20072019
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Publikationer 2007 2019

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Konferencebidrag i proceedings
2019

Development of the Learning Game Tile War

Elbæk Gregersen, M., Gissel Christensen, P., Denise Grønlie, N., Tanggaard Olhsen, M. & Larsen, L. J., okt. 2019, Proceedings of the 13th European Conference on Games Based Learning, ECGBL 2019. Elbaek, L., Majgaard, G., Valente, A. & Khalid, S. (red.). Dechema e.V., s. 271-279

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

Tile
Social aspects
Mechanics
Serious games

“I know I have done this in school, but this is more fun!” The Development of the Motivating Learning Application, The World of Carl

Borges, M. & Larsen, L. J., okt. 2019, Proceedings of the 13th International Conference on Game Based Learning, ECGBL 2019. Elbaek, L., Majgaard, G., Valente, A. & Khalid, S. (red.). Dechema e.V., s. 82-91

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

Smartphones
Application programs
Curricula
2017

An adaptation framework for turning real life events into games: The design process of the refugee game

Therkildsen, S. K., Bunkenborg, N. C. & Larsen, L. J., 2017, Interactivity, Game Creation, Design, Learning, and Innovation : 5th International Conference, ArtsIT 2016 and 1st International Conference, DLI 2016, Proceedings. L. Brooks, A. & Brooks, E. (red.). Springer, s. 239-247 (Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, Bind 196).

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

Application programs

Pokémon GO – A Pervasive Game and Learning Community

Majgaard, G. & Larsen, L. J., 2017, Proceedings of the 11th European Conference on Games Based Learning. Pivec, M. & Grundler, J. (red.). Academic Conferences and Publishing International, s. 402-409

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

2010

Pervasive technology in the classroom

Larsen, L. J. & Majgaard, G., 2010, Global Learn Asia Pacific 2010: Global Conference on Learning and Technology. Association for the Advancement of Computing in Education, 8 s.

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

classroom
learning
pupil
research project
knowledge
2009

A tentative study of World of Warcraft’s addictiveness: Reflections on World of Warcraft’s ontological structure and the design of human desire

Larsen, L. J., 2009, Proceedings. School of Arts, Histories & Cultures (University of Manchester), 10 s.

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

Ontological
Human Desire
Players
Headlines

Developing and Understanding Intelligent Contexts for Playing and Learning

Larsen, L. J. & Helms, N. H., 2009, International Conference onIntelligent Interactive Assistance and Mobile Multimedia Computing 2009. IMC, 2 s.

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

development project
research and development
learning
research project
experience

Intelligent playgrounds: Introductory research on play, game and learning elements in conjunction with intelligent playware intended for outdoor use

Larsen, L. J., 2009, Ikke angivet. ED-MEDIA, 8 s.

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

MOBILE LEARING - possibilities and perspectives

Larsen, L. J., 2009, Proceedings. ED-MEDIA, 8 s.

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

SMS
learning
school system
school
pupil
2008

Digital representation and learning of cultural heritage: - use of Second Life, Facebook and Text messaging

Larsen, L. J., 2008, E-Learn 2008: World Conference on E-Learning in Corporate, Government, Healthcare, & Higher Education. Association for the Advancement of Computing in Education, 7 s.

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

The ‘taking place’ of learning in computer games: Qualitative studies on learning strategies in digital media

Larsen, L. J. & Løfgreen, L. B., 2008, Digital Content Creation: Creativity, Competence, Critique: CONFERENCE PAPERS. DREAM, 7 s.

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

digital media
computer game
learning strategy
learning
educational setting