Rollespil i Skolen
litteratur
litteratur
Amabile,T.M (1996). Creativity in Context. Boulder, CO: Westview Press
Amabile,T.M (2012). A Componential Theory of Creativity. Harvard School of Business, working
papers.
Barab, S. A. & Plucker, J. A. (2002). Smart people or smart contexts? Cognition, ability, and talent development in an age of situated approaches to knowing and learning.
Educational Psychologist 37 (3), 165–182
Bellanca, J, Brandt. R. (eds) (2010). 21st Century Skills: Rethinking How Students Learn. Leading Edge.
Berris, R & Miller, E. (2011). How design of physical environment impacts early learning: Educators and parents perspectives. Australasian Journal of Early Childhood,36 (4)
Bruner, J.( 1992). Acts of Meaning. Harvard University Press
De Bono, Eduardo (1992). Serious Creativity: Using the Power of Lateral Thinking to Create New Ideas. N.Y.
Dede Chris et al (2009). Immersive Interfaces for Engagement and Learning in Science 323. Cambridge MA.
Boden, M. A. (2004). The Creative Mind: Myths and Mechanisms (London: Routledge). 2nd., revised/expanded.
Gjedde, L. (2014). Beyond Boundaries – Live-action role play in the classroom as a pathway to integrative learning. In Proceedings for EDULEARN14 , Barcelona.
Gjedde, L: (2010). Inclusive curriculum design through narrative and imaginative interactive learning environments. In: Engaging Imaginations and Developing Creativity in Education. Cambridge Scholars Publishing.
Gjedde, L. (2013) Playful learning spaces – The role of artefacts and imagination in designing for inclusive and immersive learning environments in Proceedings for Iceri 2013, Seville.
Gjedde, L. (2014) Potentials of a Narrative game-based curriculum framework for enhancing motivation and collaboration. In: Proceedings for the 8th Conference on Game Based Learning ECGBL 2014.
Gjedde, L & Ingemann, B (2008). Researching Experiences. Cambridge Scholars Publishing. Cambridge.
Gjedde, L. (2013). Role Game Playing as a Platform for Creative and Collaborative learning. In Proceedings for the 7th Conference on Game Based Learning ECGBL 2013. Porto.
Harding, T, (2007). Immersion revisited: role-playing as interpretation and narrative. In: Lifelike, Eds.Jesper Donnis, Morten Gade & Line Thorup. Knudepunkt. Copenhagen.
Huizinga, J. (1944/1980). Homo Ludens: A study of the play-element in culture. London: Boston and Henley.
Hyltoft, Malik (2008): The Role-players’ School: Østerskov Efterskole. In: Montola, M & Stenros, .J, Playground Worlds, Solmukohta.
Johnson, M. (2008). The Meaning of the Body. University of Chicago Press.
Lave, J. (1991). Situating learning in communities of practice. In: L. B. Resnick, J. M. Levine, & S. D. Teasley (Eds.) Perspectives on socially shared cognition, (pp. 63–82). Washington, DC. American Psychological Association.
Massaro, Dominic W. (2012). Multimodal Learning. In: Encyclopedia of the Sciences of Learning ed. Norbert M. Seel, Springer.
Nordahl, Thomas et al. ( 2010). Uligheder og variationer - Danske elevers motivation, skolefaglige
læringsudbytte og sociale kompetencer. Rapport til skolens rejsehold. Hamar/Aalborg.
Oblinger, D. (2006). Learning Spaces. Educause. US.
Polanyi, M. (1983). The Tacit Dimension. Gloucester (Mass): Peter Smith.
Sandvik, K & Waade, AM (red). (2006). Rollespil - i æstetisk, pædagogisk og kulturel sammenhæng. Aarhus Universitetsforlag.
Spires, H., Turner, K. & Lester, J. (2008). Twenty-First Century Skills and Game-Based Learning. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (pp. 5438-5443). Chesapeake, VA: AACE.
Tirosh, D., Ed. (1994). Implicit and Explicit Knowledge: An Educational Approach. Norwood (NJ): Ablex Publishing Co. East European Psychology, 42 (1), 7-97.
Wenger, E. (1998). Communities of practice: Learning, meaning, and identity. Cambridge, UK. Cambridge University Press.
Her er supplerende relevant litteratur om narrativitet og rollespil :
Bruner, J. (2009). At fortælle historier. Alinea.
Bruner, J. (1999). Mening i handling. Klim.
Bruner, J. (2006). Uddannelseskulturen. Hans Reitzels Forlag.
Claus Raasted, Kasper Friis: Opskrifter på rollespil– i institutioner og skoler. Frydenlund 2013.
Lykke, M., Mortensen, F. B. & Konzack, L. (2009). Rollespil i Folkeskolen. Aalborg Universitetsforlag.
Sahl, Nina (2013). Rollespil. Gyldendal.
Internettet
http://www.dlf.org/nyheder/2014/april/laererne-vi-foeler-os-ikke-godt-nok-klaedt-paa-til-reformen
http://www.eva.dk/projekter/2011/undersogelse-af-skolens-indsatser-for-inklusion
http://www.eva.dk/projekter/2011/undersogelse-af-skolens-indsatser-for-inklusion/projektprodukter/sporgeskemaundersogelse-blandt-laerere-om-inklusion/view
http://www.uvm.dk/Den-nye-folkeskole/En-laengere-og-mere-varieret-skoledag/Understoettende-undervisning
"Fremtidens folkeskole - Én af verdens bedste"
Rapport fra Regeringens rejsehold
http://www.danskeforlag.dk/download/pdf/096asb042_RapportA_enkeltsider.pdf
Amabile,T.M (2012). A Componential Theory of Creativity. Harvard School of Business, working
papers.
