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dc.contributor.authorJohnsen, Hege Mari
dc.contributor.authorRabben, Jannicke
dc.date.accessioned2023-03-08T07:50:28Z
dc.date.available2023-03-08T07:50:28Z
dc.date.created2022-10-17T09:19:25Z
dc.date.issued2022
dc.identifier.citationJohnsen, H. M. & Rabben, J. (2022). Student–staff Co-creation of Serious Games - Lessons Learned. Linköping Electronic Conference Proceedings, 92-96.en_US
dc.identifier.issn1650-3686
dc.identifier.urihttps://hdl.handle.net/11250/3056901
dc.description.abstractFew papers have described academic/faculty staff’s experiences withco-creation,or partnering with students in cross-disciplinary collaborations.The purpose of this paper is to share challenges and outcomes from twointerdisciplinary student–staff co-creationsofserious games for use in a Bachelor of Nursing program in Norway. Our experiences are discussed against an evidence-informed model of student–staff co-creation in higher education. Based on the lessons learned from these two projects, weproposetenkey points for planning and conducting cross-disciplinary student–staff co-creation ofserious games.en_US
dc.language.isoengen_US
dc.publisherLinköping University Electronic Pressen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleStudent–staff Co-creation of Serious Games - Lessons Learneden_US
dc.title.alternativeStudent–staff Co-creation of Serious Games - Lessons Learneden_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© 2022 The Author(s)en_US
dc.subject.nsiVDP::Teknologi: 500en_US
dc.source.pagenumber92-96en_US
dc.source.journalLinköping Electronic Conference Proceedingsen_US
dc.identifier.doihttps://doi.org/10.3384/ecp187016
dc.identifier.cristin2061831
dc.relation.projectUniversitetet i Agder: 586834en_US
cristin.qualitycode1


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