Ändra sökning
Avgränsa sökresultatet
54555657585960 2801 - 2850 av 2966
RefereraExporteraLänk till träfflistan
Permanent länk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Träffar per sida
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sortering
  • Standard (Relevans)
  • Författare A-Ö
  • Författare Ö-A
  • Titel A-Ö
  • Titel Ö-A
  • Publikationstyp A-Ö
  • Publikationstyp Ö-A
  • Äldst först
  • Nyast först
  • Skapad (Äldst först)
  • Skapad (Nyast först)
  • Senast uppdaterad (Äldst först)
  • Senast uppdaterad (Nyast först)
  • Standard (Relevans)
  • Författare A-Ö
  • Författare Ö-A
  • Titel A-Ö
  • Titel Ö-A
  • Publikationstyp A-Ö
  • Publikationstyp Ö-A
  • Äldst först
  • Nyast först
  • Skapad (Äldst först)
  • Skapad (Nyast först)
  • Senast uppdaterad (Äldst först)
  • Senast uppdaterad (Nyast först)
Markera
Maxantalet träffar du kan exportera från sökgränssnittet är 250. Vid större uttag använd dig av utsökningar.
  • 2801.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Dupire, Jerome
    Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility2016Ingår i: Entertainment Computing - ICEC 2016: 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings / [ed] Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang, 2016, 217-222 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    Game Accessibility (GA) has been brought to the front of the video game landscape thanks to a recent but major change in the US law called the Communications and Video Accessibility Act; GA is now a legal obligation for game developers in the US. However, there is a gap between legislation and practice of GA. This study is based upon a previous tentative curriculum framework (TCF) for GA. The questions are: What are the opinions among educators and game developers regarding the TCF? How could the TCF be redesigned? To answer the questions, the TCF was surveyed with practitioners and researchers in the GA community. This paper presents an evaluation and redesign of the TCF, divided into different categories, depending on the students’ profiles, scopes and skills. Furthermore, how the curriculum content can be created and shared is also discussed, as well as future work.

  • 2802.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Furöstam, Malin
    Yasasindhu, Roy
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Balancing Game Universes for Playing Without Sight or Hearing2015Ingår i: AAATE 2015, IOS Press , 2015Konferensbidrag (Refereegranskat)
  • 2803.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lange, Göran
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Gamers versus the Index2012Ingår i: Creative Education, ISSN 2151-4755, E-ISSN 2151-4771, Vol. 3, nr 8B, 25-30 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper presents an ethnographic study of pupils within a trial programme (P2), aimed at developing an upper secondary education for so-called ‘gamers’ who had ‘dropped out’ of school. It was done to fol-low up a previous trial programme (P1), since many young persons have problems with school. The main question examined here is: If we found situations where the learning worked, by means of social respon-sitivity, what components were active? How were meaningful affordances created? The trials may be un-derstood from a historical perspective on orality and literacy. Print enabled words to be embedded in space as indexes (tables, lists etc) rather than in time (as orality implies). The index is practiced at the core of traditional school today, with attendance lists and schedules (controlling time and space) and school-books (finalizing the word). Digital culture challenges these structures where the word is not as finalized, and literacy may include other modalities than writing. School is a culture conservative context, which fights back this transformation with more control, through the use of indexes and constraints on digital culture. As contrast, P2 replaced the schedule with full workdays. This enabled the use of commercial off-the-shelf (COTS) computer games, especially massively multiplayer online (MMO) games, as re-placement for schoolbooks (not all books). The study is based on interviews with the pupils as well as daily participatory observations for two years. Further, data about attendance over two years and grades at the start and end of P2 are presented. The results show that most of the pupils returned to school, became interested in learning again and got grades. They expressed a sense of freedom, which is closely related to the voluntary aspect of playing a game. In other words, to do things for the sake of the actitivity itself, ra-ther than some external learning goal. The paper concludes with a comparison between P2 and traditional school, based upon the study and suggests future research. A review of related research is also included.

  • 2804.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lange, Göran
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    System Design Requirements for Formal Education Based on COTS Entertainment Computer Games2015Ingår i: ECGBL 2015, Academic Conferences Publishing , 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Computer games can be designed as tools for school, but formal education can also be game-oriented based on dialogue enabling the use of commercial-off-the-shelf (COTS) entertainment games. The latter design was applied in two upper-secondary school trial educations, called the Digital Room. A problem is that teachers have to grade pupils based on assessment of the learning process through playing COTS games together with the pupils, while retaining compliance with the school regulations which can also change over time. The question is: what are the requirements for designing a system supporting teachers in bridging this gap? This paper describes and compares two trials of the Digital Room, enabling a long-term study between 2003-2013 with secondary school pupils and teachers. To answer the question in this paper, teachers from both trials were interviewed and situations were analysed based on a critical realist approach. Lack of time to manage and reflect on the documentation for assessment was a critical part of the results, and a teacher support system was explicitly asked for. Knowing what to document was crucial as games have many modes of expression, and understanding how to assess what has been documented was the hardest part. Conclusions are that a knowledge management system (KMS) could aid teachers in supporting each pupil to fulfil their goals and the requirements of the existing school system. Due to the expressed lack of time for management and assessment of documentation, the KMS should compile the data of each pupil’s actions in the game as basis for grading. Further, this KMS could be used for further learning by combining explicated knowledge from the socialisation process. Pupils could also add explicit information to the KMS about findings on the Internet and from oral dialogue with peers and teachers. Thus, the KMS must enable multimodal expressions to be as accessible as possible, including pupils with impairments. Information must be searchable and sortable which can be a challenge to achieve with other modes of expression than text. Further, the KMS design has to include both pupils and teachers in evaluations, and be easy to adapt when new regulations create new conditions. Future research includes implementing and evaluating the system in a similar game-oriented formal education context outside of traditional school.

