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71 Research products

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  • Theses@asb

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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Agergaard, Jane;
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Theses@asbarrow_drop_down
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Theses@asb
    Article . 2022
    Data sources: Theses@asb
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Theses@asbarrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
      Theses@asb
      Article . 2022
      Data sources: Theses@asb
  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Cino, Davide; Brandsen, Silke; Bressa, Nathalie Alexandra; Mascheroni, Giovanna; +2 Authors

    This report is based on findings from a cross-national qualitative study investigating young people’s digital skills practices in non-formal learning contexts in Belgium, Denmark, and Italy.The goal of this study was to gain better knowledge about how to foster digital skills acquisition and practices in non-formal learning contexts.This study combined 16 observations of digital skills workshops (i.c. programming and robotics workshops), 11 interviews with organisers and moderators of such activities, and 4 subsequent co-design activities with the collaboration of children, organisers, moderators, and researchers.The research activities took place in non-formal learning contexts, such as public libraries, youth clubs, and school spaces used for extra-curricular activities (i.e., outside the formal curriculum). Due to different COVID-19 restrictions across Belgium, Denmark and Italy, flexibility with the research protocol was needed.The main aim of the observations and interviews was to first map existing situated experiences of digital skills workshops across countries, investigate their structure and teaching philosophies, and inform co-design activities. Then, with the co-design activities, we aimed to gain knowledge about potential future trajectories, drawing insights from best practices and formulating recommendations, with Italy focusing on teaching style, Denmark on technology and tools, and Belgium on policy.Our work allowed us to address several research questions, investigating three main areas to be understood as broader thematic units.As a first thematic unit concerned with teaching, we questioned how the philosophies that drive the digital skills workshops ran by moderators and organisers have an impact on the workshop organisation in terms of their formality, activities chosen, teaching styles, imaginaries and values. Indeed, we argue that these matters should not go unnoticed, as part of a hidden curriculum (Gordon, 1982), as these are likely to impact children’s and young people's digital skills acquisition and practices.Secondly, as for the theme of learning, we investigated whether and how the formality and structure of the non-formal digital skills workshops may have influenced children’s digital skills practices and learning, what types of learning strategies were promoted by moderators, and what practices were enacted by the children themselves.As a third theme sensitive to including, we aimed to understand who participates in digital skills workshops and who is excluded, and why, questioning for instance potential sociocultural or material barriers (or absence thereof) shaping the democratisation and distribution of the learning opportunities.Key takeaways Digital skills workshops in non-formal learning context are designed and run with the mission of promoting children’s collaboration and active participation, moving beyond the normative and asymmetrical logic typical of formal education. In this context, across countries, moderators emphasised that they are not to be seen as teachers, but rather as facilitators, framing participants as the main actors of their educational experiences, echoing previous research studying digital skills practices in non-formal learning contexts (Livingstone & Blum-Ross, 2020).6 Although collaboration and active participation are key words in moderators’ and organisers’ imaginaries, most of the times the structure of the learning activities, the affordances of the digital learning environment, and the choices of the children themselves, promoted individualistic practices, where each child worked on their own to achieve their own personal goals. We hereby acknowledge that any educational activity is characterised by, at least partially, asymmetrical relationships, where adults are the ones who are likely to make choices for children. In this sense, the choice of activities, software and, generally, the organisation of the workshop itself, comes down to adults. To counteract this tendency, in implementing teaching strategies, social goals and learning goals should be put forward during the non-formal learning activity. The spatial organisation of the workshops including the features of the technologies and tools can both hinder or facilitate collaboration and learning practices. It is important to align these to the intention and orchestration of moderators so that the room, the physical materials, and the technologies contribute to the overall goals. Also, to design situationally appropriate learning technologies and activities that integrate with current practices, it is important to understand the implicit and explicit social and material structures that constitute the activities and interactions with technologies. Our study further challenges the myth of the digital native, showing that children need appropriate and meaningful external support, individual effort, and motivation to become digitally skilled. Even if informed by a narrow understanding of programming skills as an individual achievement, digital skills workshops are promising for children to train digital practices and acquire new digital skills. A “free” and “open door” approach to the organisation of digital skills workshops does not necessarily mean that it is inclusive, not even when all materials are provided for free by the organisation. Apart from initiatives specifically tailored for usually under-represented groups (including girls, children from lower socio-economic status (SES) households, ethnic minorities), digital skills workshops are mainly attended by upper- or middle-class boys, showing how organisers and moderators struggle in attracting a diverse range of participants. The degree to which parents value programming as beneficial for their children’s future achievements turns out to be one of the main incentives to participate in digital skills workshops, together with the child’s genuine interest in the topic. To foster inclusivity, our findings suggest that workshops should allow a certain degree of open-endedness and freedom, so that children can adjust and embed the projects into their own lived experiences and future-oriented imaginaries. This also means adapting the educational proposals to suit the interests, needs and competences of a wide variety of children with different backgrounds and aspirations. This way the activities can be meaningful for participants to be able to express themselves using technology, while taking into consideration external factors such as the influence of parents and schools which contribute to the opportunities and attendance by participants. Finally, the organisation of digital skills workshops and initiatives should become embedded in the social fabric of the city and/or youth work, conceiving of them as a communitarian effort. This means that an active dialogue between policymakers, organisers and moderators, researchers, parents, and, of course, children themselves from different backgrounds is needed. Participatory co-design among these actors can be a key strategy to promote child-centred approaches that move beyond individualistic accounts of learning, towards the creation of more collaborative, and more inclusive digital skill activities through a systemic and holistic approach.

