Joakim Karlsen is an associate professor at the Faculty of Computer Science, Engineering and Economics at Østfold University College where he teaches communication- and technology design. He researches emerging media production practices for online- and mobile media platforms, and has recently studied computational journalism in newsrooms, independent transmedia documentary production and hackathons organized for media workers to learn more about digital making. From 1994 to 2000 he worked with documentary film and video production as director and editor, and several of the films he has worked on has been screened on national television in Norway.
Tags:
The Digital Society,
DigiTech
Publications
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Karlsen, Joakim & Akerbæk, Tore Marius
(2025).
Å kode nye medieuttrykk: Undervisning av samspillet mellom teknologi og historiefortelling på Web.
Norsk medietidsskrift (NMT).
ISSN 0804-8452.
31(2-3),
p. 1–17.
doi:
10.18261/nmt.31.2-3.3.
Full text in Research Archive
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Karlsen, Joakim; Husebye, Michelle & Karlsen, Kristine Høeg
(2024).
Researching X-professional Collaborations through Co-design and Co-creation: Mapping An Emerging Field.
In Stigberg, Susanne Koch; Karlsen, Joakim & Müller, Nicholas H. (Ed.),
The Seventeenth International Conference on Advances in Computer-Human Interactions.
International Academy, Research and Industry Association (IARIA).
ISSN 9781685581633.
p. 41–48.
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This article reviews and maps the literature on how co-creation and co-design have been used in relation to research on interprofessional collaborations in education and in practice. Through a review of the 105 research articles, we find that both co-creation and co-design have mattered more recently, both as methodological approaches and to describe aspects of interprofessional collaboration. Researchers attuned to working directly with practitioners to solve pressing societal issues increasingly use co-design and co-creation for this purpose.
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Karlsen, Kristine Høeg; Karlsen, Joakim & Skregelid, Lisbet
(2024).
Facilitating Labs for Innovating Cross-sectorial Collaborations in Teacher Education.
In Stigberg, Susanne Koch; Karlsen, Joakim & Müller, Nicholas H. (Ed.),
The Seventeenth International Conference on Advances in Computer-Human Interactions.
International Academy, Research and Industry Association (IARIA).
ISSN 9781685581633.
p. 22–28.
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Teacher education programs should equip future teachers with the knowledge and experience needed to engage in cross-sectorial collaborations with external partners. Within our teacher education programs, we have strategically planned and organized multiple labs to explore how such learning activities should be designed. In this article, we present and discuss the implementation and impact of the three labs from the perspective of the project leaders. By using the design choice framework for co-creation, we shed light on the decision-making process undertaken by project management to facilitate these labs as third spaces.
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Karlsen, Kristine Høeg; Karlsen, Joakim & Stigberg, Susanne Koch
(2024).
Transprofessional Course Design in Teacher Education: Facilitating Spaces for Negotiating Roles and Finding Common Ground.
In Stigberg, Susanne Koch; Karlsen, Joakim & Müller, Nicholas H. (Ed.),
The Seventeenth International Conference on Advances in Computer-Human Interactions.
International Academy, Research and Industry Association (IARIA).
ISSN 9781685581633.
p. 49–55.
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In today’s rapidly changing world, educators stand at
the crossroads. Tomorrow’s teachers are responsible of
equipping their pupils with essential 21st-century skills, a task that transcends mere professional boundaries. As the
educational landscape evolves, teacher education programs
grapple with the mandate to adapt curricula to this new societal complexity. Our study delves into uncharted territory: the intersection where arts, culture, technology design and pedagogy converge. Collaborations between stakeholders from these diverse domains yield a wealth of insights. Through codesign, we negotiate roles, seeking common ground - a reflective practice that may give rise to a “third space”. Drawing from our analyses, we propose essential aspects for facilitators of such processes to consider. These insights could contribute to the goal of nurturing safe, innovative “third” spaces where educators
assume new roles and shape the future of interdisciplinary
course design in teacher education.
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Newaz, Fahd Bin Malek & Karlsen, Joakim
(2024).
