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Cederqvist, Anne-MarieORCID iD iconorcid.org/0000-0001-6825-2747
Publications (10 of 19) Show all publications
Cederqvist, A.-M. & Högström, P. (2024). Empowering Student Teachers to teach Technology with a sustainability edge: Crucial aspects to address in Teacher Education.. Design and Technology Education: An International Journal, 29(2), 155-172
Open this publication in new window or tab >>Empowering Student Teachers to teach Technology with a sustainability edge: Crucial aspects to address in Teacher Education.
2024 (English)In: Design and Technology Education: An International Journal, ISSN 1360-1431, E-ISSN 2040-8633, Vol. 29, no 2, p. 155-172Article in journal (Refereed) Published
Abstract [en]

Technology education in primary schools must integrate sustainable development to provide young learners with the basic knowledge, skills, and values to understand, appreciate and contribute to a sustainable future. This integration prepares them for the challenges of a rapidly changing world, promotes responsible use of technology and fosters a sense of environmental responsibility from an early age. However, for this to happen, teacher education needs to adopt strategies that empower student teachers to seamlessly integrate sustainable development into technology education and equip them with environmentally and socially responsible attitudes. The aim of this study is to explore what needs to be addressed in teacher education to prepare student teachers to teach technology integrated with sustainability. The study is part of a project where to develop a teaching module that will prepare student teachers to teach technology in primary schools, with special attention to how student teachers develop relationships between technology education and sustainable development. The study includes 12 student teachers enrolled in a science and technology course. Data were collected in several steps, including focus group interviews, and written individual reflections by student teachers. Based on thematic analysis, we identified what student teachers experience as crucial to being able to teach technology with a sustainability edge. The results show that preparing student teachers to teach technology with a sustainability edge requires a multifaceted approach that integrates knowledge of technology and sustainable development with personal values, pedagogical competence, critical thinking competency, and the adoption of transformative teaching practices.

National Category
Didactics
Research subject
Smart Cities and Communities, LEADS
Identifiers
urn:nbn:se:hh:diva-54694 (URN)
Projects
ULF - Integration of learning environments for technology and sustainability education
Available from: 2024-10-01 Created: 2024-10-01 Last updated: 2024-10-01
Hajj-Hassan, M., Chaker, R. & Cederqvist, A.-M. (2024). Environmental Education: A Systematic Review on the Use of Digital Tools for Fostering Sustainability Awareness. Sustainability, 16(9), 1-25, Article ID 3733.
Open this publication in new window or tab >>Environmental Education: A Systematic Review on the Use of Digital Tools for Fostering Sustainability Awareness
2024 (English)In: Sustainability, E-ISSN 2071-1050, Vol. 16, no 9, p. 1-25, article id 3733Article, review/survey (Refereed) Published
Abstract [en]

Recently, sustainable development practices have increased attention as climate change and environmental impacts have increased. Interventions to encourage sustainability awareness are developing, so fostering them through education is crucial. Evidence-based studies conducted in this field have suggested the use of different digital tools to promote environmental learning gains and to foster better sustainability awareness among students. Following the PRISMA method, we found 21 articles published between 2013 and 2023 showing an interest in the use of digital tools in environmental education to foster sustainability awareness among learners. Findings indicate that virtual reality tools and climate change topics are the most trending in this research area. Further, the results show a positive impact of the use of digital tools on students’ concern for the sustainability of the planet. © 2024 by the authors.

Place, publisher, year, edition, pages
Basel: MDPI, 2024
Keywords
digital tools, environmental education, sustainability awareness, sustainable development goals (SDGs)
National Category
Environmental Engineering
Research subject
Smart Cities and Communities, LEADS
Identifiers
urn:nbn:se:hh:diva-53415 (URN)10.3390/su16093733 (DOI)001219996000001 ()2-s2.0-85192764580 (Scopus ID)
Note

The article is based upon work from the COST Action, PHOENIX, CA19123 supported by the COST (European cooperation in Science and Technology). COST (European cooperation in Science and Technology is a funding agency for research and innovation networks. Our Actions help connect research initiatives across Europe and enable scientists to grow their ideas by sharing them with peers. This boosts their research, career and innovation (ref: www.cost.eu).

