Publications
- 2026•Journal Article•Instructional Science
Simulation-based training in professional education: learning, participation, and instructional design
Charlott Sellberg, Oskar Lindwall
- 2025•Journal Article•Learning, Media and Technology
Platform bureaucratization as pedagogy in highly platformized classrooms
Christina Löfving, Annika Bergviken Rensfeldt, Thomas Hillman
- 2025•Journal Article•Learning, Media and Technology
Collectively produced epistemic objects and their necessary incompleteness for professional learning on a large-scale online platform
Alena Seredko, Thomas Hillman, Mona Lundin
DOI: 10.1080/17439884.2025.2486968Abstract
This article presents a theoretical approach to examining professional knowledge practices on online platforms, employing the concept of epistemic objects and their incompleteness, and analysing how objects are actively produced and negotiated through interactions among users and the platform. We illustrate this approach by conducting an interaction analysis of two threads from Stack Overflow, a prominent online platform where millions of software developers ask and answer programming-related questions. The findings demonstrate that the incompleteness of epistemic objects is central to understanding how professionals collectively engage with and produce knowledge online. They also highlight the role of specific technical features of platforms and the embeddedness of objects – and, thereby, the platforms themselves – in the broader professional domain. The article discusses the potential of the theoretical approach for investigating online platforms as sites for professional learning and calls for educational programs and platform designs that support professionals’ engagements with epistemic objects.
- 2025•Journal Article•Scandinavian Journal of Educational Research
When fairness is an abstraction: equity and AI in Swedish compulsory education
Marie Utterberg Modén, Marisa Ponti, Johan Lundin, Martin Tallvid
- 2025•Journal Article•Information Technology & People
Proxy design: a method for involving proxy users to speak on behalf of vulnerable or unreachable users in co-design
Anna Sigridur Islind, Johan Lundin, Katerina Cerna, Tomas Lindroth, Linda Åkeflo, Gunnar Steineck
DOI: 10.1108/ITP-07-2021-0539Abstract
Purpose Designing digital artifacts is not a linear, straightforward process. This is particularly true when applying a user-centered design approach, or co-design, with users who are unable to participate in the design process. Although the reduced participation of a particular user group may harm the end result, the literature on solving this issue is sparse. In this article, proxy design is outlined as a method for involving a user group as proxy users to speak on behalf of a group that is difficult to reach. The article investigates the following research question: How can roleplaying be embedded in co-design to engage users as proxies on behalf of those who are unable to represent themselves? Design/methodology/approach The article presents a design ethnography spanning three years at a cancer rehabilitation clinic, where digital artifacts were designed to be used collaboratively by nurses and patients. The empirical data were analyzed using content analysis and consisted of 20 observation days at the clinic, six proxy design workshops, 21 telephone consultations between patients and nurses, and log data from the digital artifact. Findings The article shows that simulated consultations, with nurses roleplaying as proxies for patients ignited and initiated the design process and enabled an efficient in-depth understanding of patients. Moreover, the article reveals how proxy design as a method further expanded the design. The study findings illustrate: (1) proxy design as a method for initiating design, (2) proxy design as an embedded element in co-design and (3) six design guidelines that should be considered when engaging in proxy design. Originality/value The main contribution is the conceptualization of proxy design as a method that can ignite and initiate the co-design process when important users are unreachable, vulnerable or unable to represent themselves in the co-design process. More specifically, based on the empirical findings from a design ethnography that involved nurses as proxy users speaking on behalf of patients, the article shows that roleplaying in proxy design is a fitting way of initiating the design process, outlining proxy design as an embedded element of co-design.
- 2025•Journal Article•Critical Studies in Education
Digital platform work reinforcing performativity: teacher responses to work intensification explored through trace ethnography
Kalliopi Moraiti, Annika Bergviken Rensfeldt, Mona Lundin
- 2025•Journal Article•Discourse: Studies in the Cultural Politics of Education
Digitalised higher education: key developments, questions, and concerns
Janja Komljenovic, Kean Birch, Sam Sellar, Annika Bergviken Rensfeldt, Joe Deville, Charlie Eaton, Lesley Gourlay, Morten Hansen, Niels Kerssens, Anne Kovalainen, Pier-Luc Nappert, Joe Noteboom, Lluis Parcerisa, Juan Pable Pardo-Guerra, Seppo Poutanen, Susan Robertson, David Tyfield, Ben Williamson
- 2025•Journal Article•Classroom Discourse
Laughter, failure talk, and the sensitive nature of negative feedback
Gustav Lymer, Oskar Lindwall, Charlott Sellberg
- 2025•Journal Article•WMU Journal of Maritime Affairs
Crafting congruence: towards systematic scenario design in maritime simulator training and assessment
Susan Harrington, Charlott Sellberg, Oskar Lindwall
DOI: 10.1007/s13437-024-00356-3Abstract
Abstract In this study, we explore the current practices of experienced instructors in developing scenarios for maritime simulator training and assessment. Scenario design is fundamental to effective simulator-based training but remains underexplored in extant literature. Through a series of semi-structured interviews ( n = 16), we identify the core concerns of instructors designing scenarios; (1) realism, authenticity, and fidelity; (2) designing for students’ requirements; (3) the importance of clear learning objectives. Based on the results, we propose that functional congruence is a more fitting term than realism, authenticity, and fidelity in this context, as effective simulator training requires a balance between a simulator realistic enough for immersive learning experiences, and a focus on clear learning objectives. In consideration of the need to train students to function as part of a team of competent experts, moreover, we propose the introduction of an established instructional design model into the scenario design process. The proposed model has proven successful in simulator-based training in the similarly high-risk and safety-critical field of healthcare and has the potential to both complement the current practices of experienced instructors and act as a valuable resource for those newer to the role in designing training transferrable to professional practice.