  • 2805.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Männikkö Barbutiu, Sirkku
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perera, Harsha
    Anuradha, Upul
    Game Based Learning of Programming in Underprivileged Communities of Sri Lanka2016Ingår i: Proceedings of the 10th European Conference on Games Based Learning: The University of the West of Scotland, Paisley, Scotland, 6-7 October 2016 / [ed] Thomas Connolly, Liz Boyle, Academic Conferences Publishing, 2016, 773-780 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    Game based learning (GBL) has emerged during the last decade in so-called high-income countries with good access to computers, while many low and middle-income countries are starting to explore GBL and its potential in education. For instance, the increased use of smartphones in Sri Lanka provides better opportunities to play games. Furthermore, a first GBL course at the University of Colombo was organised in 2015. In this study, an effort to raise awareness of the various possibilities of ICTs within underprivileged communities of Sri Lanka was made. A free, web-based game for learning programming was used at two different telecentres during three workshops, with three different age groups: 1) 14 students aged 10-18; 2) 19 students aged 8-16; and 3) 18 school leavers aged 15-20. Telecentres are places providing access to computers, Internet and various services. The progress of participants through the game was observed and notes were taken during the workshops, followed up by group interviews, and a survey of all participants. Our findings show that the participants found the game to be fun and of medium difficulty level. They also expressed that they need to learn English better and improve their computer skills to be able to learn more programming. Despite the limited Internet access, limited number of computers, and language barriers, most students and school leavers completed between 10 to 15 puzzles, including programming concepts of commands, conditions and events. The youngest participants (8 years old) completed at least 5 puzzles. From our results we conclude that without prior programming experience, all the participants became motivated to learn more about programming within the 1.5 hours of the workshop with this GBL approach. This indicates that the learning curve of the GBL approach to learn programming is considerably low whereas the motivation to learn through GBL is high. Furthermore, the GBL approach has good potential to raise awareness of learning opportunities at telecentres. Skills in programming games and related ICT skills can be beneficial for the whole community; it may enable further development of services and designs addressing the local needs. In our future work we aim to follow-up through online communication with the participants regarding how they can continue to learn more about programming and other ICT skills.

  • 2806.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Nordeson, Stig
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Operative Series (OpS): a platform independent carrier mechanism for game accessibility and AI2009Ingår i: Computer Games, Multimedia and Allied Technology 09 Proceedings, United Kingdom: Dr. Edmond Prakash , 2009, nr 1Konferensbidrag (Refereegranskat)
  • 2807.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Näckros, Kjell
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Game Accessibility Implementation Model (GAIM)2008Ingår i: Computer Games & Allied Technology '08- Animation, Multimedia, IPTV & Edutainment, 3 Anson Road, #32-00, Springleaf Tower, Singapore 079909: Edmond Prakash , 2008Konferensbidrag (Refereegranskat)
  • 2808.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Söderström, David
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Karlsson, Olov
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Peiris, Ranil
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Inclusive competitive game play through balanced sensory feedbackManuskript (preprint) (Övrigt vetenskapligt)
  • 2809.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Return on Investment in Game Accessibility for Cognition Impairments2013Ingår i: Assistive Technology: From Research to Practice / [ed] Pedro Encarnação, Luís Azevedo, Gert Jan Gelderblom, Alan Newell, Niels-Erik Mathiassen, IOS Press, 2013, 577-582 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    The computer game industry sales are counted in billions of dollars, and gamers with disabilities play more casual games than non-disabled gamers. Yet many potential gamers are excluded and gamers with cognition impairments have not been in focus for research and development. With recently published game accessibility guidelines as a framework, professional game producers were surveyed about the number of man-hours needed to implement basic guidelines for cognition. The survey data was compared with a previous survey on the number of people with cognition impairments constituting barriers to gaming, showing that return on investment may be achieved.

  • 2810.
    Westin, Thomas
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Regression from game-oriented to traditional school2015Ingår i: Journal of Educational Technology Systems, ISSN 0047-2395, E-ISSN 1541-3810, Vol. 43, nr 4, 349-370 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Pupils in Sweden are socialized in commercial off-the-shelf games, and, therefore, game-oriented formal education can constitute a foundation for further socialization of pupils excluded in school. However, digital illiteracy and traditional views among school staff forced a regression from the game-oriented formal trial education in this study back to the traditional education form. Research questions were as follows: How did the pupils act upon the consequences of the regression? How can these acts inform the design of education in digital culture? These questions were addressed using ethnography over 3 years. The pupils' acts differed depending on their socialization in school and in games. While the game-oriented formal education included all in the socialization process, the regression caused half of the pupils to drop out. The pupils' acts are discussed with a conceptual framework. Conclusions show the need for digital literacy and understanding pupils' perspectives on education among school staff.

  • 2811.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Kjellin, Harald
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Using video in online education - evaluation of formats2010Konferensbidrag (Övrigt vetenskapligt)
  • 2812.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Boström, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Nenzén, Stefan
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perjons, Erik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Framework for implementation of learning analytics projects in higher education2014Ingår i: DSV writers hut 2014: proceedings, August 21-22, Åkersberga, Sweden, Department of Computer and Systems Sciences, Stockholm University , 2014Konferensbidrag (Övrigt vetenskapligt)
  • 2813.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hansson, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Making campus education flexible: Adapting to student needs2011Ingår i: Society for Information Technology & Teacher Education International Conference (SITE) 2011 Nashville, Tennessee, USA March 7, 2011, Chesapeake, VA: AACE , 2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    The number of students that attend higher education is increasing (10.6% increase in Sweden), students are getting older, and have a different social situation than before. This changes the way universities should deliver education to its students. We currently use a very university centered approach that ignores the needs of the students, this must change to a more student centered delivery model. We believe that we must move into a form of flexible learning that allows students to be in control of their lives. In this article we explain such a model, the rational, how we rebuilt our lectures halls to handle flexible learning, and we concluded by presenting the lessons we learned along the way. We aim at presenting an example of how flexible learning can be incorporated into campus education by offering students three ways of taking part in lectures and other activities. (1) On campus in the lecture hall, (2) At home watching live streaming, or (3) Watching the recorded video after the fact.

  • 2814.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hansson, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Ekenberg, Love
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    A model for Mega online courses: development, implementation and evaluation of an effective large scale online learning course2009Ingår i: La Revista de InvestigacionesArtikel i tidskrift (Refereegranskat)
  • 2815.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Programvaruutveckling.
    Hansson, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Kommunikation och kognition.
    Ekenberg, Love
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Centralt. Data- och Systemvetenskap. Programvaruutveckling.
    A model for Mega online courses: Development, implementation and evaluation of an effective large scale online learning course2008Ingår i: Proceedings of International Council for Open and Distance Education (ICDE), 2008Konferensbidrag (Övrigt vetenskapligt)
  • 2816.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Programvaruutveckling.
    Hansson, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Kommunikation och kognition.
    Glimbert, Lars
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Data- och Systemvetenskap.
    The impact of synchronous online communication on cooperation/networking and learning - Case studies from research projects and higher education2009Ingår i: 23rd ICDE World Conference on Open Learning and Distance Education including the 2009 EADTU Annual Conference, to be held on 7-10 June 2009 in Maastricht, Netherlands, 2009Konferensbidrag (Övrigt vetenskapligt)
  • 2817.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hansson, Henrik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Larsson, Ken
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Näckros, Kjell
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Glimbert, Lars
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Designing the physical learning space with digital resources The best of two worlds?2010Konferensbidrag (Refereegranskat)
  • 2818.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Näckros, Kjell
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mixed-mode education 2.02009Konferensbidrag (Refereegranskat)
  • 2819.
    Wettergren, Gunnar
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Åkerlund, Kent
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Aligning pedagogy with economics: An empirical study of the economical value of lowering the teacher-student ratio2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents an empirical study and trial conducted at the department of Computer and Systems Sciences (DSV) at Stockholm University. The study was conducted during the spring term of 2012. The overall goal of the paper is to evaluate the economical feasibility in decreasing the student teacher ratio in an online course in project management. The context for this study is the Swedish university system where universities are 100% state funded based on registration and performance. This study only accounts for cost and revenue connected to the course, i.e. for delivering the course itself not the cost for overhead. The rational for this is that 50% of the total financing for a student is given at registration and used within the department to cover overhead and indirect costs. The remaining 50% of the total financing is given upon completion of course credits and is in this study used as the basis for revenue calculations.

  • 2820. Wetzel, Richard
    et al.
    Lindt, Irma
    Waern, Annika
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Kommunikation och kognition. Mobile Life.
    Jonsson, Staffan
    The Magic Lens Box: Simplifying the Development of Mixed Reality Games2008Ingår i: International Conference on Digital Interactive Media in Entertainment and Arts, 2008Konferensbidrag (Övrigt vetenskapligt)
  • 2821. Wetzel, Richard
    et al.
    Waern, Annika
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Jonsson, Staffan Hemming
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lindt, Irma
    Ljungstrand, Peter
    Åkesson, Karl-Petter
    Boxed Pervasive Games: An Experience with User-Created Pervasive Games2009Ingår i: Pervasive 2009, Nara, Japan May 2009, 2009Konferensbidrag (Refereegranskat)
  • 2822.
    Wijkman, Per
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Contributions to Evolutionary Computation1997Doktorsavhandling, monografi (Övrigt vetenskapligt)
  • 2823.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Behavioural Changes in Students Participating in an Upper Secondary Education Program Using Unmodified Computer Games as the Primary Teaching Tool2005Ingår i: Proceedings of CGAMES 2005, 7:th International Conference on Computer Games, 28-30 November 2005 / [ed] Mehdi, Q., Gough, N., and Natkin S., Wolverhampton: University of Wolverhampton, School of Computing and Information Technologies , 2005, 66-73 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    The extensive use of computer games have been suggested to induce behavioural differences in the players as a result of neuroplasticity. Such changes, if present, suggests that computer games may be ideally suited as teaching tools for students having grown up with this technology. Using computer games extensively in the education system would in turn increase the gaming exposure significantly, even further accentuating any such neuroplastically mediated behavioural changes. To obtain information on possible changes in student behaviour patterns in key areas, an empirical study was conducted. Students participating in a test project extensively using computer games as teaching tools, were interviewed about both games related and other key behaviours. Results show some changed behaviours in the studied areas, such as decreased television watching habits and a shift from FPS to MMORPG as favourite game genre. While being consistent with computer games being able to induce behavioural changes through neuroplasticity, other factors may also have contributed in the studied case, and more research is needed.

  • 2824.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Computer game use and communication habit changes2007Ingår i: Proceedings of CGAMES 2007. 10:th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games / [ed] Mehdi,Q. and Elmaghraby, A., Wolverhampton: The University of Wolverhampton, School of Computing and Information Technology , 2007, 31-38 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    Extensive use of computer games have been suggested to induce behavioural differences in the players, either as a result of neuroplasticity or through social mechanisms. The usage patterns of computer mediated communication channels, such as internet chat rooms and web based forums, as well as other communication channels enabled by recent technological advances, such as voice and SMS text messages through mobile phones, are of interest in this game related context. Also, any potential changes in the usage patterns of traditional media such as books an television are of interest when linked to computer game use. To obtain information on possible changes in student communication patterns, an empirical study was conducted. Students participating in a test project extensively using computer games as teaching tools, were interviewed about both games related and communication related behaviours. The acquired data was then compared to previously obtained data regarding the corresponding communication behaviours prior to joining the game-intensive project. Results show that communication through web based chat and dedicated chat programs showed only minor changes, while web based forums, email, and SMS text messages showed various degrees of increased use. Television viewing habits continued the decreasing trend seen in previous papers in this series, particularly regarding entertainment related television programs that are now down to only 53.9% of the viewing time prior to entering the game project. A dramatic difference is seen between fans of MMORPG and FPS games, the former viewing only 17.5% as much television as the latter group.