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    Authors: Liburd, Janne;
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    Authors: Kolmos, Hans Jørn;
    image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao University of Southe...arrow_drop_down
    image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
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      image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao University of Southe...arrow_drop_down
      image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Nygaard-Christensen, Maj; Pedersen, Siri Mørch;

    Under nedlukningen af landet under covid-19-krisen blev udsatte mennesker betegnet som en særlig risikogruppe. På nogle områder har udsatte dog vist sig at have særlig erfaring med at klare udfordringer og forandringer i hverdagen, som de kunne trække på i forhold til at klare coronasituationen

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Theses@asb; PURE Aar...arrow_drop_down
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Theses@asb; PURE Aar...arrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Qvortrup, Ane; Jensen, Casper Juul Dahl;
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ University of Southe...arrow_drop_down
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ University of Southe...arrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Pawlowski, Charlotte Skau; Schmidt, Tanja Bettina;

    I artiklen undersøges COVID-19 nedlukningens indvirkning på danske børn og unges fysiske aktivitet. Desuden afdækkes skolerne og idrætsforeninger-nes rolle i relation til at understøtte børn og unges fysiske aktivitet under nedlukningen. Artiklen bygger på en spørgeskemaundersøgelse med børn og unge i alderen 6-16-år, som blev gennemført under anden nedlukning af samfundet (vinteren 2021). I artiklen præsenteres data fra 1.229 børn og unge, hvor deres fysiske aktivitet før og under nedlukningen sammenlignes og diskuteres i relation til de virkninger, det har at ændre rammerne for børn og unges vanlige fysiske aktivitet. The paper examines the impact of the COVID-19 shutdown on Danish children and ad-olescents’ physical activity. In addition, the role of schools and sports associations in supporting the physical activity of children during the closure is assessed. The paper is based on a cross-sectional survey with children and adolescents aged 6-16 years, conducted during the second COVID-19 shutdown (winter 2021). The paper presents data from 1,229 children and adolescents’ physical activity before and during the clo-sure. These results are discussed in relation to the effects of changing the context for children and adolescents’ normal physical activity.

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ University of Southe...arrow_drop_down
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    Authors: Christensen, Mette Krogh; Nielsen, Karl-Johan Schmidt; Dyhrberg O'Neill, Lotte;

    IntroduktionTrods universiteternes mangeårige satsning på implementeringen af EDU-IT, var hovedparten af undervisningen før Covid-19 fortsat organiseret som synkront fysisk fremmøde. Da læreridentitet udvikles i et samspil mellem undervisningskontekst og personlig forståelsesramme [1], er vores antagelse, at akademikeres læreridentitet knytter an til netop fremmødeundervisningen. Nyere studier viser, at læreridentitet udfordres af et øget studentercentreret fokus, som rykker lærerrollen fra videnbærer til facilitator [2], og at øget digitalisering af undervisningen påvirker underviseres prioritering af studerende-underviser interaktionen [3]. Ovenstående giver anledning til at spørge, hvordan læreridentiteten påvirkes, når Covid-19 ændrer undervisningskonteksten til et rent digitalt format? MetodeSpørgsmålet er søgt besvaret gennem kvalitativ analyse, hvor interviews med 19 erfarne undervisere fra to forskellige danske universiteter udgør datagrundlaget. Interviewene er analyseret gennem en meningskondenserende metode, hvor længere tekststykker i hvert interview blev tildelt forskellige koder. Herefter blev koderne sammenlignet på tværs af interviewene for at identificere tværgående tematikker. ResultatForeløbige analyser indikerer, at en form for praktisk kropsliggjort læreridentitet udgør et grundvilkår og en ressource for underviserne, og at det pludselige skift i undervisningskonteksten har betydet et tab af praktisk sans [4]. Tabet vedrører en inkorporeret forståelse af og reaktion på 1) non-verbale signaler, 2) en gensidig visuel relation, og 3) den rumlige fornemmelse for undervisningskonteksten. Resultaterne varierer alt efter om underviseren identificerer sig som videnbærer eller facilitator af læring. DiskussionIndtil videre rejser resultaterne spørgsmål om et overset grundvilkår i undervisningen, nemlig at underviseren bruger sin praktiske sans i navigering og justering af undervisningen, og at udøvelsen af den praktiske sans er stærkt motiverende.