Available from: 2024-06-03 Created: 2024-06-03 Last updated: 2024-08-28Bibliographically approved
Impedovo, M., Cederqvist, A.-M., Gasparovic, S., Chaker, R. & Barthes, A. (2024). Quasi-Communities as an Interdisciplinary Approach to Solving Substantiality Challenges: A Lake Regeneration Case. Human Arenas
Open this publication in new window or tab >>Quasi-Communities as an Interdisciplinary Approach to Solving Substantiality Challenges: A Lake Regeneration Case
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2024 (English)In: Human Arenas, ISSN 2522-5790Article in journal (Refereed) Epub ahead of print
Abstract [en]

The close connection between communities and learning as a social and collective endeavour has led many scholars to consider communities of practice as a driver for solving complex problems. This paper takes up the literature on community and the concept of quasi-community in sustainable development and analyses a concrete case study—the so-called “lake and former SNIA factory” in Rome, Italy. The aim of the article is to investigate the emerging socio-technical interactions considering a quasi-community involved in an interdisciplinary regenerative sustainable development project related to the lake. The research design includes semi-structured interviews and observation during the interdisciplinary fieldwork visit. A thematic analysis with an inductive approach is proposed to reconstruct the socio-technical network as a potential learning experience for the actors involved. In the end, some educational and pedagogical implications and recommendations in the context of education for sustainable development are developed. © The Author(s), under exclusive licence to Springer Nature Switzerland

Place, publisher, year, edition, pages
Cham: Springer Nature, 2024
Keywords
Community, Quasi-community, Sustainable Development, Socio-Technical analysis, Interdisciplinarity
National Category
Social Sciences Interdisciplinary
Research subject
Smart Cities and Communities, LEADS
Identifiers
urn:nbn:se:hh:diva-54496 (URN)10.1007/s42087-024-00433-2 (DOI)
Available from: 2024-08-24 Created: 2024-08-24 Last updated: 2024-08-27Bibliographically approved
Impedovo, M. & Cederqvist, A.-M. (2024). Socio-(im)material-making activities in Minecraft: retracing digital literacy applied to ESD. Research in Science & Technological Education, 42(1), 73-93
Open this publication in new window or tab >>Socio-(im)material-making activities in Minecraft: retracing digital literacy applied to ESD
2024 (English)In: Research in Science & Technological Education, ISSN 0263-5143, E-ISSN 1470-1138, Vol. 42, no 1, p. 73-93Article in journal (Refereed) Published
Abstract [en]

Background: There is a growing interest in the complexity of socio- materiality-making activities in educational and everyday settings. Indeed, maker-centered learning is considered as a socio-materially embodied process in which artifacts and social and emotional dimensions are interconnected. The making process is also found in everyday life when children engage in specific applications – like Minecraft, where they perform activities in a virtual environment.

Purpose: Starting from analyzing some episodes recorded with a child aged seven, this paper aims to better understand the maker process in a virtual setting with implications for digital literacy and sustainable development education.

Design and methods: A socio-material approach is privileged to analyze the data collected. Specifically, we will explore the maker activity as a socio-materially embodied process.Sample: The research question will be answered with the support of a case study of one child playing Minecraft. Thinking-aloud modality, observation, notes, and pictures are collected. Then, the verbatim from the semi-structured interview is collected in the same session. The entire session is audio-recorded.

Results: The three dimensions that emerged are: Resources to make digital objects; Digital Objects became Social Objects; Making digital objects became ground for literacy. From this ana-lysis, we can retrace digital literacy in the Minecraft maker activity and some final considerations for teaching in STEM.

