• Design Thinking Methodology for Increasing Quality of Experience of Augmented Reality Educational Games 

      Videnovik, Maja; Vold, Tone; Kiønig, Linda Vibeke; Trajkovic, Vladimir (Chapter, 2019)
      Integration of technology in education with adequate pedagogical approaches creates new opportunities or improving the quality of teaching and learning experiences, raising students' interest and motivation for the classroom ...
    • Does using real cases when educating health managers enhance relevance and learning outcome? 

      Kiønig, Linda Vibeke; Tøndel, Marte; Schult, Ingunn; Holen, Stig; Vold, Tone (Journal article; Peer reviewed, 2018)
    • Entrepreneurs creating entrepreneurs: shopkeepers supporting the forming of micro businesses 

      Vold, Aud Tone; Bergum, Svein; Kiønig, Linda Vibeke; Slyman, Souad (Peer reviewed; Journal article, 2023)
      Making clothes and developing your own brand of clothes may not be innovative although it is a sign of entrepreneurial behaviour. However, the entrepreneurship does not stop there. For some years now, a young man has been ...
    • Facilitating lifelong learning for mature part-time students: findings from South Africa and Norway 

      Vold, Aud Tone; Kiønig, Linda Vibeke; Lourens, Ann; Mapaling, Curwyn (Peer reviewed; Journal article, 2023)
      When the COVID-19 pandemic spread, governments worldwide ordered most of the population to stay at home. From one day to the other all lecturing in higher education institutions (HEIs) had to be online. For many this ...
    • Flipped Gaming - testing three simulation games 

      Vold, Tone; Haave, Hanne Marit; Ranglund, Ole Jørgen Stefferud; Venemyr, Geir Ove; Bakken, Bjørn T.; Kiønig, Linda Vibeke; Braun, Robin (Chapter, 2018)
    • Flipped gaming for enhanced learning outcome in the crisis preparedness courses 

      Venemyr, Geir Ove; Bakken, Bjørn T.; Kiønig, Linda Vibeke; Ranglund, Ole Jørgen Stefferud; Holen, Stig; Haave, Hanne Marit; Vold, Tone; Braun, Robin (Chapter, 2017)
      Preparing for crisis and incidents have gained an increased focus, also within the educational system. At The Inland University of Applied Sciences, Campus Rena, in Norway, a Bachelor study is developed to cater for the ...
    • Flipped Gaming: The Teachers Role When Using the Students as Content Providers 

      Vold, Tone; Ranglund, Ole Jørgen Stefferud; Haave, Hanne Marit; Kiønig, Linda Vibeke; Venemyr, Geir Ove; Lervik, Monica Johannesen; Bakken, Bjørn T.; Bergum, Svein; Holen, Stig; Granlien, Petter; Klevhus, Henrik; Klevhus, Anders (Journal article; Peer reviewed, 2017)
      In order to activate students and make them active contributors in a class, the concept of “Flipped Classroom” has been used at several Universities, also at The Inland University of Applied Sciences Norway. Flipping the ...
    • Flipping the Classroom for Health Managers 

      Schult, Ingunn; Tøndel, Marte; Kiønig, Linda Vibeke; Holen, Stig; Vold, Tone (Journal article; Peer reviewed, 2018)
    • Game-based learning in computer science education: a scoping literature review 

      Videnovik, Maja; Trajkovik, Vladimir; Vold, Aud Tone; Kiønig, Linda Vibeke; Bogdanova, Ana Madevska (Peer reviewed; Journal article, 2023)
      Using games in education has the potential to increase students’ motivation and engagement in the learning process, gathering long-lasting practical knowledge. Expanding interest in implementing a game-based approach in ...
    • How a small-town enterprise delivers “worldwide” services – a case from the music production industry 

      Vold, Aud Tone; Ranglund, Ole Jørgen Stefferud; Bergum, Svein; Wahl, Carl-Henrik; Haave, Hanne Marit; Kiønig, Linda Vibeke (Peer reviewed; Journal article, 2023)
      In Rena, a small town (approx. 2,500 inhabitants) in a small municipality (approx. 5,000 inhabitants),there is a rather small enterprise that has not only had a national impact, but also attracts international ...
    • How Can User Generated Content in Games Foster Enhanced Learning Outcome 