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    Authors: Gissel, Stig Toke; Gynther, Karsten; Hansen, Thomas Illum; Højgaard, Tomas; +3 Authors

    Denne rapport præsenterer resultaterne af et følgeforskningsprojekt som Læremiddel.dk i samarbejde med Tomas Højgaard (Aarhus Universitet) har gennemført i forbindelse med et projekt, hvor Københavns Kommune afprøvede det adaptive Læremiddel, Rhapsode, i matematikundervisningen i 4. og 9. klasse. Adaptive teknologier forsøger at skabe og optimere et skræddersyet læringsforløb ved hjælp af dynamiske ændringer i systemets respons baseret på brugerens interaktioner (Liu et al, 2017). Forskningsindsatsen i projektet var todelt: Dels gennemførtes et interventionsprojekt som i dialog mellem lærere og forskere/læringskonsulenter, iterativt har forsøgt at nå frem til nye didaktiske designs med inddragelse af Rhapsode. Dels gennemførtes et følgeforskningsprojekt, som havde til formål at undersøge Rhapsodes potentiale som læremiddel i sig selv, lærere og elevers brug af læremidlet samt at kortlægge elevers faglige udbytte, forståelse for egen læring og læreproces samt self-efficacy før og efter indsatserne. En kombineret læremiddelanalyse af forholdet mellem mål, udtryk, aktiviteter og indhold i Rhapsode bidrager med en dybere indsigt i læremidlets adaptive interaktionsdesign. Formålet med Rhapsode er at fremme matematikfaglig læring med vægt på struktureret videnstilegnelse. Til grund for dette formål ligger et syn på menneskers læring og hukommelse, der kan beskrives som en ”læringsbrøk”. Læremidlets kvalitet er defineret ved forholdet mellem læringsudbytte (tæller) og undervisningstid (nævner). Læremidlets udtryk repræsenterer dets indhold, og dets aktiviteter rammesætter elevernes arbejde med og fortolkning af indholdet. Derfor er der en nær sammenhæng mellem udtryk, aktiviteter og indhold. Således repræsenterer Rhapsodes minimalistiske design ud fra cognitive load theory (CLT)-principper et højstruktureret indhold, mens de prioriterede aktiviteter fastlægger, hvad der er kerne og periferi.Dette faglige formål med læremidlet prioriterer de højstrukturerede dele af faget, der gør det muligt at gennemføre en undervisning, som er lettere at kontrollere, effektivisere og dokumentere. Det hænger sammen med et dannelsessyn, hvor den kognitive træning og udvidelse af hukommelsen prioriteres, fordi den eksplicitte og deklarative viden, man kan sætte ord på og anvende ved prøver og eksaminer, tilskrives en central værdi. Det forholdsvist snævre formål og prioriteringen af kognitiv træning skal vurderes i lyset af, at Rhapsode er designet som et bidrag til en bredere tilrettelagt matematikundervisning.Rhapsodes udtryk er kendetegnet ved et stramt, minimalistisk design. Det er designet ud fra Richard E. Mayers principper for multimodal repræsentation, der har til hensigt at maksimere tilgængelighed og minimere distraktion (Mayer, 2001 & 2003; Moreno & Mayer 2007). Resultatet er udtryk med korte analytiske sætninger, konsekvent brug af konvergerende modaliteter (typisk verbalsprog, billede, diagram, symbolsprog og signalfarver), at udtrykket ikke indeholder overflødige tegn (ord, lyde eller billeder), valgbar oplæsningsfunktion, nærhed mellem ord og billede (spatial kontiguitet), simultan brug af ord og billeder (temporal kontiguitet) samt grafisk styring af brugerens opmærksomhed.Brugen af Area9’s algoritme i Rhapsode er i skrivende stund i en pilotfase i folkeskoleregi. Derfor er det endnu et åbent spørgsmål, om data om elevernes adfærds- og forståelsesmønstre over tid bliver retningsgivende for målstyring i Rhapsode, der afspejler den overordnede ambition om effektiv videnstilegnelse. Algoritmens funktioner understøtter bestemte adfærdsmønstre, og derfor vil der ikke blive formuleret åbne og undersøgelsesorienterede indgangsmål med mindre man vælger at supplere læremidlet med andre formål og designstrategier, der prioriterer en mere eksplorativ tilgang til anvendt matematik i relation til komplekse fænomener og problemstillinger i fagets omverden.Gennem data fra Rhapsode og skærmoptagelser af 4. klasse elevers interaktion med læremidlet blev det undersøgt dels, hvordan læremidlet håndterer elever med forskellige forudsætninger (med forskellige kombinationer af høj/lav matematisk kompetence, self-efficacy og høj/lav motivation for matematikfaget) og dels, hvordan eleverne håndterer læremidlets måde at præsentere indhold og opgaver. Det viser sig, at specielt self-efficacy synes at være en vigtig faktor for elevernes udbytte af at arbejde med Rhapsode. Når eleverne arbejder individuelt med det adaptive læremiddel lægges der pres på elevens vedholdenhed, tro på egne evner og motivation, da læremidlet bliver ved med at presse eleverne til sværere områder og mange gentagelser af de ting, eleverne ikke mestrer. Desuden skal eleverne