Change search
Refine search result
1 - 10 of 10
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Rows per page
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sort
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
Select
The maximal number of hits you can export is 250. When you want to export more records please use the Create feeds function.
  • 1.
    Thunberg, Stina
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    Avatarer i litteraturundervisningen2019In: 2018: Digitalt / [ed] Anna Nordenstam, Suzanne Parmenius Swärd, Stockholm: Natur och kultur, 2019, 1, p. 179-193Chapter in book (Other academic)
    Abstract [sv]

    Insikter från en pilotstudie när 24 elever i grundskolans nionde år läser Selma Lagerlöfs klassiker Herr Arnes penningar med hjälp av avatarer och andra spelelement. Texten belyser  både intervjuer med elever och elevernas avatartexter. Resultatet pekar på en lärandepotential den i spelifierade litteraturundervisningen. 

  • 2.
    Thunberg, Stina
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    Den läsande avataren2017Conference paper (Refereed)
  • 3.
    Thunberg, Stina
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    Didactic design: reading through the eyes of the avatar2017Conference paper (Refereed)
  • 4.
    Thunberg, Stina
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    Läsning av Tummelisa - med hjälp av en avatar2019In: Litteraciteter och flerspråkighet: Symposium 2018 / [ed] Kristina Aldén & Aina Bigestans, Stockholm: Liber, 2019, 1, p. 235-246Chapter in book (Other academic)
  • 5.
    Thunberg, Stina
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    Spelet om fiktionen: En didaktisk design av en spelifierad läsundervisning med inslag av fan fiction2016In: SMID 12 TEXTKULTURER: Tolfte Nationella konferensen i Svenska med Didaktisk inriktning / [ed] Cathrine Andersson-Busch, Susanne Duek, Birgitta Ljung-Egeland, Christina Olin-Scheller, Marie Tanner och Michael Tengberg, 2016Conference paper (Refereed)
  • 6.
    Thunberg, Stina
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    The perspective of the avatar: Reading activities as ludic narratives in gamified literature education2019In: 13th European Conference on Games Based Learning (ECGBL19) at the University of Southern Denmark, Odense on the  3rd – 4th October 2019, 2019Conference paper (Refereed)
  • 7.
    Thunberg, Stina
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    The Reading Avatar: Literacy and gamification2019In: ARLE 2019: 12th ARLE conference: Languages and texts: Learning and developmental approaches, 2019Conference paper (Refereed)
  • 8.
    Thunberg, Stina
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    The reading avatar: Reimagine the imaginative through reading and writing2018Conference paper (Refereed)
    Abstract [en]

    This paper presents a study of a game design that legitimizes the students in the second language classroom to act as characters in the classical novel Herr Arnes Penningar by Selma Lagerlöf by descending in the story in the form of a digital avatar (Coleman 2011). The aim is to find new ways of developing reading and writing skills and abilities (Gee & Hayes 2011; Krashen 1991) and to provoke a desire for reading fictional text (Rosenblatt 2003; Ryan 2006; Felski 2008). The method is design-based-research (Barab & Squire 2015) meaning that the design is created in collaboration with teachers, tested in the classroom and that adjustments are made in order to develop the design.

    Tentative findings from the pilot study made in 2016 with 24 students in secondary school shows a reciprocal process that emerges through performance by the avatar, where imaginative reading is reimagined through creative writing in which the reading and the writing process sustain and nourish each other. The study of this paper will be conducted in February 2018 with Swedish as second language students in their second year in upper secondary school. The students will take part of game design using an avatar, doing quests and getting experience points according to the curriculum standards. In focus in this paper is the avatar. Is the avatar subsidising the literature reading? In what ways does the avatar contributes to the use of literature in the second language classroom? The material is interviews with the students and the texts the students write through their avatar.

  • 9.
    Thunberg, Stina
    et al.
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    Graeske, Caroline
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    Boys and Girl-ish Avatars: Performing Gender in Language Education2019In: ARLE 2019: 12th ARLE conference: Languages and texts:: Learning and developmental approaches, 2019, 2019Conference paper (Refereed)
    Abstract [en]

    Newly arrived often feels frustration in the Swedish school system experiencing a lack of agency in their second language education (Nilsson Folke, 2017). This paper presents findings from an educational design research project combining the reading of a classical text, in the picture book form, with gaming elements stimulate creativity and engagement (Gee 2007; Lazar 2015) in the second language classroom. In focus is students’ creation of an avatar to descend in the classical story of Thumbelina and the research question is: What characterizes the reading activity in the gamified design?vThe target group for the design was newly arrived students with little or no formal schooling, preparing for upper secondary school, in the ages of 16-19 years old. The aim was to contribute with new knowledge about using gamification to support the second language learning in reading activities. The story of Thumbelina written by H.C Andersen illustrated by Elsa Beskow was considered to engage and challenge the students with classical themes and richness of nature descriptions in both text and pictures. The gaming elements used are avatars, quests and experience points. The students are instructed to descend in the story and be Thumbelinas friend through an avatar of their creation. Seventeen students participated in the implementation; several male students choose to descend in the story through a female avatar. This paper analyses the students' artifacts, avatar text, and avatar films using theories of gaming (Gee 2007) and performativity (Butler 2004). Preliminary findings are that the students are highly engaged in the making of their avatar. The students either create an avatar very similar to their own person, or the opposite, quite different from themselves. Several boys create a female avatar. And shy students´ avatar becomes more talkative.

    References:

    Butler, J. (2004). Undoing gender. New York: Routledge.

    Gee, James Paul. 2007. What Video Games have to Teach Us about Learning and Literacy. ReRevised and updated edition ed. New York: Palgrave Macmillan.

    McKenney, S., & Reeves, C., Thomas. (2018). Conducting educational design research (2nd ed.) Taylor and Francis.

    Lazar, Gillian. 2015. "Playing with Words and Pictures: Using Post-Modernist Picture Books as a Resource with Teenage and Adult Language Learners." In Literature and Language Learning in the EFL Classroom, edited by Masayuki Teranishi, Yoshifumi Saito and Katie Wales, 94-111. London: Palgrave Macmillan UK.

  • 10.
    Thunberg, Stina
    et al.
    Luleå University of Technology, Department of Arts, Communication and Education, Education, Language, and Teaching.
    Sundström, Birgitta
    Vuxenutbildningen Luleå.
    Vennberg, Anne-Charlotte
    NFTC - Nordiskt flygteknikcentrum.
    Matematikkursen som gör eleven till resursen2016In: Flerspråkighet som resurs: symposium 2015 / [ed] Björn Kindenberg, Stockholm: Liber, 2016, p. 167-181Chapter in book (Other (popular science, discussion, etc.))
1 - 10 of 10
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf