Adam Palmquist
Background
PhD in Applied Information Technology for Learning
Research Interest
Palmquist's research portfolio encompasses a broad spectrum of interests within applied research, chiefly focusing on the intersection of gamification and technology design as it relates to lifelong learning and the extent to which organizational stakeholders support the adoption and integration of instructional technology. His work is principally characterized by its collaborative nature, with a significant portion of his research endeavours being undertaken in partnership with various entities within the industry sector. Central themes in Palmquist's academic inquiries include generative AI, learning analytics, and game analytics, all of which play a pivotal role in his investigations into gamification. Moreover, his expertise extends into virtual reality (VR) games and game development, where he examines the underlying factors that drive motivation and engagement in game-based learning environments. Palmquist's interest in the dynamics of group processes in workplace learning, where he explores the frameworks and efficacy of the learning organization.
ORCID record
ResearchGate
Google Scholar
PhD Supervision
Palmquist supervises one doctoral student, Izabella Jedel, whose research project concerns Gamification, Design-based research, self-determination theory and self-directed learning in higher education.
HABIT: Human-centred Artificial Intelligence, Behavior Analytics, and Technology Design
I am head of the research group HABIT, which focuses on human-centered artificial intelligence, behaviour analytics, and technology design, integrating various disciplines to address real-world challenges. The group engages in applied, cross-disciplinary research projects with research institutes and industry partners. HABIT includes experts from diverse fields such as Journalism, Creative Media, Games, Business and Leadership, Education, and Social Work, allowing for a multifaceted approach to technology solutions. The group's research areas involve studying AI, behaviour analytics, and digital technology through a human-centred lens.
Norwegian Centre for Excellence in IT Education (EXCITED)
Since 2022, I have been part of the Norwegian Centre for Excellence in IT-education (EXCITED) in the Tools and Infrastructure cluster (C3). C3's overarching research focus is on implementing, utilising, and establishing best practices for instructional methods and digital tools in higher technology education, such as Computer Science, Software Engineering, Games and Entertainment Technology, as well as Interaction Design. My research in EXCITED seeks to establish best practices for instructing digital game creation.
Current Projects
GOAL - The objective of the GOAL project is to formulate and refine strategies for employing digital technology—specifically, the concept of gamification—to facilitate training in various leadership scenarios that mirror the everyday complexities and ethical difficulties encountered in professional environments. The aim is to cultivate a robust preparedness for handling emergent crises and unforeseen catastrophic events. The project will emphasise enhancing leadership competencies within the health sectors, with a particular concentration on the professional development of front-line managers.
The Project is funded by: the Centre for Digitalisation, University of Borås.
Project Partner: University of Borås.
ETUS - The ETUS project aims to enhance Nord's Game Research by incorporating eye-tracking and game analytics, focusing on behavioural and biometric data. The project focuses on implementing novel instruments and approaches to profoundly understand player interactions with video games. Game Analytics is central to ETUS, analysing player data to refine game design and enrich the player experience by pinpointing engaging features and streamlining difficulty levels. With funding from Nord University, ETUS is well-positioned to propel research in human-computer interaction within the gaming sector forward significantly.
BiP (1;2;3): Digital Games and VR - the project focuses on identifying best practices for remote-first game development in small teams, particularly within the context of virtual reality (VR) games. It seeks to expand the understanding of the distinctive attributes, conceptual frameworks, advantages, and potential limitations inherent in a remote-first approach to video game development. The research accentuates the critical role of team management and collaborative methodologies in remote game development. It delves into diverse ideation techniques for game design and advocates integrating agile development practices with prototyping techniques for implementation. The amalgamation of these strategies is intended to bolster the efficiency and efficacy of cooperative game development in a virtual environment.
The Project is funded by: Erasmus+
Project Partners: Polytechnic of Cávado and Ave (IPCA), Portugal, and TU Wien, Austria.
Past Projects
SETCOM - The initiative aimed to reconcile the theoretical underpinnings of EU policy documents with practical, research-based educational outcomes. Its primary goal was to address the educational gaps prompted by the "fourth industrial revolution" (Industry 4.0), focusing on the alignment of Social-Emotional Competencies (SEC) and Artificial Intelligence (AI) Literacy with current strategic needs. The project had two specific objectives: 1) to improve educators' SEC and AI literacy and 2) to establish an Educational Competence Centre to support ongoing development in these fields. The anticipated results included improved SEC and AI literacy across educational stakeholders through innovative educational models and increased collaborative efforts among educators, scholars, institutions, and, indirectly, students. The initiative targeted a broad educational audience, including tertiary educators, pedagogy students, institutional staff, adult learners, and students, aiming for a comprehensive uplift in SEC and AI literacy. The SETCOM Project was funded by the Norwegian Financial Mechanism. Project Partners included the University of Maribor, Municipality of Maribor, School of Economics Maribor, Friends of Youth Association Maribor, and Maribor Adult Education Centre.
Scientific Affiliations and Membership
- Affiliated Researcher at the University of Gothenburg
- Member of the steering committee for the Special Interest Group for Data Informed Design at the Design Society
- Member of the Society for Learning Analytics Research (SoLAR)
- Member of the Swedish Game Researcher Council.