selv trække hjælp fra læremidlets ressourcer, når de får problemer, og det forsømmer eleverne i 4. klasse typisk.Med udgangspunkt i test- og spørgeskemabesvarelser undersøges om brug af Rhapsode hænger sammen med ændringer i elevernes matematiske kundskaber, egenopfattede kompetence og faglig motivation. Eleverne på 9. klassetrin viser en statistisk signifikant fremgang i forsøgsperioden. Godt 50% af eleverne viser fremgang, og få oplever tilbagegang. Vi kan dog ikke skelne hvor meget af fremgangen, der skyldes naturlig progression (dvs. hvordan eleverne havde udviklet sig uden indsatsen) og hvor meget, der skyldes brug af læremidlet med det anvendte design. På 4. klassetrin er der tendenser til en fremgang ud over den udvikling man ville forvente på 4. klassetrin, men fremgangen er samlet set ikke statistisk sikker. Det insignifikante resultat kan dog skyldes, at der er lav statistisk power (pga. det lave deltagerantal) til at påvise en lille positiv udvikling. Hverken elevernes egenopfattede kompetence eller motivation viser ændringer relateret til brug af Rhapsode. Disse resultater skal læses i lyset af det begrænsede omfang, eleverne har benyttet Rhapsode – en forsøgsperiode på et skoleår og en skolegang påvirket af Covid-19.I den resterende kvalitative del af rapporten analyseres, hvordan et didaktisk design af matematikundervisning udfoldes og forstås, når et adaptivt læremiddel, Rhapsode, inddrages. Analyserne er struktureret i et almen didaktisk perspektiv med fokus på lærerroller, aktiviteter, organisering mv. og en fagdidaktiske del med fokus på matematikfaglige mål og specifikke fagdidaktiske metoder.Projektet viser, at lærernes didaktiske design i matematikundervisningen ændres, når Rhapsode anvendes i timerne. Dette skyldes læremidlets udgangspunkt i, at det er designet til at varetage flere lærerfunktioner ved både at forklare nyt stof, stille spørgsmål i relation hertil samt bidrage til en tidslig progression gennem - eller snarere rundt i - stoffet. Læremidlet fungerer derfor ikke optimalt, hvis det alene anvendes som erstatning for et traditionelt træningselement i undervisningen. Imidlertid ser flere lærere en stor fordel i alligevel at assimilere Rhapsode i den vanlige undervisning ved at lade læremidlet erstatte gruppe-, par- eller indviduelt arbejde med øvelser i det af læreren introducerede indholdsområde for dagen. Dette frigør efter mange læreres mening tid til at hjælpe elever med særlige vanskeligheder eller til at arbejde med udvalgte grupper af elever i timerne.Et andet meget tydeligt fremtrædende tema ses i forståelserne af adaptation og differentiering. Både lærere og elever synes nemlig at forvente, at Rhapsodes adaption består i differentiering af opgaver, aktiviteter og forklaringer i forhold til enkeltelevens faglige niveau. En sådan forventning må nødvendigvis skuffes, idet læremidlet ikke adapterer ved at stille lettere eller vanskeligere opgaver til eleverne eller ved at forklare stoffet på forskellig vis eller gennem forskellige modaliteter fx. Derimod består adaptionen alene i at stille eleven spørgsmål i de områder af stoffet, som eleven viser vanskeligheder ved og derfor svarer forkert på. Fagligt stærke elever vil derfor hurtig kunne afslutte arbejdet i Rhapsode, mens de fagligt mere udfordrede vil opleve, at Rhapsode “aldrig slutter”. Forskellige grupper af elever på tværs af klasser vurderer derfor læremidlet ganske forskelligt. Der synes dog at kunne anes en forskel mellem de to klassetrin, hvor de yngste elever forholder sig mere skeptiske til læremidlet end de ældste.I den fagdidaktiske del af undersøgelsen analyseres Rhapsodes potentialer i forhold til a) færdighedsorienteret matematikundervisning, b) forståelsesorienteret matematikundervisning og c) kompetenceorienteret matematikundervisning. Analyserne viser, at Rhapsode har et potentiale i forhold til at flytte undervisningens fokus fra færdighedsorienteret til forståelsesorienteret undervisning. Dette kræver at Rhapsode anvendes i begyndelsen af en lektion og ikke blot til afsluttende færdighedstræning i den sidste del af lektionen, hvilket var den mest udbredte brug i projektperioden. Analyserne viser samtidig, at ingen af lærerne i projektet har forsøgt at benytte Rhapsode til at varetage den matematikfaglige kompetenceudvikling, som alle udviklingsforløb i projektet var født med som læringsmæssigt omdrejningspunkt, og som de blev undervist i inden hvert forløb. Det betyder selvfølgelig ikke, at det ikke kan lade sig gøre, men efter at have arbejdet med Rhapsodes fagdidaktiske rationale og virkemåde samt diskuteret dens didaktiske muligheder og begrænsninger med projektets lærergruppe er det usikkert om Rhapsode - eller et hvilket som helst andet læremiddel med samme adaptive rationale – kan anvendes som grundstamme i en kompetenceorienteret matematikundervisning.

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    Authors: Hvas, Anne-Mette; Ostrowski, Sisse Rye; Frederiksen, Henrik; Kampmann, Peter; +1 Authors

    Vaccine-induced immune thrombosis and thrombocytopenia (VITT) is a new syndrome, which has emerged after introduction of the adenovirus vector-based COVID-19 vaccines ChAdOx1 nCoV-19 og Ad26.COV2-SVITT is characterised by venous thrombosis at unusual, and often multiple localisations, especially including cerebral venous sinus thrombosis. Besides, bleeding manifestations often occur. Biochemically, VITT is characterised by thrombocytopaenia and elevated fibrin d-dimer. VITT is a rapidly progressing and potentially life-threatening syndrome where rapid diagnosis and treatment are essential as argued in this review.

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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Agergaard, Jane;
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    Theses@asb
    Article . 2022
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      Theses@asb
      Article . 2022
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    Authors: Cino, Davide; Brandsen, Silke; Bressa, Nathalie Alexandra; Mascheroni, Giovanna; +2 Authors

    This report is based on findings from a cross-national qualitative study investigating young people’s digital skills practices in non-formal learning contexts in Belgium, Denmark, and Italy.The goal of this study was to gain better knowledge about how to foster digital skills acquisition and practices in non-formal learning contexts.This study combined 16 observations of digital skills workshops (i.c. programming and robotics workshops), 11 interviews with organisers and moderators of such activities, and 4 subsequent co-design activities with the collaboration of children, organisers, moderators, and researchers.The research activities took place in non-formal learning contexts, such as public libraries, youth clubs, and school spaces used for extra-curricular activities (i.e., outside the formal curriculum). Due to different COVID-19 restrictions across Belgium, Denmark and Italy, flexibility with the research protocol was needed.The main aim of the observations and interviews was to first map existing situated experiences of digital skills workshops across countries, investigate their structure and teaching philosophies, and inform co-design activities. Then, with the co-design activities, we aimed to gain knowledge about potential future trajectories, drawing insights from best practices and formulating recommendations, with Italy focusing on teaching style, Denmark on technology and tools, and Belgium on policy.Our work allowed us to address several research questions, investigating three main areas to be understood as broader thematic units.As a first thematic unit concerned with teaching, we questioned how the philosophies that drive the digital skills workshops ran by moderators and organisers have an impact on the workshop organisation in terms of their formality, activities chosen, teaching styles, imaginaries and values. Indeed, we argue that these matters should not go unnoticed, as part of a hidden curriculum (Gordon, 1982), as these are likely to impact children’s and young people's digital skills acquisition and practices.Secondly, as for the theme of learning, we investigated whether and how the formality and structure of the non-formal digital skills workshops may have influenced children’s digital skills practices and learning, what types of learning strategies were promoted by moderators, and what practices were enacted by the children themselves.As a third theme sensitive to including, we aimed to understand who participates in digital skills workshops and who is excluded, and why, questioning for instance potential sociocultural or material barriers (or absence thereof) shaping the democratisation and distribution of the learning opportunities.Key takeaways Digital skills workshops in non-formal learning context are designed and run with the mission of promoting children’s collaboration and active participation, moving beyond the normative and asymmetrical logic typical of formal education. In this context, across countries, moderators emphasised that they are not to be seen as teachers, but rather as facilitators, framing participants as the main actors of their educational experiences, echoing previous research studying digital skills practices in non-formal learning contexts (Livingstone & Blum-Ross, 2020).6 Although collaboration and active participation are key words in moderators’ and organisers’ imaginaries, most of the times the structure of the learning activities, the affordances of the digital learning environment, and the choices of the children themselves, promoted individualistic practices, where each child worked on their own to achieve their own personal goals. We hereby acknowledge that any educational activity is characterised by, at least partially, asymmetrical relationships, where adults are the ones who are likely to make choices for children. In this sense, the choice of activities, software and, generally, the organisation of the workshop itself, comes down to adults. To counteract this tendency, in implementing teaching strategies, social goals and learning goals should be put forward during the non-formal learning activity. The spatial organisation of the workshops including the features of the technologies and tools can both hinder or facilitate collaboration and learning practices. It is important to align these to the intention and orchestration of moderators so that the room, the physical materials, and the technologies contribute to the overall goals. Also, to design situationally appropriate learning technologies and activities that integrate with current practices, it is important to understand the implicit and explicit social and material structures that constitute the activities and interactions with technologies. Our study further challenges the myth of the digital native, showing that children need appropriate and meaningful external support, individual effort, and motivation to become digitally skilled. Even if informed by a narrow understanding of programming skills as an individual achievement, digital skills workshops are promising for children to train digital practices and acquire new digital skills. A “free” and “open door” approach to the organisation of digital skills workshops does not necessarily mean that it is inclusive, not even when all materials are provided for free by the organisation. Apart from initiatives specifically tailored for usually under-represented groups (including girls, children from lower socio-economic status (SES) households, ethnic minorities), digital skills workshops are mainly attended by upper- or middle-class boys, showing how organisers and moderators struggle in attracting a diverse range of participants. The degree to which parents value programming as beneficial for their children’s future achievements turns out to be one of the main incentives to participate in digital skills workshops, together with the child’s genuine interest in the topic. To foster inclusivity, our findings suggest that workshops should allow a certain degree of open-endedness and freedom, so that children can adjust and embed the projects into their own lived experiences and future-oriented imaginaries. This also means adapting the educational proposals to suit the interests, needs and competences of a wide variety of children with different backgrounds and aspirations. This way the activities can be meaningful for participants to be able to express themselves using technology, while taking into consideration external factors such as the influence of parents and schools which contribute to the opportunities and attendance by participants. Finally, the organisation of digital skills workshops and initiatives should become embedded in the social fabric of the city and/or youth work, conceiving of them as a communitarian effort. This means that an active dialogue between policymakers, organisers and moderators, researchers, parents, and, of course, children themselves from different backgrounds is needed. Participatory co-design among these actors can be a key strategy to promote child-centred approaches that move beyond individualistic accounts of learning, towards the creation of more collaborative, and more inclusive digital skill activities through a systemic and holistic approach.

