Barbara Wasson
Biographic Data
| ID | 6769189 |
|---|---|
| NAME | Barbara Wasson |
| GIVEN NAMES | Barbara |
| FAMILY NAME | Wasson |
| SIGNATURE | WASSON B |
| AFFILIATIONS | University of Bergen |
| ORCID | 0000-0003-4897-1394 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 3 |
| WORKS AS AUTHOR | 12 |
| WORKS AS EDITOR | 1 |
| FIRST PUBLICATION YEAR | 2003 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Game-based strategies for data literacy
In an increasingly data-driven world, supporting adults in developing data literacy is essential for informed participation in society. For learning to be relevant and impactful, adults need to experience a sense of agency in the process. Game-based learning provides a safe, engaging, and experiential space that enables adults to explore and develop data-related knowledge and skills in meaningful, situated ways. Building on this premise, the Eras…
Data literacy for citizenry through game-based learning
In post-digital society, data literacy is an essential skill for navigating the vast amounts of data generated in everyday life and data-driven decision making are necessary skills for social innovation and justice. Game-based learning offers adults an engaging approach to developing these skills. This paper describes a study that examines adult participants’ perceptions of the DALI (Data Literacy) Toolkit, a set of educational games designed to …
Adaptive support for self‐regulated learning in digital learning environments
A core focus of self‐regulated learning (SRL) research lies in uncovering methods to empower learners within digital learning environments. As digital technologies continue to evolve during the current hype of artificial intelligence (AI) in education, the theoretical, empirical and methodological nuances to support SRL are emerging and offering new ways for adaptive support and guidance for learners. Such affordances offer a unique opportunity f…
Changes in online course designs
The switch to emergency remote teaching during the COVID-19 pandemic became for many university instructors a necessity to familiarise themselves with the institution’s online learning management system (LMS). This switch to online teaching made learning activities, course design patterns, and pedagogical approaches more visible than during face-to-face teaching. Furthermore, the process of translating physical learning activities to the digital …
Towards a partnership of teachers and intelligent learning technology
The eLuna mixed-reality visual language for co-design of narrative game-based learning trails
Increased focus on out-of-school learning has led to extended use of Science Centers as learning arenas for junior and high school students in formal learning situations. The creation of learning trails, semantic collections of science center exhibits based on formal learning plans for interdisciplinary STEAM education, has become an area of focus. Previous design research has resulted in the definition of story-driven learning trails that foster…
ELuna
STEAM education enables the cross-curricular study of subjects based on their naturally occurring relationships through holistic and integrated methods. Narratives are enablers of STEAM learning environments, something that is evident in the exploration of narrative learning from pre-recorded history until present. Narrative Digital Game-Based Learning (DGBL) use narratives to drive the game. The extended Ludo Narrative Variable Model (the Variab…
Using learning analytics to understand student perceptions of peer feedback
Peer assessment (PA) is the process of students grading and giving feedback to each other's work. Learning analytics is a field focused on analysing educational data to understand and improve learning processes. Using learning analytics on PA data has the potential to gain new insights into the feedback giving/receiving process. This exploratory study focuses on backward evaluation, an under researched aspect of peer assessment, where students re…
Backward evaluation in peer assessment
Implementing backward evaluation as part of the peer assessment process enables students to react to the feedback they receive on their work within one peer assessment activity cycle. The emergence of online peer assessment platforms has brought new opportunities to study the peer assessment process, including backward evaluation, through the digital data that the use of these systems generates. This scoping review provides an overview of peer as…
Narrative categorization in digital game‐based learning
Previous research shows that digital game‐based learning (DGBL) can have positive effects on engagement, motivation and learning, and that using narratives may reinforce these effects. A systematic review identified 15 DGBL systems that report effects from their use of narratives. A gap in the field, however, is the lack of a common model to categorize and isolate narratives in DGBL to enable an analysis and comparison of how, and under what cond…
Mobile-assisted language learning through learning analytics for self-regulated learning (Mallas)
Many adult second and foreign language learners have insufficient opportunities to engage in language learning. However, their successful acquisition of a target language is critical for various reasons, including their fast integration in a host country and their smooth adaptation to new work or educational settings. This suggests that they need additional support to succeed in their second language acquisition. We argue that such support would …
Learning Design
Research on instructional and learning design is ‘booming’ in Europe, although there has been a move from a focus on content and the way to present it in a formal educational context (i.e., instruction), to a focus on complex learning, learning environments including the workplace, and access to learner data available in these environments. We even see the term ‘learning experience design’ (Neelen and Kirschner 2020) to describe the field. Furthe…
Designing for Change in Networked Learning Environments
Learning Design
