isolated and combat boredom. However, ICTs can cause psychological discomfort when people perceive they spend too much time using them or feel they cannot control their use. We also found that anxiety is related to how people perceive their relationship, with a positive media relationship linked to less anxiety and vice versa.

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Forskning Mon, 01 Jan 2024 09:49:05 +0100 4c704552-a81b-4567-8c5a-a5024df4731e
<![CDATA[Can playing Dungeons and Dragons be good for you? A registered exploratory pilot programme using offline tabletop role-playing games to mitigate social anxiety and reduce problematic involvement in multiplayer online video games]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=4ea2ba70-e744-45f2-b27f-2536268877e9&tx_pure_pure5%5BshowType%5D=pub&cHash=d4777f3681ab4206e63011b4d5aa622d Billieux, J., Fournier, L., Rochat, L., et al. Gamers with poor self-concept, high social anxiety and high loneliness are more at risk of problematic involvement in video games, such as massively multiplayer online role-playing games. There is a research gap concerning treatment approaches to cater to socially anxious gamers with problematic patterns of gaming involvement. This registered exploratory pilot programme tests the feasibility and initial effect of a structured protocol in which socially anxious online gamers are exposed to real-life social interactions while playing an offline tabletop role-playing game (TTRPG). Our structured protocol lasted 10 weeks and involved 10 sessions organized into three modules in which participants played a TTRPG inspired by the game 'Dungeons and Dragons'. Each module deployed a role-playing scenario designed to challenge the players in game terms and involve them in a story based on maturing relationships with other characters and solving challenges by social means and investigation. Our study used a quasi-experimental multiple single-case design with a three-week baseline across groups (four groups of five gamers with sub-clinical problematic video game use and social anxiety) and a three-month follow-up. Primary outcomes were time spent gaming, gaming disorder symptoms and social anxiety symptoms. Secondary outcomes were assertiveness/social skills, self-concepts and perceived loneliness. In terms of feasibility, we observed that most participants completed the programme (two of the 20 participants dropped out) and were involved in terms of participation and weekly psychometric assessments. Moreover, participants were largely able to attain the progressively more difficult objectives implemented in the TTRPG programme. Multiple single-case analyses showed that most participants benefited from the intervention through a reduction in social anxiety symptoms and problematic gaming symptoms, although to varying degrees. Some participants also reduced their gaming time or presented with reduced perceived loneliness. Assertiveness and self-concepts were not improved. This pilot study shows that a TTRPG intervention approach is feasible and may be used to reduce social anxiety and gaming disorder symptoms. The present programme must now be tested with clinical participants.

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Forskning Wed, 09 Apr 2025 09:49:05 +0200 4ea2ba70-e744-45f2-b27f-2536268877e9
<![CDATA[Cultural Game Jams with Youth:]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=8da139cd-0386-4436-b803-1906e32de4ef&tx_pure_pure5%5BshowType%5D=pub&cHash=5be701f169dbc2c2b5a23ff583489b4e Eriksson, E., Costa, C. e., Goncalves, M., et al. Forskning Sat, 26 Apr 2025 09:49:05 +0200 8da139cd-0386-4436-b803-1906e32de4ef <![CDATA[ChatGPT med Relationel Sokratisk Uvidenhed]]> https://dpu.au.dk/forskning/forskningsprogrammer/fremtidsteknologi-kultur-og-laereprocesser/publikationer?tx_pure_pure5%5Baction%5D=single&tx_pure_pure5%5Bcontroller%5D=Publications&tx_pure_pure5%5Bid%5D=64ce7645-e4ae-482a-9b88-f589658a000a&tx_pure_pure5%5BshowType%5D=pub&cHash=a09454090294af8814cfa1d365faa344 Hasse, C., Bruun, M. H., Knaap, K. Ø. opdagede vi, at nogle studerende udfordrede de instrumentelle definitioner, der kom fra ChatGPT og trak på deres egne bredere forståelser opbygget gennem deres forudgående uddannelser. Andre studerende havde ikke opbygget tilsvarende ressourcer at trække på. Dette understreger den afgørende rolle, som forudgående læring og den faglige tolkningsramme spiller for at kunne selektere og spørge fagligt relevant ind til den overvældende mængde tilgængelige informationer, AI-chatbots som ChatGPT kan levere. Det kan hjælpe studerende med at afgrænse deres promptning, når de erkender, at deres uvidenhed om et nyt emne ikke er absolut, men relationel i forhold til en bestemt faglighed. Denne erkendelse er vigtig for undervisere og studerende, før vi tillader, at AI-chatbots guider os med de kategorier, der ligger i de store sprogmodellers svar.]]> Forskning Thu, 01 May 2025 09:49:05 +0200 64ce7645-e4ae-482a-9b88-f589658a000a