Pal Aarsand | Norwegian University of Science and Technology (original) (raw)
Papers by Pal Aarsand
Nordisk tidsskrift for pedagogikk & kritikk, Dec 30, 2022
Learning, Culture and Social Interaction, Dec 1, 2021
Routledge eBooks, Jul 5, 2019
Nordic Journal of Digital Literacy, 2010
Nordisk tidsskrift for pedagogikk & kritikk, Dec 30, 2022
Research on children and social interaction, Feb 23, 2023
This study examines how exclusionary acts of status degradation are performed through embodied st... more This study examines how exclusionary acts of status degradation are performed through embodied stances and pejorative category ascriptions in the midst of a situated game activity where two boys align in mockful stances and stylized enactments towards a targeted boy. Drawing on a multimodal interactional approach to stance and membership categorization combined with sociolinguistic work on indexicality and identity, it shows how the cumulative patterning of derogatory stances index a deviant gender identity for the targeted boy. While the target is repeatedly cast as ‘abnormal’ and an ‘outsider’ by attributing (non-)boyhood features as ‘incompetence’ and ‘cowardness’, the two boys’ elevate own positions and display shared commitments to themselves as ‘real (warrior) boys’.
Nordisk tidsskrift for pedagogikk & kritikk, 2022
Children & Society, Aug 7, 2015
Journal of Children and Media, Aug 1, 2009
... E‐mail: Carlos E. Cortés is Professor Emeritus of History at the University of California, Ri... more ... E‐mail: Carlos E. Cortés is Professor Emeritus of History at the University of California, Riverside, and Creative and Cultural Advisor of Dora the ... Jackie Marsh is Professor of Education at the University of Sheffield, UK, where she is involved in research relating to the nature and ...
Nordisk tidsskrift for pedagogikk & kritikk, 2021
SAGE Publications Ltd eBooks, 2019
Routledge eBooks, Apr 1, 2022
Learning, Media and Technology, 2020
This study explores situated practices of game design critique in a Swedish 4th grade classroom. ... more This study explores situated practices of game design critique in a Swedish 4th grade classroom. The analyses are based on video recordings of peer feedback activities within the context of a project on computational thinking using the software Scratch. Drawing on ethnomethodology and conversation analysis, the interactional and collaborative accomplishment of design critique is examined, focusing on how the participants make relevant norms and values concerning what constitutes a 'good' game. The results of the study show that the children and their teacher orient to different themes that concern aesthetic, functional, and ethical aspects of the games and the design process, at the same time as a moral order in and for the conduct of critique is accomplished in interaction. The study sheds light on the emergence of a local culture of critique as the children learn to formulate and respond to peer feedback, thus negotiating and developing digital literacy.
Discourse, Context & Media, 2016
This article explores media literacy practices in children's everyday lives and some of the ways ... more This article explores media literacy practices in children's everyday lives and some of the ways in which young children appropriate basic media literacy skills through guided participation in situated activities. Building on an ethnomethodological perspective, the analyses are based on video recordings documenting the activities in which four target children, aged 6-7 years old, participated at home and in school. Through the detailed analysis of two mundane media literacy activitiesonline calling and word processingsimilarities and differences in media usage within and out-of-school are examined. It is shown how children's media literacy activities encompass verbal, embodied and social competencies that are made relevant, and thus accessible for learning, in interaction between the adults and children in the form of norms and guidelines for what constitutes knowledgeable participation in media literacy activities, and that are appropriated and reactualized by the children in interaction with their peers. The findings show how the participants coordinate their actions on and in front of the screen and where spatiality and temporality are oriented to as crucial aspects of the organization of the activities. Moreover, it is demonstrated how old and new technologies are linked together in culturally and historically embedded conceptualizations of literacy.
Journal of Children and Media, 2016
Abstract The commentary discusses some of the challenges and dilemmas social researchers face whe... more Abstract The commentary discusses some of the challenges and dilemmas social researchers face when they investigate children’s media practices in present and future Western societies. The paper draws on ethnography’s and ethnomethodology’s experience of using video recordings as primary data and their commitment to prioritising the participants’ perspective(s). First, it is argued that one of the main challenges for social researchers is to obtain data that make it possible to broaden our understanding of media practices that are both trans-local and multimodal. Second, it is argued that new media interfaces make it particularly important to understand visual data and describe children’s media practices. Third, this means that researchers will face new challenges and dilemmas with respect to choosing images, and deciding when and how to use them and what one wants to illustrate. Even more important, this will most likely increase the importance of research ethics when the quality of research as a professional practice is discussed.