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    Authors: Liburd, Janne;
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    Authors: Kolmos, Hans Jørn;
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    Authors: Nygaard-Christensen, Maj; Pedersen, Siri Mørch;

    Under nedlukningen af landet under covid-19-krisen blev udsatte mennesker betegnet som en særlig risikogruppe. På nogle områder har udsatte dog vist sig at have særlig erfaring med at klare udfordringer og forandringer i hverdagen, som de kunne trække på i forhold til at klare coronasituationen

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    Authors: Qvortrup, Ane; Jensen, Casper Juul Dahl;
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    Authors: Pawlowski, Charlotte Skau; Schmidt, Tanja Bettina;

    I artiklen undersøges COVID-19 nedlukningens indvirkning på danske børn og unges fysiske aktivitet. Desuden afdækkes skolerne og idrætsforeninger-nes rolle i relation til at understøtte børn og unges fysiske aktivitet under nedlukningen. Artiklen bygger på en spørgeskemaundersøgelse med børn og unge i alderen 6-16-år, som blev gennemført under anden nedlukning af samfundet (vinteren 2021). I artiklen præsenteres data fra 1.229 børn og unge, hvor deres fysiske aktivitet før og under nedlukningen sammenlignes og diskuteres i relation til de virkninger, det har at ændre rammerne for børn og unges vanlige fysiske aktivitet. The paper examines the impact of the COVID-19 shutdown on Danish children and ad-olescents’ physical activity. In addition, the role of schools and sports associations in supporting the physical activity of children during the closure is assessed. The paper is based on a cross-sectional survey with children and adolescents aged 6-16 years, conducted during the second COVID-19 shutdown (winter 2021). The paper presents data from 1,229 children and adolescents’ physical activity before and during the clo-sure. These results are discussed in relation to the effects of changing the context for children and adolescents’ normal physical activity.

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    Authors: Christensen, Mette Krogh; Nielsen, Karl-Johan Schmidt; Dyhrberg O'Neill, Lotte;

    IntroduktionTrods universiteternes mangeårige satsning på implementeringen af EDU-IT, var hovedparten af undervisningen før Covid-19 fortsat organiseret som synkront fysisk fremmøde. Da læreridentitet udvikles i et samspil mellem undervisningskontekst og personlig forståelsesramme [1], er vores antagelse, at akademikeres læreridentitet knytter an til netop fremmødeundervisningen. Nyere studier viser, at læreridentitet udfordres af et øget studentercentreret fokus, som rykker lærerrollen fra videnbærer til facilitator [2], og at øget digitalisering af undervisningen påvirker underviseres prioritering af studerende-underviser interaktionen [3]. Ovenstående giver anledning til at spørge, hvordan læreridentiteten påvirkes, når Covid-19 ændrer undervisningskonteksten til et rent digitalt format? MetodeSpørgsmålet er søgt besvaret gennem kvalitativ analyse, hvor interviews med 19 erfarne undervisere fra to forskellige danske universiteter udgør datagrundlaget. Interviewene er analyseret gennem en meningskondenserende metode, hvor længere tekststykker i hvert interview blev tildelt forskellige koder. Herefter blev koderne sammenlignet på tværs af interviewene for at identificere tværgående tematikker. ResultatForeløbige analyser indikerer, at en form for praktisk kropsliggjort læreridentitet udgør et grundvilkår og en ressource for underviserne, og at det pludselige skift i undervisningskonteksten har betydet et tab af praktisk sans [4]. Tabet vedrører en inkorporeret forståelse af og reaktion på 1) non-verbale signaler, 2) en gensidig visuel relation, og 3) den rumlige fornemmelse for undervisningskonteksten. Resultaterne varierer alt efter om underviseren identificerer sig som videnbærer eller facilitator af læring. DiskussionIndtil videre rejser resultaterne spørgsmål om et overset grundvilkår i undervisningen, nemlig at underviseren bruger sin praktiske sans i navigering og justering af undervisningen, og at udøvelsen af den praktiske sans er stærkt motiverende.