  • 2825.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Game Mediated Communication: Multiplayer Games as the Medium for Computer Based Communication2005Ingår i: Proceedings of DIGRA 2005, Changing Views: Worlds in Play, 2:nd International Digital Games Research Association Conference, June 16:th-20:th, 2005, Vanvouver, Canada.: Digital Games Research Organisation , 2005Konferensbidrag (Refereegranskat)
    Abstract [en]

    As multiplayer games evolve in functionality and with respect to the number of participants, ingame communication between players is increasing. As in-game communication increases, games may be considered the natural medium for computer based communication in general. Special issues may arise due to the real-time nature of many games, as intraplayer communication must not interfere with other parts of the gameplay. To obtain information on the extent to which computer based chat is spontaneously associated with multiplayer games, an empirical study was conducted. Children from age 10 to age 15 were interviewed about their computer based communications. To ensure unbiased results, game related issues were never brought up by the interviewer. Results show that multiplayer games were spontaneously pinpointed by 16.83% of the interview subjects being asked about their computer chat habits. Positive remarks dominated, but some negative aspects were also mentioned, such as difficulty chatting and playing simultaneously.

  • 2826.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Games and Peer-to-Peer File Sharing: Attitudes Towards Illegal Distribution of Computer Games2004Ingår i: Proceedings of CGAIDE 2004, 5:th International Conference on Computer Games, Artificial Intelligence, Design and Education / [ed] Mehdi, Q., and Gough, N., Wolverhampton: The University of Wolverhampton, School of Computing and Information Technology , 2004Konferensbidrag (Refereegranskat)
    Abstract [en]

    As peer-to-peer file sharing is a widespread and user friendly technique ideally suited to distribute illegally produced copies of computer games, the users attitudes towards acquiring games through this medium is of great interest. To obtain information on the extent to which peer-to-peer file sharing is associated with computer games distribution, and the nature of these associations, an empirical study was conducted. Children from age 10 to age 15 were interviewed about their computer based communication habits and attitudes. To ensure unbiased results, games and games related issues were never brought up by the interviewer. Results show that the distribution of computer games were spontaneously pinpointed by 15.58% of the interview subjects being asked about their peer-to-peer file sharing habits. Younger students showed a significantly more positive attitude towards this activity, while a majority of the older students pointed out negative aspects of acquiring computer games this way. Through the negative quotes given, the concept of empathy with game designers is identified as having potential as a possible counterfactor.

  • 2827.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perception of Computer Games in Non-Gaming Contexts2010Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    As computer games have evolved from single-player entities to complex, highly communicative on-line game worlds, their potential to fill different roles in society has grown. One aspect of this change is that various forms of computer mediated communication may become increasingly associated with games in various ways. Another issue is that of extensive exposure to computer games possibly leading to behavioural change through the mechanism of neuroplasticity, as argued by some researchers. Finally, since experiences from using game-like software designed explicitly for teaching purposes, edutainment, have been reported to be somewhat disappointing, the alternative to use unmodified straight-from-the-shelf computer games as learning environments in school is an interesting option.

    To investigate these issues a series of empirical studies were conducted, the first of which were dual interview studies with students of various ages in schools in two different regions, mapping their communication habits and associations of these with games. Secondly, a series of longitudal studies were performed during the course of a four-year experimental school project, where a class of upper secondary education students used regular computer games as their main didactic environment in school.

    Results show that computer mediated chat, as well as peer-to-peer file sharing, is in various ways spontaneously associated with computer games to a substantial degree. Empathy with game developers’ efforts is identified as a possible countermeasure against software piracy of games, as opposed to legislation. The theory of neuroplasticity induced behavioural change as a result of extensive exposure to computer games is corroborated by empirical observations, but not proven since other possible mechanisms are also present. The longitudal data indicates a high didactic potential in regular computer games used as learning tools in school. The teacher’s role is not marginalized but is perceived as essential by participating students, and a systematic model for evaluating the didactic potential of multimodal media such as computer games is needed.

  • 2828.
    Wiklund, Mats
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The Game Genre Factor in Computer Games Based Learning2006Ingår i: Proceedings of CGAMES 2006, 8:th International Conference on Computer Games, AI and Mobile Systems, 24-27 July 2006, Louisville, Kentucky, USA, 2006Konferensbidrag (Refereegranskat)
    Abstract [en]

    As the usage of commercial, off-the-shelf computer games as teaching tools are being discussed and empirically studied, the varying properties of different game genres is an important factor that should be taken into account. The possible impact on study results that may be inherent from game genres as such is an issue that needs to be studied in order to assess the potential of using commercial games in a learning situation. To obtain more information on the impact of game genre on a learning environment, an interview study was conducted. Students undertaking their 10:th and 11:th year of study as part of a test project using commercial off-the-shelf computer games of their own choosing as the main teaching tool, were interviewed about their favourite game genres. This was correlated with their study results in the subject of English (as a second language), for students favouring FPS (First Person Shooter) games versus MMORPG:s (Massively Multiplayer On-line Role-Playing Games). Results show that students with MMORPG:s as their favourite game genre (with or without other genres in conjunction) received a higher average number of yearly grades in English (as a second language) than students with FPS games as their favourite game genre.