      Vold, Tone; Kiønig, Linda Vibeke; Haave, Hanne Marit; Ranglund, Ole Jørgen Stefferud; Venemyr, Geir Ove; Bakken, Bjørn T. (Journal article; Peer reviewed, 2017)
      Games used for learning purposes, also called «serious games» have been a focus for research for several years. However, the content is either developed by pedagogues or game designers. This paper is investigating if using ...
    • HyFlex learning as support for lifelong learning 

      Vold, Aud Tone; Kiønig, Linda Vibeke (Peer reviewed; Journal article, 2023)
      Since the COVID-19 pandemic, the courses in a study programme in Knowledge Management have been offered as a hybrid version, serving students at both a campus and online. The official policy from the universities is that ...
    • Increasing Quality of Learning Experience using Augmented Reality Educational Games 

      Videnovik, Maja; Trajkovic, Vladimir; Kiønig, Linda Vibeke; Vold, Aud Tone (Peer reviewed; Journal article, 2020)
      Adequate pedagogical approaches for integration of technology in the learning process create new opportunities for improving the quality of teaching and learning experiences, raising students’ interest and motivation for ...
    • Kahooting and Learning – a study from Macedonia and Norway 

      Videnovik, Maja; Trajkovic, Vladimir; Kiønig, Linda Vibeke; Vold, Tone (Journal article; Peer reviewed, 2018)
    • KM Strategies Taught for Crisis Preparedness 

      Holen, Stig; Ranglund, Ole Jørgen Stefferud; Kiønig, Linda Vibeke; Vold, Tone (Journal article; Peer reviewed, 2016)
      Knowledge Management (KM) is about capturing, distributing and making sense and use of knowledge, as stated by Davenport (1994).Teaching students about how to capture what data, distributing what data and how to make sense ...
    • Learning Systems Thinking by Using a Commercial Game 

      Holen, Stig; Vold, Tone; Ranglund, Ole Jørgen Stefferud; Kiønig, Linda Vibeke; Granlien, Petter; Klevhus, Henrik; Klevhus, Anders (Journal article; Peer reviewed, 2016)
      Systems thinking is one of Peter Senge’s five diciplines (Senge, Kleiner et al., 2011, Senge, 1992) To see how incidents are tied together, can be valuable not only in organizations, but also in for example crisis training. ...
    • Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology 

      Videnovik, Maja; Dimova, Georgina; Vold, Aud Tone; Kiønig, Linda Vibeke; Trajkovik, Vladimir (Peer reviewed; Journal article, 2022)
      The COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting to online teaching, which has become an enormous challenge for teachers and students. Implementing adequate online ...
    • Securing Trust, Roles and Communication in E-Advising – Theoretical Inputs 

      Ranglund, Ole Jørgen Stefferud; Danielsen, Anette; Kiønig, Linda Vibeke; Vold, Tone (Journal article; Peer reviewed, 2017)
      Students claim to learn a lot from advising and feedback on assignments. This is one of the results in a survey amongst students at The Inland Norway University of Applied Sciences. Traditionally, advising is mainly a ...
    • Student input – a case of an extended flipped classroom 

      Vold, Tone; Bergum, Svein; Ranglund, Ole Jørgen Stefferud; Kiønig, Linda Vibeke; Bakken, Gisle; Kaloudis, Aris; Braun, Robin (Chapter, 2017)
      The idea from Socrates about the knowledge being a part of the students’ knowledge base or ability of combining accessible knowledge forms the backdrop for how the most recent course in Knowledge Management (spring of 2017) ...
    • Students as co-developers of courses in higher education 

      Tøndel, Marte; Kiønig, Linda Vibeke; Schult, Ingunn; Holen, Stig; Vold, Tone (Journal article; Peer reviewed, 2018)