Co-creation through design: Exploring the role of toolkits and prototypes in processes of co-creation in cross-disciplinary collaborations.
In Bowen, Judy; Pantidi, Nadia; McKay, Dana; Ferreira, Jennifer; Soro, Alessandro; Blagojevic, Rachel; Lawrence, Chris; Vamderschantz, Nic; Keegan, Te Taka; Turner, Jane; Davis, Hillary; Apperley, Mark & Young, Jacob (Ed.),
OzCHI '23: Proceedings of the 35th Australian Computer-Human Interaction Conference.
Association for Computing Machinery (ACM).
ISSN 9798400717079.
p. 526–535.
doi:
10.1145/3638380.3638411.
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Newaz, Fahd Bin Malek; Karlsen, Joakim & Herstad, Jo
(2023).
Making Technology Matter for Processes of Co-Creation and Innovation in Cross-Sectorial Collaborations.
In Stigberg, Susanne Koch & Karlsen, Joakim (Ed.),
ACHI 2023: The Sixteenth International Conference on Advances in Computer-Human Interactions.
International Academy, Research and Industry Association (IARIA).
ISSN 9781685580780.
p. 9–16.
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This article discusses the use of different representations of technology to expose, inform and engage participants taking part in co-creation activities. In our project, the participants co-create an activity to support the learning of cultural heritage. We build our research on the “design choices framework”, which provides a convenient structure for co-creation projects, but doesn’t address the role of technology in such projects. We discuss the benefits of adding a technology choice addressing how to enhance co-creation processes and improve the utility of the framework. By representing technology through, e.g., images, demos, and prototypes, appropriately in different stages of our co-creation project, we see a clear, positive impact.
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Karlsen, Joakim; Havgar, Margrethe & Rødsrud, Christian Løchsen
(2023).
‘Always Viking’: Archaeologists Collaborating with Public Service Media to Broaden Access to Archaeological Fieldwork.
Public Archaeology.
ISSN 1465-5187.
p. 1–23.
doi:
10.1080/14655187.2023.2213511.
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This article examines how collaboration with Public Service Media structures the relationship between archaeologists and the public. To be able to understand such collaborations, we have studied an online news production by the Norwegian Broadcasting Corporation, ‘Always Viking’, covering one week of excavating the recently discovered Viking ship at Gjellestad in Norway. The findings suggest that the journalists, even when doing an online-first production, mostly worked according to a broadcasting media logic, with few opportunities for the public to participate. In this, they prioritized the audience’s ‘perceived reality’ over the archaeologists’ ‘referential reality’ (Holtorf, Citation2007: 151–52) to secure a broader reach. Some elements of the format supported more reciprocal audience participation, however, by combining a livestream with open and ongoing Q&A sessions. This opened for more unmediated, direct, and meaningful encounters between the archaeologists and the public. Overall, the study shows that the long and mutually beneficial collaboration between public service broadcasting and archaeology (Piccini, Citation2007) can be strengthened by undertaking joint experimentation and exploration of participatory communication models online.
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Karlsen, Joakim & Karlsen, Kristine Høeg
(2022).
What good is it anyway? Professional dance artists legitimising their work for the Cultural Schoolbag in Norwegian schools.
Research in Dance Education.
ISSN 1464-7893.
doi:
10.1080/14647893.2022.2094909.
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This article examines how dance artists with extensive experience with The Cultural Schoolbag (TCS), a national programme for bringing the arts into schools, convey their rationale for working in TCS. Previous research has found that the artists’ rationale for doing TCS-art is far from established and agreeing on what TCS-art should be or become is inherently difficult. The goal that TCS-art should contribute to the school’s curriculum, potentially challenging the artists’ freedom, continues to pose a challenge to TCS that has so far remained unresolved. Interviews with nine professional dancers show, that they to a little degree have been challenged to contribute to the school’s curriculum and have had few problems establishing a rationale for doing TCS-art in line with being or becoming a professional dancer. Even if this rationale has been adapted to the socio-material conditions of performing TCS-art, it is seemingly within what can be accepted in the art world of dance in Norway.