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    Authors: Gissel, Stig Toke; Gynther, Karsten; Hansen, Thomas Illum; Højgaard, Tomas; +3 Authors

    Denne rapport præsenterer resultaterne af et følgeforskningsprojekt som Læremiddel.dk i samarbejde med Tomas Højgaard (Aarhus Universitet) har gennemført i forbindelse med et projekt, hvor Københavns Kommune afprøvede det adaptive Læremiddel, Rhapsode, i matematikundervisningen i 4. og 9. klasse. Adaptive teknologier forsøger at skabe og optimere et skræddersyet læringsforløb ved hjælp af dynamiske ændringer i systemets respons baseret på brugerens interaktioner (Liu et al, 2017). Forskningsindsatsen i projektet var todelt: Dels gennemførtes et interventionsprojekt som i dialog mellem lærere og forskere/læringskonsulenter, iterativt har forsøgt at nå frem til nye didaktiske designs med inddragelse af Rhapsode. Dels gennemførtes et følgeforskningsprojekt, som havde til formål at undersøge Rhapsodes potentiale som læremiddel i sig selv, lærere og elevers brug af læremidlet samt at kortlægge elevers faglige udbytte, forståelse for egen læring og læreproces samt self-efficacy før og efter indsatserne. En kombineret læremiddelanalyse af forholdet mellem mål, udtryk, aktiviteter og indhold i Rhapsode bidrager med en dybere indsigt i læremidlets adaptive interaktionsdesign. Formålet med Rhapsode er at fremme matematikfaglig læring med vægt på struktureret videnstilegnelse. Til grund for dette formål ligger et syn på menneskers læring og hukommelse, der kan beskrives som en ”læringsbrøk”. Læremidlets kvalitet er defineret ved forholdet mellem læringsudbytte (tæller) og undervisningstid (nævner). Læremidlets udtryk repræsenterer dets indhold, og dets aktiviteter rammesætter elevernes arbejde med og fortolkning af indholdet. Derfor er der en nær sammenhæng mellem udtryk, aktiviteter og indhold. Således repræsenterer Rhapsodes minimalistiske design ud fra cognitive load theory (CLT)-principper et højstruktureret indhold, mens de prioriterede aktiviteter fastlægger, hvad der er kerne og periferi.Dette faglige formål med læremidlet prioriterer de højstrukturerede dele af faget, der gør det muligt at gennemføre en undervisning, som er lettere at kontrollere, effektivisere og dokumentere. Det hænger sammen med et dannelsessyn, hvor den kognitive træning og udvidelse af hukommelsen prioriteres, fordi den eksplicitte og deklarative viden, man kan sætte ord på og anvende ved prøver og eksaminer, tilskrives en central værdi. Det forholdsvist snævre formål og prioriteringen af kognitiv træning skal vurderes i lyset af, at Rhapsode er designet som et bidrag til en bredere tilrettelagt matematikundervisning.Rhapsodes udtryk er kendetegnet ved et stramt, minimalistisk design. Det er designet ud fra Richard E. Mayers principper for multimodal repræsentation, der har til hensigt at maksimere tilgængelighed og minimere distraktion (Mayer, 2001 & 2003; Moreno & Mayer 2007). Resultatet er udtryk med korte analytiske sætninger, konsekvent brug af konvergerende modaliteter (typisk verbalsprog, billede, diagram, symbolsprog og signalfarver), at udtrykket ikke indeholder overflødige tegn (ord, lyde eller billeder), valgbar oplæsningsfunktion, nærhed mellem ord og billede (spatial kontiguitet), simultan brug af ord og billeder (temporal kontiguitet) samt grafisk styring af brugerens opmærksomhed.Brugen af Area9’s algoritme i Rhapsode er i skrivende stund i en pilotfase i folkeskoleregi. Derfor er det endnu et åbent spørgsmål, om data om elevernes adfærds- og forståelsesmønstre over tid bliver retningsgivende for målstyring i Rhapsode, der afspejler den overordnede ambition om effektiv videnstilegnelse. Algoritmens funktioner understøtter bestemte adfærdsmønstre, og derfor vil der ikke blive formuleret åbne og undersøgelsesorienterede indgangsmål med mindre man vælger at supplere læremidlet med andre formål og designstrategier, der prioriterer en mere eksplorativ tilgang til anvendt matematik i relation til komplekse fænomener og problemstillinger i fagets omverden.Gennem data fra Rhapsode og skærmoptagelser af 4. klasse elevers interaktion med læremidlet blev det undersøgt dels, hvordan læremidlet håndterer elever med forskellige forudsætninger (med forskellige kombinationer af høj/lav matematisk kompetence, self-efficacy og høj/lav motivation for matematikfaget) og dels, hvordan eleverne håndterer læremidlets måde at præsentere indhold og opgaver. Det viser sig, at specielt self-efficacy synes at være en vigtig faktor for elevernes udbytte af at arbejde med Rhapsode. Når eleverne arbejder individuelt med det adaptive læremiddel lægges der pres på elevens vedholdenhed, tro på egne evner og motivation, da læremidlet bliver ved med at presse eleverne til sværere områder og mange gentagelser af de ting, eleverne ikke mestrer. Desuden skal eleverne selv trække hjælp fra læremidlets ressourcer, når de får problemer, og det forsømmer eleverne i 4. klasse typisk.Med udgangspunkt i test- og spørgeskemabesvarelser undersøges om brug af Rhapsode hænger sammen med ændringer i elevernes matematiske kundskaber, egenopfattede kompetence og faglig motivation. Eleverne på 9. klassetrin viser en statistisk signifikant fremgang i forsøgsperioden. Godt 50% af eleverne viser