Photo of Camilla Gyldendahl Jensen
  • Kroghstræde 3

    9220 Aalborg Ø

    Denmark

20162018
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  • 21 Similar Profiles
computer game Social Sciences
Virtual reality Engineering & Materials Science
electronic learning Social Sciences
learning Social Sciences
innovation Social Sciences
educational system Social Sciences
persistence Social Sciences
acceptance Social Sciences

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Research Output 2016 2018

  • 3 Article in proceeding
  • 1 Book chapter
  • 1 Conference abstract for conference
  • 1 Journal article

Computer games as inspiration for the development of virtual learning platform

Jensen, C. G. & Sorensen, E. K., 2018, EdMedia: World Conference on Educational Media and Technology. Association for the Advancement of Computing in Education, Vol. 2018. p. 1726-1736 10 p.

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

computer game
electronic learning
learning
social learning
interaction

Modstand mod innovationsundervisning

Jensen, C. G., 2018, Begribe og gøre: innovation og entreprenørskab i et professionsperspektiv. Sprogøe, J., Davidsen, H. M. & Boelsmand, J. (eds.). Frydenlund Academic, p. 239-264 26 p.

Research output: Contribution to book/anthology/report/conference proceedingBook chapterResearchpeer-review

Collaboration and dialogue in Virtual reality

Gyldendahl Jensen, C., Jan 2017, In : Journal of Problem Based Learning in Higher Education. 5, 1, p. 85-110 26 p.

Research output: Contribution to journalJournal articleResearchpeer-review

Open Access
Virtual reality
Students
Education

Maintaining collaborative, democratic and dialogue-based learning processes in virtual and game-based learning environments

Gyldendahl Jensen, C. & Sorensen, E. K., 2017, ICERI2017 Proceedings. Chova, L. G., Martínez, A. L. & Torres, I. C. (eds.). International Association of Technology, Education and Development (IATED), p. 1797-1805 8 p. (International Conference of Education, Research and Innovation).

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

GAMIFICATION OF INNOVATION PROCESSES BY BRINGING “WORLD OF WARCRAFT” TO THE REAL WORLD

Gyldendahl Jensen, C., 2016, EDULEARN16 Proceedings. Chova, L. G., Martínez, A. L. & Torres, I. C. (eds.). International Association of Technology, Education and Development (IATED), p. 59-68 10 p. (EDULEARN Proceedings).

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearch

innovation
computer game
educational system
learning
persistence