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Bunæs, Tina Helene & Karlsen, Joakim
(2021).
End-user Development of Virtual Simulations for Task Training: a Literature Review.
In Fotaris, Panagiotis (Eds.),
Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021.
Academic Conferences and Publishing International Limited.
ISSN 9781914587122.
p. 124–130.
doi:
10.34190/GBL.21.085.
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Bunæs, Tina Helene & Karlsen, Joakim
(2019).
Using Single Player Virtual Simulations for Training on Collaborative Medical Practice.
In Elbaek, Lars; Majgaard, Gunver; Valente, Andrea & Khalid, Saifuddin (Ed.),
13th European Conference on Games Based Learning (ECGBL 2019).
Academic Conferences and Publishing International Limited.
ISSN 9781510899032.
p. 119–127.
doi:
10.34190/GBL.19.095.
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Karlsen, Joakim
(2019).
Transmedia Documentary: Experience and Participative Approaches to Non-Fiction Transmedia.
In Freeman, Matthew & Gambarato, Renira Rampazzo (Ed.),
The Routledge Companion to Transmedia Studies.
Routledge.
ISSN 9781138483439.
doi:
10.4324/9781351054904-3.
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Akerbæk, Tore Marius & Karlsen, Joakim
(2019).
Koding som skapende og utforskende aktivitet: En analyse av verktøy for å lære seg koding der å skape, utforske og uttrykke seg står i fokus.
In Karlsen, Kristine Høeg & Bjørnstad, Gunhild Brænne (Ed.),
Skaperglede, engasjement og utforskertrang. Nye perspektiver på estetiske og tverrfaglige undervisningsmetoder som redskap i pedagogisk virksomhet.
Universitetsforlaget.
ISSN 9788215029979.
p. 143–159.
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Karlsen, Joakim
(2016).
Aligning Participation with Authorship: Independent Transmedia Documentary Production in Norway.
View : Journal of European Television History and Culture.
5(10),
p. 40–51.
doi:
10.18146/2213-0969.2016.jethc111.
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Incentives to develop non-fiction transmedia projects have recently challenged the work practices of independent documentary filmmakers in Norway. However, research on documentary films has only minimally captured the emerging practice of making non-fiction transmedia. Based on an interview study undertaken in 2012/2013 and reflections on contributing to a recent non-fiction transmedia project, I find that the emerging practice faces many of the same challenges as the participative documentary practice of the 1970s, mainly that the facilitation of audience participation requires a break from the broadcasting logic of independent documentary film work.
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Karlsen, Joakim; Stigberg, Susanne Koch & Herstad, Jo
(2016).
Probing Privacy in Practice: Privacy Regulation and Instant Sharing of Video in Social Media when Running.
In Culén, Alma Leora; Miller, Leslie; Giannopulu, Irini & Gersbeck-Schierholz, Birgit (Ed.),
ACHI 2016, The Ninth International Conference on Advances in Computer-Human Interactions.
ThinkMind.
ISSN 9781612084688.
p. 29–36.
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Karlsen, Joakim
(2014).
Transmediavendingen i ny norsk uavhengig dokumentarfilm.
In Bastiansen, Henrik G. & Aam, Pål Rune (Ed.),
Hvor går dokumentaren? Nye tendenser i film, fjernsyn og på nett.
Fagbokforlaget.
ISSN 9788232103898.
p. 195–220.
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Karlsen, Joakim & Stavelin, Eirik
(2014).
Making an argument: Rhetoric and Design Thinking in Computational Journalism.
In Culén, Alma Leora & Følstad, Asbjørn (Ed.),
Innovation in HCI: what can we learn from design thinking?.
Universitetet i Oslo.
ISSN 9788273684073.
p. 15–18.
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Hegre, Håvard; Karlsen, Joakim; Nygård, Håvard Mokleiv; Strand, Håvard & Urdal, Henrik
(2013).
Predicting armed conflict, 2010-2050.
International Studies Quarterly.
ISSN 0020-8833.
57(2),
p. 250–270.
doi:
10.1111/isqu.12007.
