Search results for " Interaction"
showing 10 items of 5187 documents
Identity and relationship frames in medical leadership communication
2021
PurposeA frame is an interpretive scheme of meanings that guide participants’ interpretations of social interaction and their actions in social situations (Goffman, 1974). By identifying early-career physicians’ identity and relationship frames, this study aims to produce information about socially constructed ways to interpret leadership communication in a medical context.Design/methodology/approachThe data consist of essays written by young physicians (n= 225) during their specialization training and workplace learning period. The analysis was conducted applying constructive grounded theory.FindingsThree identity and relationship frames were identified: the expertise frame, the collegial …
METHODOLOGY DEVELOPMENT IN ADULT LEARNING RESEARCH. COMBINING PHYSIOLOGICAL REACTIONS AND LEARNING EXPERIENCES IN SIMULATION-BASED LEARNING ENVIRONME…
2020
We aim to clarify whether physiological measurement technologies can be used in combination with traditional educational research methods to investigate learning experience. We developed an interdisciplinary research design for multilevel investigation of adult learning experience. We collected data in aviation simulations and forestry simulations, to show both similarities and differences between different learning situations. Both settings utilize high quality virtual simulations allowing learning to occur in near authentic situations. The learning situations were structured pedagogically in a similar way. They involve learner-instructor interaction in a one-on-one setting and follow a tr…
Towards the Learning Experience Technology Usability framework
2017
The availability of learning technology has increased over past decades; however, severe usability issues that cause adverse effects on the learning experience can be found in many available technologies. Learning solution usability is commonly evaluated by focusing on either technical or pedagogical usability and rarely both. This artificially separates the two important aspects of learning technology usability. This chapter provides a new framework for designing and evaluating learning solutions that synthesizes the above usability types to consider them a part of a complex and dynamic whole comprising of learning, technological design, content-related issues and context. The proposed Lea…
Novel and experimental music technology use in the music classroom : learning performance, experience, and concentrated behavior
2021
In recent years, music technology in the classroom has relied on general devices such as the iPad. In the current study, we used a mixed-methods approach to examine the learning performance, learning experience, and behavior of two class groups of primary school music students (N = 42), using established music technology (i.e., the iPad with the Keyboard Touch Instrument app) and novel music technology (KAiKU Music Glove). Results show a significant difference of change in test scores during learning (p = <.01) and a medium effect-size is found (d = .75), indicating use of the iPad and Keyboard Touch Instrument app contributed to increased learning when compared to the KAiKU Music Glove.…
Search for pair production of first or second generation leptoquarks in proton-proton collisions at sqrt(s)=7 TeV using the ATLAS detector at the LHC
2011
This paper describes searches for the pair production of first or second generation scalar leptoquarks using 35 pb−1 of proton-proton collision data recorded by the ATLAS detector at √s=7 TeV. Leptoquarks are searched in events with two oppositely-charged muons or electrons and at least two jets, and in events with one muon or electron, missing transverse momentum and at least two jets. After event selection, the observed yields are consistent with the predicted backgrounds. Leptoquark production is excluded at the 95% CL for masses MLQ<376 (319) GeV and MLQ<422 (362) GeV for first and second generation scalar leptoquarks, respectively, when assuming the branching fraction of a leptoquark…
The GraphoGame Method: The Theoretical and Methodological Background of the Technology-Enhanced Learning Environment for Learning to Read
2014
This paper provides an overview of the GraphoGame method. Both theoretical and methodological aspects related to the method are presented. The method’s guiding principles are based on the prevailing theories and experimental research findings on learning and teaching basic reading skills in alphabetic languages, especially from the point of view of a struggling reader. Because the nature of the target language and its relation to its writing system play central roles in the GraphoGame method, this approach requires the method to be flexible in order to be valid for learners of different languages and orthographies. Thus, the aim of the developed technology is to provide an appropriate readi…
Embedding Preschool Assessment Methods into Digital Learning Games to Predict Early Reading Skills
2017
The aim of this pilot study was to explore the predictive accuracy of computer-based assessment tasks (embedded within the GraphoLearn digital learning game platform) in identifying slow and normal readers. The results were compared to those obtained from the traditional paper-and-pencil tasks currently used to assess school readiness in Finland. The data were derived from a cohort of preschool-age children (mean age 6.7 years, N = 57) from a town in central Finland. A year later, at the end of first grade, participants were categorized as either slow (n = 11) or normal readers (n = 46) based on their reading scores. Logistic regression analyses indicated that computer tasks were as efficie…
Is School a Better Environment Than Home for Digital Game-Based Learning? The Case of GraphoGame
2015
This study investigated how the use of an online reading game differs in home and school environments. First and second graders (N = 194) participated in an 8-week training during which they used the reading program GraphoGame either at home or at school under the supervision of parents or teachers. Child participants were recommended by parents and teachers recruited from the list of GraphoGame users, and adults decided whether the training took place at home or at school. We measured the frequency and duration of playing, children’s engagement, development of reading skill and reading interest, and adult supportive involvement. The results revealed that children who played GraphoGame at s…
Purcell Enhancement and Wavelength Shift of Emitted Light by CsPbI3 Perovskite Nanocrystals Coupled to Hyperbolic Metamaterials
2020
Manipulation of the exciton emission rate in nanocrystals of lead halide perovskites (LHPs) was demonstrated by means of coupling of excitons with a hyperbolic metamaterial (HMM) consisting of alternating thin metal (Ag) and dielectric (LiF) layers. Such a coupling is found to induce an increase of the exciton radiative recombination rate by more than a factor of three due to the Purcell effect when the distance between the quantum emitter and HMM is nominally as small as 10 nm, which coincides well with the results of our theoretical analysis. Besides, an effect of the coupling-induced long wavelength shift of the exciton emission spectrum is detected and modeled. These results can be of i…
Me, you and the dance : effects of individual differences and social context on music-induced movement
2018
To dance is usually to dance with someone else. Dance often takes place in social contexts such as a club or party, where individuals’ movements not only reflect their own traits and feelings but can the movements of others in many ways. The aim of this thesis is to study some of the factors that may affect music-induced movement in social contexts, particularly trait empathy. The thesis also aims to investigate the influence of inherently dyadic features, such as similarity between dance partners, and to explore how entrainment and interaction can be quantified in a free dance movement context using a variety of analytic approaches. A first analysis of individual dance data from 30 partici…