BARN - Forskning om barn og barndom i Norden
Artikkelen fokuserer på barns bruk av digitale spill, og baserer seg på videoinnspilt materia-le ... more Artikkelen fokuserer på barns bruk av digitale spill, og baserer seg på videoinnspilt materia-le av svenske og nordamerikanske barn. Inspirert av sosiokulturelle perspektiver studeres barns bruk av digitale spill i ulike sammenhenger. Gjennom en nærlesning av barns bruk av digitale spill, viser teksten hvordan spillkompetanse kan ses som sosialt og materielt distribu-erte aktiviteter. Spillkompetanse handler om å håndtere spill, men også om å justere og utvik-le forståelsen for spillet for å bruke dette i andre aktiviteter. I tillegg blir spillkompetanse en identitetsmarkør som spillere bruker for å fremstå som kompetente overfor sine medspillere og sitt publikum. Artikkelen avslutter med å argumentere for at vi trenger å utvide forståelsen for hva som inngår i barns digitale spillkompetanser.
British Journal of Educational Technology, 2018
Her current research investigates young children's everyday engagement with digital technologies ... more Her current research investigates young children's everyday engagement with digital technologies in home and school contexts.
Qualitative Research, 2018
The article focuses on the opening sequences in qualitative research interviews and in particular... more The article focuses on the opening sequences in qualitative research interviews and in particular examines the interactive work of achieving ‘topic talk’. Using the concepts of activity types, activity frames and contextualization cues, a close-up analysis of eight focus-group interviews and 12 semi-structured interviews was conducted. The findings show that the interviewees display familiarity with the interview as an activity type and how it is to be socially organized. However, to create a joint focus of attention, thereby getting off to an adequate start, the participants also need to agree upon an activity frame and a distribution of positions to achieve a frame switch, which here emerges through the interactional work of announcing, customizing and approving. Accordingly, by highlighting the communicative and practical circumstances of qualitative research interviewing, the opening sequences are considered to be a delicate interactive affair, however, where the interviewer has...
Nordisk tidsskrift for pedagogikk & kritikk, Dec 30, 2022
Learning, Culture and Social Interaction, Dec 1, 2021
Routledge eBooks, Jul 5, 2019
Nordic Journal of Digital Literacy, 2010
Nordisk tidsskrift for pedagogikk & kritikk, Dec 30, 2022
Research on children and social interaction, Feb 23, 2023
This study examines how exclusionary acts of status degradation are performed through embodied st... more This study examines how exclusionary acts of status degradation are performed through embodied stances and pejorative category ascriptions in the midst of a situated game activity where two boys align in mockful stances and stylized enactments towards a targeted boy. Drawing on a multimodal interactional approach to stance and membership categorization combined with sociolinguistic work on indexicality and identity, it shows how the cumulative patterning of derogatory stances index a deviant gender identity for the targeted boy. While the target is repeatedly cast as ‘abnormal’ and an ‘outsider’ by attributing (non-)boyhood features as ‘incompetence’ and ‘cowardness’, the two boys’ elevate own positions and display shared commitments to themselves as ‘real (warrior) boys’.
Nordisk tidsskrift for pedagogikk & kritikk, 2022
Children & Society, Aug 7, 2015
Journal of Children and Media, Aug 1, 2009
... E‐mail: Carlos E. Cortés is Professor Emeritus of History at the University of California, Ri... more ... E‐mail: Carlos E. Cortés is Professor Emeritus of History at the University of California, Riverside, and Creative and Cultural Advisor of Dora the ... Jackie Marsh is Professor of Education at the University of Sheffield, UK, where she is involved in research relating to the nature and ...
Nordisk tidsskrift for pedagogikk & kritikk, 2021
SAGE Publications Ltd eBooks, 2019
Routledge eBooks, Apr 1, 2022
Learning, Media and Technology, 2020
This study explores situated practices of game design critique in a Swedish 4th grade classroom. ... more This study explores situated practices of game design critique in a Swedish 4th grade classroom. The analyses are based on video recordings of peer feedback activities within the context of a project on computational thinking using the software Scratch. Drawing on ethnomethodology and conversation analysis, the interactional and collaborative accomplishment of design critique is examined, focusing on how the participants make relevant norms and values concerning what constitutes a 'good' game. The results of the study show that the children and their teacher orient to different themes that concern aesthetic, functional, and ethical aspects of the games and the design process, at the same time as a moral order in and for the conduct of critique is accomplished in interaction. The study sheds light on the emergence of a local culture of critique as the children learn to formulate and respond to peer feedback, thus negotiating and developing digital literacy.
