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Publications & texts
Nilsson, Elisabet M. (2013). Stories from Japan about sustainability, design and participation. Report from a research exchange Sweden-Japan. Malmö/Tokyo.
Nilsson, Elisabet M. & Topgaard, Richard (Eds.) (2012). Prototyping Futures : By Medea and co-partners. Malmö: Medea, Malmö University.
Nilsson, Elisabet M. (2012). 48 h Arabic Game Jam. In Nilsson, E. M. & Topgaard, R. (Eds.) Prototyping Futures : By Medea and co-partners. Malmö: Medea, Malmö University.
Hellström Reimer, Maria; McCormick, Kes; Nilsson, Elisabet M., & Arsenault, Nicholas (2012, August). Advancing Sustainable Urban Transformation through Living Labs: Looking to the Öresund Region. Conference paper, IST 2012 – International Conference on Sustainability Transitions, Copenhagen.
Östlund, David & Nilsson, Elisabet M. (2012). “Manualen” – Game Jam Advices. Arabic Game Jam, Malmö University.
Nilsson, Elisabet M. (2011). The making of a maker-space for open innovation, knowledge sharing, and peer-to-peer learning. In Sonvilla-Weiss, S. & Owen, K. (Eds.) Future Learning Spaces : Designs on ELearning Conference Proceedings, Aalto University, Helsinki, Finland.
Nilsson, Elisabet M. & Seravalli, Anna (2011, September).
Nilsson, Elisabet M. & Svingby,Gunilla (2011). Simulating a “real” world or playing a game? Students playing a COTS game in the science classroom, In Cai, Y. (Ed.), Interactive & Digital Media for Education in Virtual Learning Environment. New York: Nova Sciences Publishers.
Nilsson, Elisabet M. (2011). シミュレートされた「現実」世界 : 科学教育におけるゲームと学習に関する博士論文研究の概要, Simulated “real” worlds : Overview of a doctoral thesis on games and learning in science education. デジタルゲーム学研究, Journal of Digital Games Research, 4(2), 39−46.
Nilsson, Elisabet M. & Jakobsson, Anders (2011). Simulated sustainable societies: students’ reflections on creating future cities in computer games. Journal of Science Education and Technology, 20(1), 33−50.
Svingby, Gunilla, & Nilsson, Elisabet M. (2011). Research review: Empirical studies on Computer game play in Science education. In Felicia, P. (Ed), Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. Hershey, PA: IGI Global.
Nilsson, Elisabet M. (2010). Exkursion Tokyo. “Serious gaming” på japanska?. Rapport, Malmö/Tokyo.
Nilsson, Elisabet M. (2010). Simulated “real” worlds: Actions mediated through computer game play in science education. Unpublished doctoral dissertation, School of Education, Malmö University.
Nilsson, Elisabet M. (2010, March). Collaborative computer game play in the science classroom. Conference paper, Designs for Learning Conference, Stockholm.
Nilsson, Elisabet M. & Svingby, Gunilla (2009). Gaming as Actions: an empirical study of students playing a mobile educational computer game. Human IT, 10(1), 26−59.
Nilsson, Elisabet M. (2008, July). Simulated real worlds: science students creating sustainable cities in the urban simulation computer game SimCity 4. Conference paper, ISAGA 2008 Conference, Kaunas University of Technology, Lithuania.
Nilsson, Elisabet M. & Svingby, Gunilla (2006, July). Agent O in Action: handheld games in school for technology-related learning, to enhance and support girls’ interest in technology. Conference paper, Women in Games conference, University of Teesside in Middlesbrough, UK.
Nilsson, Elisabet M. (2004). When the screen ceases to exist. In Byström et al. (Eds.) Book of Questions. Stockholm: r a k e t a Press.