Research on instructional and learning design is ‘booming’ in Europe, although there has been a move from a focus on content and the way to present it in a formal educational context (i.e., instruction), to a focus on complex learning, learning environments including the workplace, and access to learner data available in these environments. We even see the term ‘learning experience design’ (Neelen and Kirschner 2020) to describe the field. Furthe…
Designing for Change in Networked Learning Environments
Mobile-assisted language learning through learning analytics for self-regulated learning (Mallas)
Many adult second and foreign language learners have insufficient opportunities to engage in language learning. However, their successful acquisition of a target language is critical for various reasons, including their fast integration in a host country and their smooth adaptation to new work or educational settings. This suggests that they need additional support to succeed in their second language acquisition. We argue that such support would …
Learning Design
Research on instructional and learning design is ‘booming’ in Europe, although there has been a move from a focus on content and the way to present it in a formal educational context (i.e., instruction), to a focus on complex learning, learning environments including the workplace, and access to learner data available in these environments. We even see the term ‘learning experience design’ (Neelen and Kirschner 2020) to describe the field. Furthe…
Using learning analytics to understand student perceptions of peer feedback
Peer assessment (PA) is the process of students grading and giving feedback to each other's work. Learning analytics is a field focused on analysing educational data to understand and improve learning processes. Using learning analytics on PA data has the potential to gain new insights into the feedback giving/receiving process. This exploratory study focuses on backward evaluation, an under researched aspect of peer assessment, where students re…
Backward evaluation in peer assessment
Implementing backward evaluation as part of the peer assessment process enables students to react to the feedback they receive on their work within one peer assessment activity cycle. The emergence of online peer assessment platforms has brought new opportunities to study the peer assessment process, including backward evaluation, through the digital data that the use of these systems generates. This scoping review provides an overview of peer as…
Narrative categorization in digital game‐based learning
Previous research shows that digital game‐based learning (DGBL) can have positive effects on engagement, motivation and learning, and that using narratives may reinforce these effects. A systematic review identified 15 DGBL systems that report effects from their use of narratives. A gap in the field, however, is the lack of a common model to categorize and isolate narratives in DGBL to enable an analysis and comparison of how, and under what cond…
The eLuna mixed-reality visual language for co-design of narrative game-based learning trails
Increased focus on out-of-school learning has led to extended use of Science Centers as learning arenas for junior and high school students in formal learning situations. The creation of learning trails, semantic collections of science center exhibits based on formal learning plans for interdisciplinary STEAM education, has become an area of focus. Previous design research has resulted in the definition of story-driven learning trails that foster…
ELuna
STEAM education enables the cross-curricular study of subjects based on their naturally occurring relationships through holistic and integrated methods. Narratives are enablers of STEAM learning environments, something that is evident in the exploration of narrative learning from pre-recorded history until present. Narrative Digital Game-Based Learning (DGBL) use narratives to drive the game. The extended Ludo Narrative Variable Model (the Variab…
Changes in online course designs
The switch to emergency remote teaching during the COVID-19 pandemic became for many university instructors a necessity to familiarise themselves with the institution’s online learning management system (LMS). This switch to online teaching made learning activities, course design patterns, and pedagogical approaches more visible than during face-to-face teaching. Furthermore, the process of translating physical learning activities to the digital …
Towards a partnership of teachers and intelligent learning technology
Adaptive support for self‐regulated learning in digital learning environments
A core focus of self‐regulated learning (SRL) research lies in uncovering methods to empower learners within digital learning environments. As digital technologies continue to evolve during the current hype of artificial intelligence (AI) in education, the theoretical, empirical and methodological nuances to support SRL are emerging and offering new ways for adaptive support and guidance for learners. Such affordances offer a unique opportunity f…
Data literacy for citizenry through game-based learning
In post-digital society, data literacy is an essential skill for navigating the vast amounts of data generated in everyday life and data-driven decision making are necessary skills for social innovation and justice. Game-based learning offers adults an engaging approach to developing these skills. This paper describes a study that examines adult participants’ perceptions of the DALI (Data Literacy) Toolkit, a set of educational games designed to …
Game-based strategies for data literacy
In an increasingly data-driven world, supporting adults in developing data literacy is essential for informed participation in society. For learning to be relevant and impactful, adults need to experience a sense of agency in the process. Game-based learning provides a safe, engaging, and experiential space that enables adults to explore and develop data-related knowledge and skills in meaningful, situated ways. Building on this premise, the Eras…
Computer Science (11 works) · Mathematics education (11 works) · Psychology (11 works) · Multimedia (6 works) · Online Learning and Analytics (6 works) · Educational Games and Gamification (5 works) · Educational technology (5 works) · Knowledge management (5 works) · Data science (4 works) · Innovative Teaching and Learning Methods (4 works)