Conclusion: In conclusion, students’ informal activity in a Minecraft setting could become a potential green environment to ground digital literacy. However, this process needs to be scaffolded and amplified with an enriched level of abstract process, critical, and inquiry attitude. © 2023 Informa UK Limited, trading as Taylor & Francis Group

Place, publisher, year, edition, pages
Oxon: Routledge, 2024
Keywords
Socio-materiality, making activities, virtual, STEM, ESD
National Category
Educational Sciences
Research subject
Smart Cities and Communities, LEADS
Identifiers
urn:nbn:se:hh:diva-51351 (URN)10.1080/02635143.2023.2245355 (DOI)001044249100001 ()2-s2.0-85166905883 (Scopus ID)
Projects
COST Action 19123
Available from: 2023-08-09 Created: 2023-08-09 Last updated: 2024-06-26Bibliographically approved
Rundberg, M., Cederqvist, A.-M. & Nilsson, P. (2024). Tre didaktiska reflektionsverktyg i kombination för att utveckla undervisning i naturvetenskap. Atena Didaktik: avisa för teknikens och naturvetenskapens didaktik, 6(1)
Open this publication in new window or tab >>Tre didaktiska reflektionsverktyg i kombination för att utveckla undervisning i naturvetenskap
2024 (Swedish)In: Atena Didaktik: avisa för teknikens och naturvetenskapens didaktik, E-ISSN 2003-3486, Vol. 6, no 1Article in journal (Other academic) Published
Abstract [sv]

Lärarutbildningen ska ge lärarstudenter möjlighet att utveckla ämnesdidaktisk kunskap om bland annat ämnesinnehållet, kursplaner och bedömning, vilket de sedan ska kunna omvandla till praktiska handlingar i klassrummet. För att lyckas behöver lärarstudenter även utveckla sin förmåga att reflektera didaktiskt och kunna använda sin reflektion för att utveckla sin undervisning. Inom lärarutbildningen vid Högskolan i Halmstad har vi använt de tre didaktiska reflektionsverktygen Content representation (CoRe), Storyline, och Lesson Observation Tool (LOT) för att utveckla lärarstudenternas förmåga att planera, genomföra och reflektera kring undervisning i naturvetenskap med koppling till sin VFU. I denna artikel vill vi dela med oss av våra erfarenheter av denna arbetsmodell. Syftet är att ge en beskrivning av hur lärarstudenter och verksamma lärare kan ta stöd av de tre vetenskapligt baserade reflektionsverktygen för att planera, genomföra och utvärdera undervisning i naturvetenskap.

Place, publisher, year, edition, pages
Linköping: Nationellt centrum för naturvetenskapernas och teknikens didaktik, Linköpings universitet, 2024
Keywords
Didaktiska reflektionsverktyg, Naturvetenskaplig undervisning, Ämnesdidaktisk kunskap, Lärare, Lärarutbildning
National Category
Didactics
Research subject
Smart Cities and Communities, LEADS
Identifiers
urn:nbn:se:hh:diva-53297 (URN)10.3384/atena.2024.5076 (DOI)
Available from: 2024-04-29 Created: 2024-04-29 Last updated: 2024-06-14Bibliographically approved
Cederqvist, A.-M. & Edstrand, E. (2024). Virtuell och förstärkt verklighet kan stödja elevers lärande och bidra till ökat intresse för naturvetenskap.
Open this publication in new window or tab >>Virtuell och förstärkt verklighet kan stödja elevers lärande och bidra till ökat intresse för naturvetenskap
2024 (Swedish)Other (Refereed)
Abstract [sv]

Forskning visar att användandet av förstärkt verklighet och virtuell verklighet i undervisningen kan skapa möjligheter att visualisera hur abstrakta fenomen ter sig och fungerar på ett mer detaljerat sätt. Detta möjliggör i sin tur att elever kan göra mer detaljerade observationer och analyser av fenomenen, vilket kan bidra till ökad begreppsförståelse och vilja att lära sig mer.