Discourse, Context & Media, 2016
This article explores media literacy practices in children's everyday lives and some of the ways ... more This article explores media literacy practices in children's everyday lives and some of the ways in which young children appropriate basic media literacy skills through guided participation in situated activities. Building on an ethnomethodological perspective, the analyses are based on video recordings documenting the activities in which four target children, aged 6-7 years old, participated at home and in school. Through the detailed analysis of two mundane media literacy activitiesonline calling and word processingsimilarities and differences in media usage within and out-of-school are examined. It is shown how children's media literacy activities encompass verbal, embodied and social competencies that are made relevant, and thus accessible for learning, in interaction between the adults and children in the form of norms and guidelines for what constitutes knowledgeable participation in media literacy activities, and that are appropriated and reactualized by the children in interaction with their peers. The findings show how the participants coordinate their actions on and in front of the screen and where spatiality and temporality are oriented to as crucial aspects of the organization of the activities. Moreover, it is demonstrated how old and new technologies are linked together in culturally and historically embedded conceptualizations of literacy.
Journal of Children and Media, 2016
Abstract The commentary discusses some of the challenges and dilemmas social researchers face whe... more Abstract The commentary discusses some of the challenges and dilemmas social researchers face when they investigate children’s media practices in present and future Western societies. The paper draws on ethnography’s and ethnomethodology’s experience of using video recordings as primary data and their commitment to prioritising the participants’ perspective(s). First, it is argued that one of the main challenges for social researchers is to obtain data that make it possible to broaden our understanding of media practices that are both trans-local and multimodal. Second, it is argued that new media interfaces make it particularly important to understand visual data and describe children’s media practices. Third, this means that researchers will face new challenges and dilemmas with respect to choosing images, and deciding when and how to use them and what one wants to illustrate. Even more important, this will most likely increase the importance of research ethics when the quality of research as a professional practice is discussed.
BARN - Forskning om barn og barndom i Norden
Artikkelen fokuserer på barns bruk av digitale spill, og baserer seg på videoinnspilt materia-le ... more Artikkelen fokuserer på barns bruk av digitale spill, og baserer seg på videoinnspilt materia-le av svenske og nordamerikanske barn. Inspirert av sosiokulturelle perspektiver studeres barns bruk av digitale spill i ulike sammenhenger. Gjennom en nærlesning av barns bruk av digitale spill, viser teksten hvordan spillkompetanse kan ses som sosialt og materielt distribu-erte aktiviteter. Spillkompetanse handler om å håndtere spill, men også om å justere og utvik-le forståelsen for spillet for å bruke dette i andre aktiviteter. I tillegg blir spillkompetanse en identitetsmarkør som spillere bruker for å fremstå som kompetente overfor sine medspillere og sitt publikum. Artikkelen avslutter med å argumentere for at vi trenger å utvide forståelsen for hva som inngår i barns digitale spillkompetanser.
British Journal of Educational Technology, 2018
Her current research investigates young children's everyday engagement with digital technologies ... more Her current research investigates young children's everyday engagement with digital technologies in home and school contexts.
Qualitative Research, 2018
The article focuses on the opening sequences in qualitative research interviews and in particular... more The article focuses on the opening sequences in qualitative research interviews and in particular examines the interactive work of achieving ‘topic talk’. Using the concepts of activity types, activity frames and contextualization cues, a close-up analysis of eight focus-group interviews and 12 semi-structured interviews was conducted. The findings show that the interviewees display familiarity with the interview as an activity type and how it is to be socially organized. However, to create a joint focus of attention, thereby getting off to an adequate start, the participants also need to agree upon an activity frame and a distribution of positions to achieve a frame switch, which here emerges through the interactional work of announcing, customizing and approving. Accordingly, by highlighting the communicative and practical circumstances of qualitative research interviewing, the opening sequences are considered to be a delicate interactive affair, however, where the interviewer has...