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Raleigh, Clionadh; Linke, Andrew; Hegre, Håvard & Karlsen, Joakim
(2010).
Introducing ACLED: An Armed Conflict Location and Event Dataset.
Journal of Peace Research.
ISSN 0022-3433.
47(5),
p. 651–660.
doi:
10.1177/0022343310378914.
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This article presents ACLED, an Armed Conflict Location and Event Dataset. ACLED codes the actions of rebels, governments, and militias within unstable states, specifying the exact location and date of battle events, transfers of military control, headquarter establishment, civilian violence, and rioting. In the current version, the dataset covers 50 unstable countries from 1997 through 2010. ACLED?s disaggregation of civil war and transnational violent events allow for research on local level factors and the dynamics of civil and communal conflict. Findings from subnational conflict research challenges conclusions from larger national-level studies. In a brief descriptive analysis, the authors find that, on average, conflict covers 15% of a state?s territory, but almost half of a state can be directly affected by internal wars.
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Misund, Gunnar; Holone, Harald; Karlsen, Joakim & Tolsby, Håkon Lofthus
(2009).
Chase and catch - simple as that? : old-fashioned fun of traditional playground games revitalized with location-aware mobile phones.
In Kato, Hirokazu; Haller, Michael & Athanasios, Vasilakos (Ed.),
Advances in Computer Entertainment Technology.
ACM Publications.
ISSN 9781605588643.
p. 73–80.
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Fun in gaming is a difficult, however paramount, topic. Some games are fun, some are not. Some games are ancient and common to both man and animals, for instance Chase-and-Catch (C&C). These games are physically intensive, short in duration, and confined to a specific area. In our research we explore transitions from traditional playground C&C games to their digital counterparts. The rationale is simple; modest augmentations of old-fashioned gaming concepts might prove to be a rewarding avenue for designing successful location-based games. We present a straightforward C&C game, FoxHunt, where location-aware mobile phones are used for hunting virtual foxes. Based on field studies with a total of 220 players, we present and discuss evidence of a very high fun factor, independent of age, gender, playing conditions, and inclination towards sports and physical exercise. We argue that C&C games deserve to be treated as a separate genre within mobile, location-aware gaming.
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Misund, Gunnar; Holone, Harald; Tolsby, Håkon Lofthus; Karlsen, Joakim & Toppe, Alexander
(2009).
Effects of co-player visualization in a location-based chase-and-catch game.
In Oppermann, Reinhard; Eisenhauer, Markus; Jarke, Matthias & Wulf, Volker (Ed.),
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services.
ACM Publications.
ISSN 9781605582818.
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In our FoxHunt game, virtual foxes are chased on a playground. Foxes and hunters are rendered on a map displayed on GPS-enabled mobile phones. We collected data from three field tests, totalling 130 participants. Approximately half of the players were provided with positions and scores for the other hunters. In the rest of the games, only the foxes and the players' own avatars were rendered. Providing co-player information did not have a direct impact on gaming scores. However, it increased the reported fun factor.
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Raleigh, Clionadh & Karlsen, Joakim
(2008).
The ACLED Data Project: Purpose and Methods.
In Kauffmann, Mayeul (Eds.),
Building and Using Datasets on Armed Conflicts.
IOS Press.
ISSN 9781586038472.
p. 161–169.
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Karlsen, Kristine Høeg; Karlsen, Joakim & Leatherman, Devin
(2026).
Museet utenfor museet: oppsøkende formidling i skolen. C.B. Myrvold, L.Skregelid & R. Tronstad (Red.), Den kulturelle skolesekken: Forskning møter praksis (Kap. 20, s. 533–560).
Cappelen Damm Akademisk.
ISBN 9788202917814.
doi:
https:/cdforskning.no/cdf/catalog/book/286.
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In this chapter, we present findings from six regional museums in Norway.