National Category
Didactics Pedagogy Learning
Research subject
Smart Cities and Communities, LEADS; Smart Cities and Communities
Identifiers
urn:nbn:se:hh:diva-52581 (URN)
Available from: 2024-02-07 Created: 2024-02-07 Last updated: 2024-06-24Bibliographically approved
Cederqvist, A.-M. & Thorén Williams, A. (2023). An Exploratory Case Study on Student Teachers’ Experiences of Using the AR App Seek by iNaturalist When Learning About Plants. In: Panayiotis Zaphiris; Andri Ioannou (Ed.), Learning and Collaboration Technologies: 10th International Conference, LCT 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II. Paper presented at International Conference on Human-Computer Interaction, Copenhagen, Denmark, 23-28 July, 2023 (pp. 33-52). Cham: Springer
Open this publication in new window or tab >>An Exploratory Case Study on Student Teachers’ Experiences of Using the AR App Seek by iNaturalist When Learning About Plants
2023 (English)In: Learning and Collaboration Technologies: 10th International Conference, LCT 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II / [ed] Panayiotis Zaphiris; Andri Ioannou, Cham: Springer, 2023, p. 33-52Conference paper, Published paper (Refereed)
Abstract [en]

In this case study we explore the use of Augmented Reality (AR) as a pedagogical tool to promote student teachers learning about plants in a biology course module within teacher education. Traditionally, when studying plants in science education, flora books are used. However, digital technology has contributed to new ways of exploring plants, and AR is suggested as an important tool. This requires teacher educators who are familiar with AR and the pedagogical implications of using AR when teaching about plants. Therefore, the aim of this study is to investigate student teachers’ experiences of using the AR app Seek by iNaturalist during an excursion to identify and learn about plants, as well as discuss the pedagogical implications of integrating the app into a biology course module. The student teachers took part in the excursion using the app to practice plant identification. Afterwards, semi-structured interviews were conducted with three student teachers. A thematic analysis approach was used to explore the student teachers’ experiences when using Seek. The findings indicate that Seek increases student teachers’ awareness of plants, which promotes their interest and engagement in plants. The easy accessibility in their phone makes them use Seek in their spare time. The increased interest and easy access support learning. By knowing the name of plants, the student teachers establish relationships with plants, which increases awareness of the importance of caring for nature. Hence, Seek could be seen as a pedagogical tool that promotes student teachers’ learning and interest about plants. © 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

Place, publisher, year, edition, pages
Cham: Springer, 2023
Series
Lecture Notes in Computer Science ; 14041
Keywords
Augmented Reality (AR), Teacher Education, Biology, Plants, Seek by iNaturalist
National Category
Learning Didactics
Research subject
Smart Cities and Communities, LEADS
Identifiers
urn:nbn:se:hh:diva-51179 (URN)10.1007/978-3-031-34550-0_3 (DOI)978-3-031-34550-0 (ISBN)978-3-031-34549-4 (ISBN)
Conference
International Conference on Human-Computer Interaction, Copenhagen, Denmark, 23-28 July, 2023
Available from: 2023-07-03 Created: 2023-07-03 Last updated: 2023-07-05Bibliographically approved
Cederqvist, A.-M. & Högström, P. (2023). Developing student teachers’ PCK for teaching technology with a sustainability edge in primary school. In: Sarah Davies; Matt McLain; Alison Hardy; David Morrison-Love (Ed.), The 40th International Pupils’ Attitudes Towards Technology Conference Proceedings 2023: . Paper presented at PATT40: The 40th International Pupils’ Attitudes Towards Technology Research Conference Hosted by Liverpool John Moores University, Liverpool, United Kingdom, 31st October - 3rd November, 2023. Liverpool: Liverpool John Moores University, 1
Open this publication in new window or tab >>Developing student teachers’ PCK for teaching technology with a sustainability edge in primary school
2023 (English)In: The 40th International Pupils’ Attitudes Towards Technology Conference Proceedings 2023 / [ed] Sarah Davies; Matt McLain; Alison Hardy; David Morrison-Love, Liverpool: Liverpool John Moores University , 2023, Vol. 1Conference paper, Published paper (Refereed)
Abstract [en]