  • 2829.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Ekenberg, Love
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Going to school in World of Warcraft: Observations from a trial programme using of-the-shelf computer games as learning tools in secondary education2009Ingår i: Designs for Learning, ISSN 1654-7608, Vol. 2, nr 1, 36-55 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The use of commercial, off-the-shelf computer games as teaching tools is an interestingpossibility, but one that may alter the teacher’s role. Unlike specially adapted, gamelike educational software, students’ attitudes toward the learning potential of computer games may be very different in the presence or absence of an accompanying teacher. The purpose of this work is to investigate whether commercial, unmodified computer games have potential as a tool for learning enhancement, whether varying properties of game genres have an impact on study results, and how the students perceive the teachers role in a learning environment using computer games. Twenty-one students, all of them participants in a longer-term trial programme in game-based education, were interviewed concerning their perceptions of the learning environment, their preferred gamegenres, and the outcome of their studies. Our findings show that this form of learningresults in significantly increased knowledge. It also appears that accompanyingteacher activities are important, especially when successfully linked to in-game activities.

  • 2830.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Glimbert, Lars
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Students Perception of a Learning Environment and the Teachers Role While Using Unmodified Computer Games as Learning Tools in Upper Secundary Education2005Ingår i: Proceedings of CGAIMS 2005, 6:th International Conference on Computer Games, AI and Mobile Systems, 27-30 July 2005, Louisville, Kentucky, USA, 2005Konferensbidrag (Refereegranskat)
    Abstract [en]
    As the usage of computer games as teaching tools are being discussed and empirically studied, the use of unmodified, commercial, off-the-shelf games is an interesting possibility. As this may have implications on the teachers role, possibly requiring it to be different from when using specially adapted game-like education software, the students attitudes towards the learning potential of computer games with and without accompanying teacher efforts are of great interest. To obtain information on how students taking part in game based education perceive their learning environment, an interview study was conducted. Students undertaking their 10:th and 11:th year of study as part of a test project using computer games as the main teaching tool, were interviewed about their perception of the created learning environment. Results show that the students perceive this form of learning as having great potential, giving significantly increased knowledge in the studied areas. When comparing to how learning through games alone is perceived, it becomes clear that accompanying teacher activities are important, especially if linked successfully to in-game activities.
  • 2831.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Learning Games or Learning Stimulating Games: An Indirect Approach to Learning Stimulating Effects from Off-the-Shelf Games2013Ingår i: International Journal of Digital Information and Wireless Communications, ISSN 2225-685X, Vol. 3, nr 3, 85-95 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Playing games to support learning is a classic concept that is seeing a revival today in the widespread use of computer games. Inserting educational content into various types of computer games is a strong trend that some researchers have described as a mad rush. The aim of this article is to discuss possible learning stimulating effects of commercial off-the-shelf (COTS) games in a long-term perspective. We argue that COTS game players’ attitudes towards learning may change in a positive direction even in cases where direct learning outcomes are not aimed for. This may be the case when in-game skills are described in terms of real life skills commonly associated with higher education. When a high enough skill level is achieved, then and only then is the player rewarded with pleasant in-game experiences. The causality of the perceived experience is ideally that with high enough skills, positive stimulation follows. The contribution of the gaming lies not in the short-term learning outcome, but rather in the long-term effects it may have on future educational choices. Even if such a game do not fulfil the criteria for learning games it may still be seen as a learning stimulating game.

  • 2832.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Learning Stimulating Effects of Commercial Off-the-Shelf Games2013Ingår i: Proceedings of the fourth international conference on e-learning (ICEL2013), The Society of Digital Information and Wireless Communications (SDIWC) , 2013, 38-44 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    Playing games to support learning is an old conceptthat has got a revival today in the widespread use ofcomputer games. To insert educational content intovarious types of computer games is a strong trendthat some researchers have described as a mad rush.Game based learning has become a wide andheterogeneous field with large variations in designbetween serious games that has been developed for adistinct educational purpose, and Commercial Off-The-Shelf (COTS) games designed for playabilityand entertainment.The aim of this article is to discuss the possiblelearning stimulating effects of COTS games in along-term perspective. We argue that COTS gameplayers’ attitudes towards learning may change in apositive direction even in cases where the directlearning outcomes are not that high. This may be thecase when in-game skills are described in terms ofreal life skills commonly associated with highereducation, such as engineering, electronics orgeology. A common game design is that when a highenough skill level is achieved, then and only then isthe player rewarded with access to better equipment,access to interesting areas and similar pleasantexperiences. The game then has a potential to triggeran important psychological reward mechanism in theplayer’s mind.COTS games could like educational games havemore than just in-game goals and the meta goals in agame are the ones that remain in the player’s mindafter the game has ended. The causality of theperceived experience is ideally that with high enoughskills, the player receives positive stimulation. Withthis approach it would not matter that the actuallearning will have to take place elsewhere, and mostlikely later when the player makes decisions abouthis or her higher education. The contribution of thegaming lies not in the short-term learning outcome,but rather in the long-term effects it may have onpersonal development and future educational choices.Even if such a game do not fulfill the criteria forlearning games it may still be seen as a learningstimulating game. Future research should include alarge scale study investigating the relationshipbetween playing COTS games and students’ choicesand results in higher education.

