Camilla Gyldendahl Jensen

ORCID: 0000-0001-7870-8912
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About
Contact & Profiles
Research Areas
  • Innovative Teaching and Learning Methods
  • Educational Games and Gamification
  • Innovative Educational Technologies
  • Online and Blended Learning
  • Problem and Project Based Learning
  • Reflective Practices in Education
  • Educational Tools and Methods
  • Digital Games and Media
  • Educational Leadership and Innovation
  • Design Education and Practice
  • Intelligent Tutoring Systems and Adaptive Learning
  • Educational Innovations and Challenges
  • Education, Healthcare and Sociology Research
  • Social and Educational Sciences
  • E-Learning and Knowledge Management
  • Health Promotion and Cardiovascular Prevention
  • Foreign Language Teaching Methods
  • Open Education and E-Learning
  • Education and Critical Thinking Development
  • Impact of Technology on Adolescents
  • Innovative Approaches in Technology and Social Development
  • Online Learning and Analytics
  • Social Media in Health Education
  • AI in Service Interactions
  • Innovation and Knowledge Management

University College of Northern Denmark
2018-2024

Aarhus University
2022

Aalborg University
2016-2018

“Virtual reality” adds a new dimension to constructivist problem-based learning (PBL) environments in the architectural and building construction educations, where realistic lifelike presence enables students assess discuss how various solutions interact with each other. Combined “Building Information Models” (BIM), Reality” provides an entirely opportunity innovate optimize architecture its early stages, which creates iterative process. There are several studies virtual simulation tools...

10.5278/ojs.jpblhe.v0i0.1542 article EN DOAJ (DOAJ: Directory of Open Access Journals) 2017-09-01

Emerging discussions highlight the role of chatbots in education, which centres around fundamental perspectives concerning technology as either beneficial or an unnecessary disruption to learning and assessment processes. However, it is crucial recognise that no can be deemed value-neutral, technological euphoria often blinds us unintended consequences its use. Hence, there a need for practical understanding informed by value-based comprehend how encoded experiences created ChatGPT transform...

10.7146/lt.v9i14.141213 article EN Learning Tech 2024-02-09

This article presents an application of a design methodology to envision implicit value hierarchies in the process digital learning platform meant encompass processes and activities conducive experiential collaborative (ECL). The authors argue that many technologies for field education fall short their purposes neglect intended underpinning pedagogy didactics. Previous research efforts networked have primarily focused on conceptual critiques implementation EdTech warned technological...

10.54337/nlc.v13.8536 article EN cc-by-nc-nd Proceedings of the International Conference on Networked Learning 2024-07-30

Erfaringsbaserede kollaborative læringsformer (ECL) som udtrykt i problembaseret læring, refleksiv praksislæring, case-baseret læring og hacker-pædagogik bidrager til udvikling af kompetencer, er centrale for praksis erhverv. En stor del undervisningen på de videregående uddannelser efter-videreuddannelser seneste år, især under Covid19, omlagt digitale forløb eller delvist digitale, blendede hybride former. Der mangler dog viden om, hvad denne omlægning betyder mere erfaringsbaserede...

10.7146/lom.v15i25.128542 article DA cc-by-nc-nd Tidsskriftet Læring og Medier (LOM) 2022-06-13

We experience an increased attention in the Human-Computer Interaction (HCI) field towards social and environmental responsibilities of interaction designers. In line with this attention, a need arises to teach students about values design consequentially assess their learning. However, there are few academic examples how whether know deal or they have become responsible paper, we aim start conversation on assessment teaching for design. first introduce our own experiences design, extend...

10.55612/s-5002-052-012 article EN cc-by-nc-nd Deleted Journal 2022-06-10

Abstract: Educational institutions around the world continue to develop teaching practices in which importance of digital solutions is expanding. The increasing digitization education and learning has made it even more important explore test how experiential collaborative methods can be digitized designed facilitate collaboration, active participation, exploration, elements that are all crucial support development complex skills competencies. Previous research reveals many for e-learning do...

10.34190/ecel.21.1.924 article EN European Conference on e-Learning 2022-10-21

Appears in: EDULEARN16 Proceedings Publication year: 2016Pages: 59-68ISBN: 978-84-608-8860-4ISSN: 2340-1117doi: 10.21125/edulearn.2016.1011Conference name: 8th International Conference on Education and New Learning TechnologiesDates: 4-6 July, 2016Location: Barcelona, Spain

10.21125/edulearn.2016.1011 article EN EDULEARN proceedings 2016-07-01

MAINTAINING COLLABORATIVE, DEMOCRATIC AND DIALOGUE-BASED LEARNING PROCESSES IN VIRTUAL GAME-BASED ENVIRONMENTS

10.21125/iceri.2017.0559 article EN ICERI proceedings 2017-11-01
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