In Swedish primary schools, technology teaching may appear different depending on what educational setting the pupils meet. Many pupils experience the subject of technology as taking part in practical making-activities without recognizing the technological knowledge involved, and many teachers feel uncertain of what and how to teach technology, especially concerning sustainability. Thus, it is necessary to pinpoint these issues within teacher education. This paper presents the first iteration of a Design-Based Implementation Research (DBIR) study on a teaching module that provides student teachers with theoretical and practical knowledge in technology education. The purpose of the study is to capture and understand how student teachers transform acquired knowledge and skills into Pedagogical Content Knowledge (PCK) for teaching technology in primary school. Special attention is on how student teachers evolve relations between technology education and sustainable development. The study is designed and implemented in line with DBIR based on principles of collaboration and has strong connections between practice and theory (Fishman & Penuel, 2018). The participating researchers, also the teacher educators, have together with teachers at a municipal technological resource facility jointly identified underlying premises such as policy document statements; topics and content of value for all participants; potential participating schools; and reviews of previous research. The study includes 12 student teachers enrolled in a science and technology course. Data is collected in several steps including student teachers’ written individual reflections, their project assignments, their lesson plans, and focus group interviews. Based on qualitative content analysis, components of PCK are traced to elucidate the transformation of student teachers’ PCK for teaching technology with a sustainability edge. The results contribute to knowledge of what efforts, such as teaching module design features and connections to sustainability, should be made to develop student teachers’ PCK for teaching technology in primary school.

Place, publisher, year, edition, pages
Liverpool: Liverpool John Moores University, 2023
Keywords
Design-Based Implementation Research, Pedagogical Content Knowledge, Sustainable Development, Teacher Education, Technology Education
National Category
Didactics
Research subject
Smart Cities and Communities; Smart Cities and Communities, LEADS
Identifiers
urn:nbn:se:hh:diva-51886 (URN)
Conference
PATT40: The 40th International Pupils’ Attitudes Towards Technology Research Conference Hosted by Liverpool John Moores University, Liverpool, United Kingdom, 31st October - 3rd November, 2023
Projects
Modell för praktiknära samverkan mellan Högskolan Halmstad och KomTek för att utvecklalärarstudenters ämnesdidaktiska kompetens i teknik
Available from: 2023-10-31 Created: 2023-10-31 Last updated: 2024-08-28Bibliographically approved
Cederqvist, A.-M. & Impedovo, M. (2023). Minecraft as a Hybrid Boundary Object: Exploring Nature in Squares. Education Sciences, 13(9), 1-15, Article ID 952.
Open this publication in new window or tab >>Minecraft as a Hybrid Boundary Object: Exploring Nature in Squares
2023 (English)In: Education Sciences, E-ISSN 2227-7102, Vol. 13, no 9, p. 1-15, article id 952Article in journal (Refereed) Published
Abstract [en]

In this exploratory case study, we investigated children’s ways of experiencing virtual worlds, such as Minecraft, and how this may affect their understanding of nature, scientific phenomena, and sustainable development; that is to say, Minecraft was explored as a boundary object in children’s making activities with Minecraft. The research questions that guided the study are: In what ways may Minecraft act as a boundary object between children’s formal and informal learning about science and sustainable development? In what ways may Minecraft act as a boundary object when children build relationships with nature? Semi-structured interviews were conducted with six children. A thematic analysis approach was used to analyze the interviews. This study shows that in the Minecraft context, the children gained a breadth of everyday experiences related to scientific phenomena and sustainability. Further, the findings indicate that children merged their experiences in the virtual world with experiences in the physical world. In this sense, Minecraft involves science and sustainability content that crosses the boundary between the virtual world and reality. Thus, we suggest that Minecraft bridged children’s physical and virtual relationships with nature; that is to say, Minecraft became a boundary object that allowed children to experience nature and encounter knowledge that they would not otherwise have been able to experience. © 2023 by the authors. Licensee MDPI, Basel, Switzerland.