The study is anchored in a comparative investigation conducted during a research
stay in Seattle, USA, where we identified a unique and well-developed model for
museum outreach to schools and local communities—the Burke model. The study
asks how Norwegian museums can take a more active role in students’ learning
beyond the museums’ physical premises. Using the Burke model as a comparative
frame, it seeks to highlight, describe, and document practices that are widespread
but not well described in Norwegian museum research. The results provide insight
into how museum outreach in Norway can be further developed, with DKS as a central
actor. This involves bringing museum knowledge and resources out of traditional
museum spaces, for example through city walks, thematic resource boxes with
artifacts, or visits to archaeological sites. In the chapter, we offer a deeper understanding
of collaboration models and identify potential areas for further development
of museums.
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Karlsen, Joakim
(2025).
Å nå ut tidlig: Digital rekonstruksjon og formidling av Gjellestadfunnet.
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Riksantikvaren, i samarbeid med Østfold fylkeskommune, inviterer til seminar for
ansatte i Sametinget og regionalforvaltningen som arbeider med skjøtsel, formidling og
tilrettelegging av arkeologiske kulturminner, og med prosjekter som har fått tilskudd fra
Statsbudsjettet kap. 1429 post 70 (tidligere) BARK.
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Karlsen, Kristine Høeg; Karlsen, Joakim & Stigberg, Susanne Koch
(2024).
Transprofessional Course Design in Teacher Education.
Full text in Research Archive
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Karlsen, Joakim & Akerbæk, Tore Marius
(2024).
The role of technology in innovating multimedia longread journalism: A comparison of NRK and VG.
Full text in Research Archive
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Karlsen, Joakim; Mannsåker, Sigrid Gundersen & Rødsrud, Christian Løchsen
(2023).
Excavating a Viking Ship: Findings from the Gjellestad Dig.
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Stigberg, Susanne Koch & Karlsen, Joakim
(2023).
Editorial Message: Design Practices for Co-Creation and Learning; Special track along the Sixteenth International Conference on Advances in Computer-Human Interactions ACHI 2023.
In Stigberg, Susanne Koch & Karlsen, Joakim (Ed.),
ACHI 2023: The Sixteenth International Conference on Advances in Computer-Human Interactions.
International Academy, Research and Industry Association (IARIA).
ISSN 9781685580780.
p. 1–2.
Full text in Research Archive
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Karlsen, Joakim
(2023).
Participatory Design Fictions: Supporting Ethical Awareness in the Digitalisation of Smart Cities' Critical Infrastructure.
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Karlsen, Joakim & Karlsen, Kristine Høeg
(2021).
PARTiciPED - Empowering student teachers for cross-sectorial collaborations with The Cultural Schoolbag (TCS) in Norwegian Schools.
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Karlsen, Joakim
(2021).
Martin Engebretsen og Helen Kennedy (red.): Data Visualization in Society.
Norsk medietidsskrift (NMT).
ISSN 0804-8452.
28(01),
p. 1–3.
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Karlsen, Kristine Høeg & Karlsen, Joakim
(2020).
Kristine (44) og Joakim (47) har fått 20 millioner kroner til et helt spesielt prosjekt.
[Journal].
Halden Arbeiderblad.
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Karlsen, Kristine Høeg & Karlsen, Joakim
(2020).
Full uttelling fra Forskningsrådet: Millionprosjekt skal utvikle Den Kulturelle Skolesekken.
[Internet].
Høgskolen i Østfold.
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Karlsen, Kristine Høeg & Karlsen, Joakim
(2020).
Kristine (44) og Joakim (47) har fått 20 millioner kroner til et helt spesielt prosjekt.
[Journal].
Halden arbeiderblad.
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Kristine Høeg Karlsen og Joakim Karlsen ved Høgskolen i Østfold har fått tildelt hele 20 millioner kroner til et forskningsprosjekt som retter seg mot kultur og barn.
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Karlsen, Kristine Høeg & Karlsen, Joakim
(2020).
Full uttelling fra Forskningsrådet: Millionprosjekt skal utvikle Den Kulturelle Skolesekken. Prosjektet pARTiciPED, med Kristine Høeg Karlsen og Joakim Karlsen i spissen, har fått tildelt 20 millioner kroner for å styrke samarbeidet mellom kultur- og skolesektoren i Den Kulturelle Skolesekken.
[Internet].
Høgskolen i Østfold.
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Kristine Høeg Karlsen, ved avdeling for lærerutdanning og Joakim Karlsen ved avdeling for informasjonsteknologi jubler over tilslaget fra Norges Forskningsråd.– Prosjektet vil, gjennom å utvikle og evaluere måter dette samarbeidet kan gjennomføres på, ruste fremtidige lærere slik at de i større grad settes i stand til å integrere slike samarbeid i skolehverdagen, forteller prosjektleder og førsteamanuensis Kristine Høeg Karlsen ved HiØs lærerutdanning. Prosjektet vil sette opp flere innovasjonslaber for DKS hvor elever, lærere, lærerstudenter, kunstnere, historikere, formidlere, designere, programmerere, lærerutdannere og skoleledere inviteres inn. Målretta og deltagende utviklingsløp med ulike tema og innen ulike formidlingsformer, vil gi gode eksempler, metoder og teknikker for samarbeid om DKS aktiviteter. I dette er digitale flater og verktøy viktig
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Bunæs, Tina Helene & Karlsen, Joakim
(2019).
Using Single Player Virtual Simulations for Training on Collaborative Medical Practice.
Full text in Research Archive
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Stigberg, Susanne Koch; Karlsen, Joakim; Holone, Harald & Linnes, Cathrine
(2017).
Erratum to: S. Stigberg et al. (Eds.): Nordic Contributions in IS Research, LNBIP 294, (10.1007/978-3-319-64695-4).
Lecture Notes in Business Information Processing.
ISSN 1865-1348.
294,
p. E1–E1.
doi:
10.1007/978-3-319-64695-4_12.
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Hegre, Håvard; Nygård, Håvard Mokleiv; Dahlum, Sirianne & Karlsen, Joakim
(2015).
Forecasting Regime Type, 2014‐2100.
Full text in Research Archive
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Karlsen, Kristine Høeg & Karlsen, Joakim
(2012).
Feedback matters when students are considering what type of learning activities to engage in - Exploring the relationship between feedback-types and students learning activities in higher education.
Full text in Research Archive
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Karlsen, Kristine Høeg & Karlsen, Joakim
(2012).
Students use of feedback in relation to learning objectives and feedback types.
Full text in Research Archive
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Misund, Gunnar; Holone, Harald; Tolsby, Håkon Lofthus; Karlsen, Joakim & Toppe, Alexander
(2009).
Effects of co-player visualization in a location-based chase-and-catch game.
Full text in Research Archive
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Misund, Gunnar; Holone, Harald; Karlsen, Joakim & Tolsby, Håkon Lofthus
(2009).
Chase and catch - simple as that?: old-fashioned fun of traditional playground games revitalized with location-aware mobile phones.
Full text in Research Archive
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Karlsen, Joakim
(2018).
Reinventing Journalism: Supporting processes of invention and change in media worlds.
Universitetet i Oslo.
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Reinventing journalism by using the capabilities of the computer as the medium is called for to increasingly reach audiences both online and in mobile contexts. Based on several case studies, this thesis investigates processes of invention and change initiated to meet this call. The main obstacle for reinvention has been difficulties with mobilizing resources for taking the risks inherent in challenging existing conventions for what to make and how. The thesis contributes both to media studies and to technology design fields, by: 1) giving an early account of technically-advanced journalism in newsrooms; 2) undertaking a rare comparison of how processes of invention and change are undertaken in the media worlds of news and documentary film-making; 3) giving a description of a relatively new domain for the technology design fields; 4) developing a model of form-giving with the computer as the medium that relates computation, interactivity and collaboration; and 5) operationalizing the concepts of infrastructure and infrastructuring for researchers willing to engage with processes of reinvention in media worlds.
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Strand, Håvard; Karlsen, Joakim; Gleditsch, Nils Petter; Hegre, Håvard; Ormhaug, Christin & Wilhelmsen, Lars
(2005).
Armed Conflict Dataset Codebook Version 3-2005.
CSCW/UACD.
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Published June 12, 2018 4:14 PM
- Last modified Feb. 12, 2026 12:37 AM