  • 2833.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Inclusion of Disaffected Youth and Avoidance of Stigmatising Remedial Education Groups Through Game-based Learning2014Ingår i: Proceedings of the 8th European Conference on Games Based Learning / [ed] Busch, C., Reading: Academic Conferences Publishing, 2014, 128- s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    Well-designed games can support intrinsic as well as extrinsic motivation, but to what degree the use of computer games stimulates learning has been widely discussed during the last decade. Some researchers claim that it is the underlying architecture in digital games that provides the learning potential. The use of computer games as a tool for social inclusion in remedial education has also been investigated and presented as a promising idea. Less has been written on how groups should be formed to support school drop-outs and scaffold their inclusion and create a way towards a second chance to education for disaffected youth. The aim of this study is to describe and discuss how game based learning might facilitate the integration of disaffected youth through the avoidance of stigmatising remedial education groups. Empirical data has been collected from a secondary education initiative called The Digital Room. This was a project where all participants had a strong interest in computer games but different educational background. The two main groups can briefly be described as students with grades in core subjects in a traditional secondary school curriculum, and school drop-outs without a complete set of core subject grades. Interviews were conducted with participants from both groups in a longitudinal study between 2005 and 2010, including a retrospective follow-up. Findings show that the initial group division that still was present after two years of the project later had dissolved when new interviews were carried out towards the end of the project. From a teacher’s perspective this game-based setup facilitated individual student support in a heterogeneous group with large variations in study techniques and learning tempo.

  • 2834.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Biometric Belt and Braces for Authentication in Distance Education2016Konferensbidrag (Refereegranskat)
    Abstract [en]

    Assessment of students in traditional higher education has always had mechanisms to prevent cheating and plagiarism, and the same need exists today for online assessment in virtual learning platforms. The number of students that are suspended from courses in tertiary education has increased in the last decade and there is a need for new techniques to handle the problem in online environments. To achieve zero cheating is hard (or impossible) without repelling not only cheaters but also those students who do not cheat, where a zero-tolerance emphasis also would risk inhibiting students' intrinsic motivation. Several studies indicate that existing virtual learning environments do not provide the features needed to control that the intended student is the one taking the online exam. New technology opens up opportunities for online authentication through biometrics, but raises new ethical issues in the fields of integrity and data protection. The aim of this study is to explore and discuss how a reliable model for online authentication in distance education could be constructed with the use of biometrics without the risk of unnecessary integrity violation. Data has been collected in a literature study and discussed in the light of existing technology applied to the field. Findings show that promising digital techniques exist which could be combined to assure authentication in online exams without violating students' privacy or storing sensitive data. A suggestion is to develop a biometric belt and braces model with a combination of scanned facial coordinates and voice recognition, where only a minimum of biometric data is stored. Conclusions are that online examination becomes feasible when the associated cheat risks are not zero but as low as in traditional examination, and that students' integrity have to be considered in all learning modalities.

  • 2835.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rudenmalm, William
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Evaluating Educational Games Using Facial Expression Recognition Software: Measurement of Gaming Emotion2015Ingår i: Proceedings of the 9th European conference on game-based learning / [ed] Robin Munkvold, Dr Line Kolås, Reading: Academic Conferences Publishing, 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    The issue of using educational games versus entertainment games as the base for learning environments is complex, and various data to base the decision on is needed. While participants’ verbal accounts of their situation is important, also other modes of expression would be meaningful as data sources. The availability of valid and reliable methods for evaluating games is central to building ones that are successful, and should preferably include outside measurements that are less affected by the participants’ choice of what to share. The present study considers a method using software for analysing facial expressions during gameplay, testing its ability to reveal inherent differences between educational and entertainment games. Participants (N=11) played two games, an entertainment game and an educational game, while facial expressions were measured continuously. The main finding was significantly higher degrees of expressions associated with negative emotions (anger [p < 0.001], fear [p < 0.001] and disgust [p < 0.001]) while playing the educational game, indicating that participants were more negative towards this game type. The combination of cognitive load inherent in learning and negative emotions found in the educational game may explain why educational games sometimes have been less successful. The results suggest that the method used in the present study might be useful as part of the evaluation of educational games.

  • 2836.
    Wiklund, Mats
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norberg, Lena
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mozelius, Peter
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Mapping of cheat preventing mechanisms between traditional and on-line examination2014Ingår i: DSV writers hut 2014: proceedings / [ed] Gustaf Juell-Skielse, Department of Computer and Systems Sciences, Stockholm University , 2014Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Preventing cheating in online as well as more traditional examination is important, but achieving zero cheating is hard or impossible without repelling not only cheaters but also those who would not cheat. A zero-tolerance emphasis on cheating shifts the focus from what is being learned to test scores, destroying the intrinsic motivation of learning. Test scores are only meaningful within the education, while the actual learning is what creates meaning outside of the education. What forms of cheat prevention in online examinations are reasonable in relation to traditional examination, without ruining the students' intrinsic motivation? A literature study was conducted. From the discussion of previous research it can be concluded that zero tolerance of cheating in online examination is unrealistic, unnecessary and not required compared to traditional examination. Further, zero tolerance could also ruin the intrinsic motivation of learning. This enables forms of examination such as web camera observation but also dialogue based interaction for examination.

  • 2837. Wilson, Max L.
    et al.
    Larsen, Birger
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Norling, Kristian
    Russell-Rose, Tony
    EuroHCIR2013 - the 3rd European Workshop on Human- Computer Interaction and Information Retrieval2013Ingår i: Proceedings of the 36th international ACM SIGIR conference on Research and development in information retrieval, New York: Association for Computing Machinery (ACM), 2013, 1139-1139 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    The purpose of EuroHCIR is to push the agenda of understanding the role that HCI has with IR systems, beyond Interactive IR. Alongside the popular American HCIR series, EuroHCIR aims to stimulate this focus in the large European community. While the previous two workshops have taken place at more HCI focused conferences (BCS-HCI and IIiX2012), the particular purpose of running EuroHCIR2013 at SIGIR2013 is to better engage with the core IR community, on extended search scenarios like holiday planning, entertainment, and casual browsing.