Barab, S. A. & Plucker, J. A. (2002). Smart people or smart contexts? Cognition, ability, and talent development in an age of situated approaches to knowing and learning.
Educational Psychologist 37 (3), 165–182
Bellanca, J, Brandt. R. (eds) (2010). 21st Century Skills: Rethinking How Students Learn. Leading Edge.
Berris, R & Miller, E. (2011). How design of physical environment impacts early learning: Educators and parents perspectives. Australasian Journal of Early Childhood,36 (4)
Bruner, J.( 1992). Acts of Meaning. Harvard University Press
De Bono, Eduardo (1992). Serious Creativity: Using the Power of Lateral Thinking to Create New Ideas. N.Y.
Dede Chris et al (2009). Immersive Interfaces for Engagement and Learning in Science 323. Cambridge MA.
Boden, M. A. (2004). The Creative Mind: Myths and Mechanisms (London: Routledge). 2nd., revised/expanded.
Gjedde, L. (2014). Beyond Boundaries – Live-action role play in the classroom as a pathway to integrative learning. In Proceedings for EDULEARN14 , Barcelona.
Gjedde, L: (2010). Inclusive curriculum design through narrative and imaginative interactive learning environments. In: Engaging Imaginations and Developing Creativity in Education. Cambridge Scholars Publishing.
Gjedde, L. (2013) Playful learning spaces – The role of artefacts and imagination in designing for inclusive and immersive learning environments in Proceedings for Iceri 2013, Seville.
Gjedde, L. (2014) Potentials of a Narrative game-based curriculum framework for enhancing motivation and collaboration. In: Proceedings for the 8th Conference on Game Based Learning ECGBL 2014.
Gjedde, L & Ingemann, B (2008). Researching Experiences. Cambridge Scholars Publishing. Cambridge.
Gjedde, L. (2013). Role Game Playing as a Platform for Creative and Collaborative learning. In Proceedings for the 7th Conference on Game Based Learning ECGBL 2013. Porto.
Harding, T, (2007). Immersion revisited: role-playing as interpretation and narrative. In: Lifelike, Eds.Jesper Donnis, Morten Gade & Line Thorup. Knudepunkt. Copenhagen.
Huizinga, J. (1944/1980). Homo Ludens: A study of the play-element in culture. London: Boston and Henley.
Hyltoft, Malik (2008): The Role-players’ School: Østerskov Efterskole. In: Montola, M & Stenros, .J, Playground Worlds, Solmukohta.
Johnson, M. (2008). The Meaning of the Body. University of Chicago Press.
Lave, J. (1991). Situating learning in communities of practice. In: L. B. Resnick, J. M. Levine, & S. D. Teasley (Eds.) Perspectives on socially shared cognition, (pp. 63–82). Washington, DC. American Psychological Association.
Massaro, Dominic W. (2012). Multimodal Learning. In: Encyclopedia of the Sciences of Learning ed. Norbert M. Seel, Springer.
Nordahl, Thomas et al. ( 2010). Uligheder og variationer - Danske elevers motivation, skolefaglige
læringsudbytte og sociale kompetencer. Rapport til skolens rejsehold. Hamar/Aalborg.
Oblinger, D. (2006). Learning Spaces. Educause. US.
Polanyi, M. (1983). The Tacit Dimension. Gloucester (Mass): Peter Smith.
Sandvik, K & Waade, AM (red). (2006). Rollespil - i æstetisk, pædagogisk og kulturel sammenhæng. Aarhus Universitetsforlag.
Spires, H., Turner, K. & Lester, J. (2008). Twenty-First Century Skills and Game-Based Learning. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (pp. 5438-5443). Chesapeake, VA: AACE.
Tirosh, D., Ed. (1994). Implicit and Explicit Knowledge: An Educational Approach. Norwood (NJ): Ablex Publishing Co. East European Psychology, 42 (1), 7-97.
Wenger, E. (1998). Communities of practice: Learning, meaning, and identity. Cambridge, UK. Cambridge University Press.
Her er supplerende relevant litteratur om narrativitet og rollespil :
Bruner, J. (2009). At fortælle historier. Alinea.
Bruner, J. (1999). Mening i handling. Klim.
Bruner, J. (2006). Uddannelseskulturen. Hans Reitzels Forlag.
Claus Raasted, Kasper Friis: Opskrifter på rollespil– i institutioner og skoler. Frydenlund 2013.
Lykke, M., Mortensen, F. B. & Konzack, L. (2009). Rollespil i Folkeskolen. Aalborg Universitetsforlag.
Sahl, Nina (2013). Rollespil. Gyldendal.
Internettet
http://www.dlf.org/nyheder/2014/april/laererne-vi-foeler-os-ikke-godt-nok-klaedt-paa-til-reformen
http://www.eva.dk/projekter/2011/undersogelse-af-skolens-indsatser-for-inklusion
http://www.eva.dk/projekter/2011/undersogelse-af-skolens-indsatser-for-inklusion/projektprodukter/sporgeskemaundersogelse-blandt-laerere-om-inklusion/view
http://www.uvm.dk/Den-nye-folkeskole/En-laengere-og-mere-varieret-skoledag/Understoettende-undervisning
"Fremtidens folkeskole - Én af verdens bedste"
Rapport fra Regeringens rejsehold
http://www.danskeforlag.dk/download/pdf/096asb042_RapportA_enkeltsider.pdf