Place, publisher, year, edition, pages
Basel: MDPI, 2023
Keywords
science education, sustainable development, virtual world, boundary object, making, minecraft
National Category
Didactics Learning
Research subject
Smart Cities and Communities; Smart Cities and Communities, LEADS
Identifiers
urn:nbn:se:hh:diva-51662 (URN)10.3390/educsci13090952 (DOI)2-s2.0-85172113858 (Scopus ID)
Projects
EU Cost Action 19123 - Protection, Resilience, Rehabilitation of damaged environment (PHOENIX) WG 1: Educational and socio-economics aspect of environmental science for sustainable city planning
Available from: 2023-09-20 Created: 2023-09-20 Last updated: 2023-10-10Bibliographically approved
Cederqvist, A.-M. (2023). Students’ Conceptions of Programmed Technological Solutions: A Basis for Organising Teaching. In: Jonas Hallström; Marc J. de Vries (Ed.), Programming and Computational Thinking in Technology Education: (pp. 291-309). Leiden: Brill Academic Publishers
Open this publication in new window or tab >>Students’ Conceptions of Programmed Technological Solutions: A Basis for Organising Teaching
2023 (English)In: Programming and Computational Thinking in Technology Education / [ed] Jonas Hallström; Marc J. de Vries, Leiden: Brill Academic Publishers, 2023, p. 291-309Chapter in book (Refereed)
Abstract [en]

Educational content with respect to programming and Programmed Technological Solutions (PTS) is commonly contextualised in practical activities such as analysing and designing PTS using instructional materials, e.g. BBC micro:bit. However, we still know little of how teaching regarding this content could be organised in order for students to progress in learning. The aim of this chapter is to analyse the synthesised results from two phenomenographic studies on ways students, aged 10–14, conceptualise PTS in order to shed light on PTS as a learning object, as well as what and how to teach about PTS in technology education.

The two included studies are conducted in a Swedish school context. The first study investigates the different ways students, aged 11–12, conceptualise PTS in the process of analysing structure and function in PTS. The second study investigates the different ways students, aged 10 and 14, conceptualise PTS in the process of designing and coding PTS. In the studies, the instructional material BBC micro:bit was used together with PTS from everyday life. The synthesised results have been further analysed from a learning progression perspective based on the phenomenographic view of learning. The results show variations in students’ ways of conceptualising PTS. In keeping with the phenomenographic perspective, learning can be described as students initially seeing PTS as an undifferentiated whole, which they gradually learn to discern from its structural and functional parts. However, in the processes, there is a complexity of conceptualising PTS in relation to the changing contexts of everyday life and the instructional material BBC micro:bit. Based on the results, it is suggested that students should initially learn to analyse the structure and function of existing PTS in different contexts. This will provide them with the necessary conditions to progress their learning in activities where they design and code PTS.

Place, publisher, year, edition, pages
Leiden: Brill Academic Publishers, 2023
Series
International Technology Education Studies, ISSN 1879-8748 ; 20
National Category
Didactics Learning Pedagogy
Research subject
Smart Cities and Communities; Smart Cities and Communities, LEADS
Identifiers
urn:nbn:se:hh:diva-51810 (URN)10.1163/9789004687912_014 (DOI)978-90-04-68791-2 (ISBN)978-90-04-68790-5 (ISBN)
Available from: 2023-10-11 Created: 2023-10-11 Last updated: 2023-10-27Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-6825-2747

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