  • 2838. Wilson, Max L.
    et al.
    Russell-Rose, TonyLarsen, BirgerHansen, PrebenStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.Norling, Kristian
    Proceedings of the 3rd European Workshop on Human-Computer Interaction and Information Retrieval2013Proceedings (redaktörskap) (Övrigt vetenskapligt)
    Abstract [en]

    EuroHCIR 2013 was organised with the specific goal of better engaging the IR community, who have been underrepresented at previous EuroHCIR conferences. Thus we proposed to have the workshop at the ACM SIGIR conference in Dublin. Research, Industry, and Position papers were invited, and although very few industry submissions were received, we received a number of research and position papers focusing on the intersection of IR and HCI evaluations, several focusing on adapting the TREC paradigm. Many interesting system and demonstrator papers were also accepted.

  • 2839. Wilson, Max, L.
    et al.
    Tony, Russell-Rose,Birger, Larsen,Hansen, PrebenStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.Kristian, Norling,
    Proceedings of the 3rd European Workshop on Human-Computer Interaction and Information Retrieval2013Samlingsverk (redaktörskap) (Övrig (populärvetenskap, debatt, mm))
  • 2840.
    Winge, Monica
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Collaboration and Coordination Challenges in Patient-Centered Care: Models and Informaion Services2016Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    This thesis reports on research focuses on how to deal with the fact that the organization and processesof today’s health and social care are becoming ever more complex as a consequence of societal trends, including an aging population and an increased reliance on care at home. The overall research goal is to suggest ways in which IT-based solutions can enable and leverage collaboration and coordination insituations where a co-morbid patient is subject to care delivered simultaneously by several different professionals and organizations.

    Patient-centered care is defined as quality health and social care achieved through a partnership between informed and respected patients, their families, and coordinated health and social care teams who conduct care activities according to jointly determined care plans.

    Against a background of several years of research on patient-centered collaborative care using adesign science approach, using techniques such as focus groups, interviews, and document studies, the author of the thesis has further pursued the work in a project named CoCare. Results show that the care required in aging societies is both a social and a technical challenge. Meeting this challenge will require a redesign of today's health and social care processes in order to focus more clearly on patient needs and values, and poses demands on information services allowing to share knowledge of the patient’s health and social situation among involved care providers. An important aspect of the increased complexity is that a single patient may need care from several autonomous care providers in parallel, particularly patients with co-morbidities. This clearly requires effective coordination of care activities, which poses further demands on information services to support this task.

    A set of issues involving patient-centered collaborative care is identified and analyzed. The thesis introduces the notions of the Patient-Centered Care Process (PCCP) and a conglomeration of suchprocesses. A conglomeration comprises a set of PCCPs that concern the same patient, that are overlapping in time, and that share the overall goal of improving and maintaining the health and socialwell-being of the patient. The PCCP is inspired by the well-known PDCA cycle and comprises the four phases of assessing the patient situation (ASSESS), planning care activities (PLAN), performingcare activities (DO) and following up care (CHECK) for the patient. Based on a number of key standards, such as HL7, HISA and CONTsys, the thesis introduces a Patient-Centered Information Model (PCIM). A set of information services, together constituting a Coordination Hub, is proposed. The information services aim to help formal as well as informal carers (including the patient) inconducting care according to the PCCP

    The thesis contributes to a deeper understanding of care processes and suggests ways to achieve patient-centered collaborative care that better contributes to creating value for the patient as an individual.

  • 2841.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Drougge, Ulrika
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Juell-Skielse, Gustaf
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Implications of Single Point of Contact: municipal case studies2014Ingår i: DSV Writers Hut: proceedings, August 21-22, Åkersberga, Sweden / [ed] Gustaf Juell-Skielse, Stockholm: Department of Computer and Systems Sciences, Stockholm University , 2014Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    As more public organizations aim to move to the stage of transformational Government, the need for ‘single point of contact” increases dramatically on local, regional and national government levels. This paper contributes to literature by reporting the findings from three case studies of Swedish local government who has reached, or intend to reach, the transformational stage of e-Government. Using a grounded theory approach, information about the municipalities was collected and analyzed from the perspective of goals, implications and change management. The paper reports on the opportunities aimed for and experienced by the municipalities as well as the organization-al, technical and legal challenges faced by them. Finally we make five prop-ositions, based on the learning from the case studies, on how to manage changes related to implementing single point of contact in local government.

  • 2842.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perjons, Erik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Managing the Process Conglomeration in Health and Social Care2013Ingår i: HEALTHINF 2013 - Proceedings of the International Conference on Health Informatics / [ed] Deborah Stacey, Jordi Solé-Casals, Ana L. N. Fred, Hugo Gamboa, SciTePress, 2013, 374-381 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    The organisation and processes of today’s health and social care are becoming ever more complex as a consequence of societal trends, including an ageing population and an increased reliance on care at home. One aspect of the increased complexity is that a single patient may receive care from several separate care providers, which easily results in situations with potentially incoherent, uncoordinated and interfering care processes. In order to describe and analyse such situations, the paper introduces the notion of a process conglomeration. This is defined as a set of patient care processes that all influence the same patient, which are overlapping in time, and that all have the goal of improving or maintaining the health and social wellbeing of the patient. Problems and challenges of process conglomerations are investigated using coordination theory and speech act theory. In order to address the challenges, a number of information services are proposed.

  • 2843.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perjons, Erik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The coordination hub: Toward patient-centered and collaborative care processes2015Ingår i: Health Informatics Journal, ISSN 1460-4582, E-ISSN 1741-2811, Vol. 21, nr 4, 284-305 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The organization and processes of today's health and social care are becoming ever more complex as a consequence of societal trends, including an aging population and an increased reliance on care at home. One aspect of the increased complexity is that a single patient may receive care from several care providers, which easily results in situations with potentially incoherent, uncoordinated, and interfering care processes. In order to describe and analyze such situations, the article introduces the notion of a process conglomeration. This is defined as a set of patient-care processes that all concern the same patient, that are overlapping in time, and that all are sharing the overall goal of improving or maintaining the health and social well-being of the patient. Problems and challenges of process conglomerations are investigated using coordination theory and models for continuous process improvement. In order to address the challenges, a solution is proposed in the form of a Coordination Hub, being an integrated software service that offers a number of information services for coordinating the activities of the processes in a process conglomeration.