fremgang, og få oplever tilbagegang. Vi kan dog ikke skelne hvor meget af fremgangen, der skyldes naturlig progression (dvs. hvordan eleverne havde udviklet sig uden indsatsen) og hvor meget, der skyldes brug af læremidlet med det anvendte design. På 4. klassetrin er der tendenser til en fremgang ud over den udvikling man ville forvente på 4. klassetrin, men fremgangen er samlet set ikke statistisk sikker. Det insignifikante resultat kan dog skyldes, at der er lav statistisk power (pga. det lave deltagerantal) til at påvise en lille positiv udvikling. Hverken elevernes egenopfattede kompetence eller motivation viser ændringer relateret til brug af Rhapsode. Disse resultater skal læses i lyset af det begrænsede omfang, eleverne har benyttet Rhapsode – en forsøgsperiode på et skoleår og en skolegang påvirket af Covid-19.I den resterende kvalitative del af rapporten analyseres, hvordan et didaktisk design af matematikundervisning udfoldes og forstås, når et adaptivt læremiddel, Rhapsode, inddrages. Analyserne er struktureret i et almen didaktisk perspektiv med fokus på lærerroller, aktiviteter, organisering mv. og en fagdidaktiske del med fokus på matematikfaglige mål og specifikke fagdidaktiske metoder.Projektet viser, at lærernes didaktiske design i matematikundervisningen ændres, når Rhapsode anvendes i timerne. Dette skyldes læremidlets udgangspunkt i, at det er designet til at varetage flere lærerfunktioner ved både at forklare nyt stof, stille spørgsmål i relation hertil samt bidrage til en tidslig progression gennem - eller snarere rundt i - stoffet. Læremidlet fungerer derfor ikke optimalt, hvis det alene anvendes som erstatning for et traditionelt træningselement i undervisningen. Imidlertid ser flere lærere en stor fordel i alligevel at assimilere Rhapsode i den vanlige undervisning ved at lade læremidlet erstatte gruppe-, par- eller indviduelt arbejde med øvelser i det af læreren introducerede indholdsområde for dagen. Dette frigør efter mange læreres mening tid til at hjælpe elever med særlige vanskeligheder eller til at arbejde med udvalgte grupper af elever i timerne.Et andet meget tydeligt fremtrædende tema ses i forståelserne af adaptation og differentiering. Både lærere og elever synes nemlig at forvente, at Rhapsodes adaption består i differentiering af opgaver, aktiviteter og forklaringer i forhold til enkeltelevens faglige niveau. En sådan forventning må nødvendigvis skuffes, idet læremidlet ikke adapterer ved at stille lettere eller vanskeligere opgaver til eleverne eller ved at forklare stoffet på forskellig vis eller gennem forskellige modaliteter fx. Derimod består adaptionen alene i at stille eleven spørgsmål i de områder af stoffet, som eleven viser vanskeligheder ved og derfor svarer forkert på. Fagligt stærke elever vil derfor hurtig kunne afslutte arbejdet i Rhapsode, mens de fagligt mere udfordrede vil opleve, at Rhapsode “aldrig slutter”. Forskellige grupper af elever på tværs af klasser vurderer derfor læremidlet ganske forskelligt. Der synes dog at kunne anes en forskel mellem de to klassetrin, hvor de yngste elever forholder sig mere skeptiske til læremidlet end de ældste.I den fagdidaktiske del af undersøgelsen analyseres Rhapsodes potentialer i forhold til a) færdighedsorienteret matematikundervisning, b) forståelsesorienteret matematikundervisning og c) kompetenceorienteret matematikundervisning. Analyserne viser, at Rhapsode har et potentiale i forhold til at flytte undervisningens fokus fra færdighedsorienteret til forståelsesorienteret undervisning. Dette kræver at Rhapsode anvendes i begyndelsen af en lektion og ikke blot til afsluttende færdighedstræning i den sidste del af lektionen, hvilket var den mest udbredte brug i projektperioden. Analyserne viser samtidig, at ingen af lærerne i projektet har forsøgt at benytte Rhapsode til at varetage den matematikfaglige kompetenceudvikling, som alle udviklingsforløb i projektet var født med som læringsmæssigt omdrejningspunkt, og som de blev undervist i inden hvert forløb. Det betyder selvfølgelig ikke, at det ikke kan lade sig gøre, men efter at have arbejdet med Rhapsodes fagdidaktiske rationale og virkemåde samt diskuteret dens didaktiske muligheder og begrænsninger med projektets lærergruppe er det usikkert om Rhapsode - eller et hvilket som helst andet læremiddel med samme adaptive rationale – kan anvendes som grundstamme i en kompetenceorienteret matematikundervisning.

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    Authors: Hvas, Anne-Mette; Ostrowski, Sisse Rye; Frederiksen, Henrik; Kampmann, Peter; +1 Authors

    Vaccine-induced immune thrombosis and thrombocytopenia (VITT) is a new syndrome, which has emerged after introduction of the adenovirus vector-based COVID-19 vaccines ChAdOx1 nCoV-19 og Ad26.COV2-SVITT is characterised by venous thrombosis at unusual, and often multiple localisations, especially including cerebral venous sinus thrombosis. Besides, bleeding manifestations often occur. Biochemically, VITT is characterised by thrombocytopaenia and elevated fibrin d-dimer. VITT is a rapidly progressing and potentially life-threatening syndrome where rapid diagnosis and treatment are essential as argued in this review.

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