0000000000281425

AUTHOR

Juri Valtanen

showing 6 related works from this author

The Patras blended strategy model for deep and meaningful learning in quality life-long distance education

2019

Life‑long learning is currently being embraced as a central process that could disrupt traditional educational paths. Apparently, the (ideal) type of learning often promoted is deep and meaningful learning, though it is not always required to be so. Deep learning goes beyond superficial knowledge assimilation of unlinked facts; it aims at developing deep disciplinary understanding, transformative knowledge, personal meaning, emotional intelligence, critical thinking, creativity and metacognitive skills. Meaningful learning occurs when learning is active, constructive, intentional, authentic, and cooperative. Technology enhanced teaching and learning methods should prove their potential to t…

Cooperative learning020209 energyLifelong learning02 engineering and technologyEducationInteractive LearningMeaningful learning0202 electrical engineering electronic engineering information engineeringMathematics educationdeep and meaningful learninge-learningetäopiskelulife-long learningelinikäinen oppiminenCollaborative learning021001 nanoscience & nanotechnologyverkko-oppiminenmonimuoto-opiskeluComputer Science ApplicationsBlended learningTransformative learningdistance educationActive learning0210 nano-technologyPsychologyKasvatustieteet - Educational sciencesmonimuoto-opetustechnology enhanced learning
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DESIGNING AND IMPLEMENTING A BIG OPEN ONLINE COURSE BY USING A 3D VIRTUAL IMMERSIVE ENVIRONMENT – LESSONS LEARNED

2017

Open Education (OE) is a distance learning approach that was strategically chosen by the European Commission (EC) to encourage cost-effective training, upskilling and reskilling of large population groups and workforce with speed and flexibility. Institutions and businesses design and offer Open Online Courses (OOCs) to address skill gaps, organizational and societal needs. OOCs and especially Massive OOCs (MOOCs) are suffering from high rates of attrition, which is attributed to various factors such as learner isolation and lack of motivation to complete the course. Recommendations to address the retention gap in MOOCs include adopting a participation-driven approach, using game design tec…

ongelmalähtöinen oppiminenMultimediae-LearningVirtual Immersive Environmentsavoimet verkkokurssitOpen EducationMOOCverkko-oppiminencomputer.software_genrepelillistäminenOnline courseSecond LifeProblem-Focused Education (PFE)gamificationProblem-based Learning (PBL)Game-Based Learning (GBL)PsychologycomputervirtuaalimaailmaEDULEARN proceedings
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Time Up for Phishing with Effective Anti-Phishing Research Strategies

2015

Public awareness is a significant factor in the battle against online identity theft (phishing). Advancing public readiness can be a strategic protection mechanism for citizens' vulnerability and privacy. Further, an effective research strategy against phishing is the combination of increased social awareness with software quality and social computing. The latter will decrease phishing victims and will improve information systems quality. First, the authors discuss recent research results on software quality criteria used for the design of anti-phishing technologies. Second, it is argued that the dynamics of social surroundings affect citizens' trust and can compromise social security. Thir…

Social computingbusiness.industryManagement of Technology and InnovationComputer Science (miscellaneous)Information systemSocial consciousnessOnline identityBusinessPublic relationsPhishingSoftware qualityVulnerability (computing)Protection mechanismInternational Journal of Human Capital and Information Technology Professionals
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Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review

2021

Deep and meaningful learning (DML) in distant education should be an essential outcome of quality education. In this literature review, we focus on e-learning effectiveness along with the factors and conditions leading to DML when using social virtual reality environments (SVREs) in distance mode higher education (HE). Hence, a systematic literature review was conducted summarizing the findings from thirty-three empirical studies in HE between 2004 (appearance of VR) and 2019 (before coronavirus appearance). We searched for the cognitive, social, and affective aspects of DML in a research framework and studied their weight in SVREs. The findings suggest that the use of SVREs can provide aut…

Higher educationDistance educationopen and distance learning (ODL)Agency (philosophy)050801 communication & media studiesPersonalized learningdeep and meaningful learning (DML)lcsh:Technologylcsh:Chemistry0508 media and communicationsEmpirical researchSocial integrationMeaningful learningsystematic literature review (SLR)General Materials Sciencelcsh:QH301-705.5Instrumentatione-learningFluid Flow and Transfer Processeslcsh:Tbusiness.industryProcess Chemistry and Technologysocial virtual reality environments (SVREs)05 social sciencesGeneral Engineering050301 educationlcsh:QC1-999Computer Science Applicationslcsh:Biology (General)lcsh:QD1-999Conceptual frameworklcsh:TA1-2040distance educationlcsh:Engineering (General). Civil engineering (General)businessPsychology0503 educationlcsh:PhysicsCognitive psychologyApplied Sciences
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Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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Redefining Creativity - Analyzing Definitions, Collocations, and Consequences

2010

How holistically is human creativity defined, investigated, and understood? Until recently, most scientific research on creativity has focused on its positive side. However, creativity might not only be a desirable resource but also be a potential threat. In order to redefine creativity we need to analyze and understand definitions, collocations, and consequences of creativity. In this paper, we reviewed 42 explicit definitions and 120 collocations. The thematic analysis of our data reveals that the vast majority of creativity definitions do not emphasize the positive/negative aspects of the concept. Neither are the negative aspects of creativity emphasized in its numerous collocations. Thu…

Visual Arts and Performing Artsmedia_common.quotation_subjectCreativityConstructiveEducationEpistemologyResource (project management)Order (exchange)Word meaningDevelopmental and Educational PsychologyCreativity techniqueThematic analysisPsychologymedia_commonThe Journal of Creative Behavior
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