  • 2844.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lindh-Waterworth, Eva
    Scenario for a patient at home in health and social care2014Ingår i: Journal of Healthcare Leadership, ISSN 1179-3201, E-ISSN 1179-3201, nr 6, 51-66 s.Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper describes and discusses the situation for a typical patient with multiple illnesses and how his case would benefit from improved coordination, communication, and collaboration among all involved care providers. The paper is built around a patient case presented in a current scenario. The authors identified that for a single patient with several problems and diagnoses and the involvement of several care actors, the common issues concern lack of collaboration, lack of coordination, and awareness of what others have done to assess, plan, perform, and evaluate care. This presumably leads to a lack of care quality and a lack of effective use of care resources. The scenario and the findings are based on a patient-oriented perspective, on an analysis expressed in focus groups, and on interviews with key actors in health and social care. The paper also discusses the fact that an increasing number of patients are treated in their homes by a variety of organizations, and how this fact raises new and more intense demands on the various stakeholders forming the care staff to collaborate and coordinate care. We point to the need for managers in and between organizations to agree on the ways of collaborating at the operational level. Most importantly, by taking a basic set of issues as the starting point for reasoning, we derived a set of related problems and suggest solutions to deal with these. The literature currently lacks scenario descriptions that put the patient's situation into focus with respect to collaboration between health and social care. Finally, the paper presents a future case for collaboration including support by new e-services.

  • 2845.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Perjons, Erik
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Understanding Care Work and the Coordination of Care Process Conglomerations2015Ingår i: Advances in Conceptual Modeling: ER 2015 Workshops AHA, CMS, EMoV, MoBID, MORE-BI, MReBA, QMMQ, and SCME, Stockholm, Sweden, October 19-22, 2015, Proceedings / [ed] Manfred A. Jeusfeld, Kamalakar Karlapalem, Springer, 2015, 26-37 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    Health and social care is becoming ever more complex as a consequence of societal trends, including an aging population and increased reliance on care at home. One aspect of the increased complexity is that a single patient may receive care from several care providers, which easily results in situations with potentially incoherent, uncoordinated, and interfering care processes. In order to describe and analyze such situations, the article introduces the notions of patient-centered care process and a conglomeration of such. The latter is defined as a set of patient care processes that all concern the same patient, are overlapping in time, and are all sharing the overall goal of improving or maintaining the health and social well-being of the patient. The processes are based on a PDCA-cycle comprising phases for assessing, planning, performing and following up the care for the patient independently of health and social care organizations.

  • 2846.
    Winge, Monica
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wangler, Benkt
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Needs, Requirements, and e-Services for Collaborative and Patient-Centered Care2013Ingår i: BIR 2012. Emerging Topics in Business Informatics Research 2012: Proceedings of the 11th International Conference on perspectives in business informatics research / [ed] Natalia Aseeva, Eduard Babkin, Oleg Kozyrev, 2013, 75-91 s.Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper discusses the fact that more and more patients are treated in their homes by a whole set of organizations, and how this fact places new and more intense demands on health and social care staff to communicate and collaborate. The aim of the paper is to further explore the detailed needs for collaboration between different care units, individuals and professions, and to outline organizational and/or IT-based solutions. The suggested solutions are based on a patient and process oriented perspective and on an analysis of needs and issues expressed in interviews with key actors in a number of research projects focused on collaboration in care. We point to the need for managers in different organizations to agree on ways of communicating and collaborating on the operational level over sectors and units and how this aspect has to be taken into account already during procurement of care services. Most importantly, by reasoning from a basic set of issues, we derive a set of related problems and suggest solutions for how to deal with these. The solutions include suggestions for various e-services aimed at improving coordination and collaboration among care personnel.

  • 2847.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Meta-Modelling as a Means for Improved Communication and Interoperability - The Case of Frisco2005Konferensbidrag (Refereegranskat)
  • 2848.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Reconciliation of two Business Modelling Frameworks2005Konferensbidrag (Refereegranskat)
  • 2849.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    H.M. ter Hofstede, Arthur
    Russell, Nick
    M.P. van der Aalst, Wil
    Patterns-based Evaluation of Open Source BPM Systems: The Cases of jBPM, OpenWFE, and Enhydra Shark2007Rapport (Övrigt vetenskapligt)
    Abstract [en]

    The abundance of approaches towards business process specification and enactment is well-known and is an ongoing source of confusion. One of the objectives of the Workflow Patterns Initiative is to provide an insight into comparative strenghts and weaknesses of the state-of-the-art in Process Aware Information Systems. Over the past years many approaches to business process specification including commercial offerings, modelling languages, and academic prototypes have been evaluated in terms of the patterns in order to assess their capabilities in terms of expressing control-flow dependencies, data manipulation and resource allocation directives. With the increasing maturity and popularity of open source software it seems opportune to take a closer look at such offerings in the Business Process Management area. This report provides a patterns-based evaluation of three well-known open source workflow management systems: jBPM, OpenWFE, and Enhydra Shark.

  • 2850.
    Wohed, Petia
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Andersson, Birger
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Johannesson, Paul
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Open source workflow systems2010Ingår i: Modern business process automation: YAWL and its support environment / [ed] Arthur H. M. Hofstede, Wil M. P. Aalst, Michael Adams, Nick Russell., Berlin: Springer Berlin/Heidelberg, 2010, 401-434 s.Kapitel i bok, del av antologi (Övrigt vetenskapligt)
54555657585960 2801 - 2850 av 2966
RefereraExporteraLänk till träfflistan
Permanent länk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf