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Rune Andersen

Associate Professor

Associate Professor, head of program Academic Esports

 
Office:
A4022 ( Jon Lilletuns vei 9, Grimstad )
Office hours:
09.00-15.30

Educational Background:

Teacher's education 1999

Master ICT and Education 2008

Mentorpedagogy 2012

Welfare Technology 2018

 

 

Working Experience

Grimstad Secondary School 1999-2006

Dahlske High School 2006-2016 (30% last 4 years)

Høyskoleforlaget Publishing House 2006-2008

Aplay Motivation AS 2007-2008 (Head of the pedagogy departement)

University of Agder 2014 - 

Research interests

Member of following research groups:

Academic esports, games and game didactics https://www.uia.no/en/research/teknologi-og-realfag/academic-e-sports-games-and-game-didactics

Multimedia and e-learning https://www.uia.no/forskning/teknologi-og-realfag/multimedia-og-e-laering

Academic interests

Working with the use of ICT in education and in pedagogy as a whole. How to use ICT the right way in different contexts enabling different groups to benefit from the use. Have initiated, developed and are currently running the first complete and holistic bachelor's program in Academic Esporst in Europe. I am also focusing on 21th century skills and transferable skills from games to other areas of society.

Like to work across faculties and areas of expertice as well as looking for ways to integrate with businesses and making the transaction from student to worker as seemless as possible.

Scientific publications

  • Øvensen, Elisabeth Cederberg; Scholz, Tobias Michael; Andersen, Rune; Prinz, Andreas (2024). DEFINING A GAMEFUL EXPERIENCE IN A LEARNING ENVIRONMENT. 16th International Conference on Education and New Learning Technologies. ISBN: 978-84-09-62938-1. International Academy of Technology, Education and Development. s 3824 - 3834.
  • Andersen, Rune; Scholz, Tobias Michael; Simonsen, Christian Robere (2023). LEVEL UP: UNLEASHING THE POTENTIAL OF ESPORTS FOR TRANSFERABLE SKILL DEVELOPMENT IN THE DIGITAL WORKING WORLD. ICERI2023 Proceedings. ISBN: 978-84-09-55942-8. IATED Academy. Chapter. s 1402 - 1412.
  • Simonsen, Christian Robere; Andersen, Rune (2022). Towards a genuine student centered approach to learning. 15th International Conference of Education, Research and Innovation. ISBN: 978-84-09-45476-1. International Academy of Technology, Education and Development (IATED).
  • Andersen, Rune; Bonnier, Knut Erik; Jaccard, Dominique (2020). Challenges with the introduction of a "project management game" in higher education. 12th International Conference on Education and New Learning Technologies - EDULEARN 20. ISBN: 978-84-09-17979-4. The International Academy of Technology, Education and Development. chapter.
  • Bonnier, Knut Erik; Andersen, Rune; Johnsen, Hege Mari (2020). Lessons Learned from Implementing a Serious Game in Higher Education – A Student and Trainer Perspective.. Lecture Notes in Computer Science (LNCS). ISSN: 0302-9743. 12517s 24 - 33. doi:10.1007/978-3-030-63464-3_3.
  • Andersen, Rune; Juveng, Mariell (2019). GAME-BASED LEARNING IN NORWEGIAN CLASSROOMS: PERCEIVED CHALLENGES AND THE POTENTIAL OF DIGITAL SUPPLEMENTARY RESOURCES TO FACILITATE THE USE OF GAMES AS TEACHING TOOLS. ICERI2019 Proceedings. ISBN: 978-84-09-14755-7. IATED Academy. kapittel.
  • Øysæd, Halvard; Andersen, Rune; Garmannslund, Per Einar; Prinz, Andreas; Lazareva, Aleksandra; Schmidt, Michael (2017). Does The Introduction Of An Overall Study Strategy Empowering Students To Use Appropriate Study Strategies?. ICERI Proceedings. ISSN: 2340-1095. s 4152 - 4157. doi:10.21125/iceri.2017.1098.
  • Øysæd, Halvard; Andersen, Rune; Prinz, Andreas; Schulz, Renee Patrizia (2016). Teaching students to learn. CSEDU 2016 Proceedings of the 8th International Conference on Computer Supported Education, proceedings volume 1. ISBN: 978-989-758-179-3. SciTePress. chapter. s 91 - 98.
  • Goodwin, Morten; Auby, Christian; Andersen, Rune; Barstad, Vera (2015). Educating Programming Students for the Industry. Digital Media in Teaching and its Added Value. ISBN: 978-3-8309-3287-1. Waxmann Verlag. Kapittel. s 100 - 118.
  • Andersen, Rune; Prinz, Andreas; Øysæd, Halvard (2015). How to Teach Habits?. Digital Media in Teaching and its Added Value. ISBN: 978-3-8309-3287-1. Waxmann Verlag. Kapittel. s 159 - 173.
  • Scholz, Tobias Michael; Andersen, Rune (2023). Fostering Local Esports Ecosystems and Sustainability: A Study of German Regional Esports Associations and their Potential Application in the Nordic Context.
  • Andersen, Rune; Torstveit, Monica Klungland (2022). E-sport-utøvere, de nye forbildene?.

Last changed: 16.01.2023 12:01