Search results for " oppiminen"

showing 10 items of 1019 documents

Game Mechanics in the Design of a Collaborative 3D Serious Game

2014

Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …

Game testingGame mechanicsKnowledge managementGame design documentComputer sciencebusiness.industryEducation theoryPerspective (graphical)Computer-Supported Collaborative Learning (CSCL)pelisuunnitteluComputingMilieux_PERSONALCOMPUTINGreviewGeneral Social Sciencescollaborative serious gamesCollaborative learningComputer Science Applicationsgame mechanicsinteractive learning environmentsGame designta5163D serious gamesserious gameyhteisöllinen oppiminenGame Developerbusiness
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Argumentation in Secondary School Students' Structured and Unstructured Chat Discussions

2012

Joint construction of new knowledge demands that persons can express their statements in a convincing way and explore other people's arguments constructively. For this reason, more knowledge on different means to support collaborative argumentation is needed. This study clarifies whether structured interaction supports students' critical and elaborative argumentation. The study compares the quality of secondary school students' argumentation during structured and unstructured chat interaction. The data consist of 16 dyadic chat discussions: 8 discussions concerned vivisection and 8 gender equality. Half of the discussions were carried out through structured chat, and the other half through…

Gender equalitystructured chatComputer sciencebusiness.industryVivisectionmedia_common.quotation_subjectPrior learninglukioViewpointsComputer Science ApplicationsEducationArgumentation theorystrukturoitu chatPedagogysecondary schoolargumentointita516The InternetQuality (business)yhteisöllinen oppiminenComputer-mediated communicationbusinessmedia_commonJournal of Educational Computing Research
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The potential of temporal analysis: Combining log data and lag sequential analysis to investigate temporal differences between scaffolded and non-sca…

2020

This paper contributes to the ongoing discussion about analysing the temporal aspects of learning processes in the educational technology research field. Our main aim was to advance methods for analysing temporal aspects of technology-enhanced learning (TEL) processes by introducing the temporal lag sequential analysis (TLSA) technique and by combining TLSA with temporal log data analysis (TLDA). Our secondary aim was to illustrate the potential of these two analysis techniques to reveal the differences between the face-to-face technology-enhanced collaborative inquiry-based learning (CIBL) processes of three different conditions (non-scaffolded, writing scaffolded and script scaffolded gro…

General Computer ScienceComputer sciencescaffoldingcomputer.software_genre050105 experimental psychologyField (computer science)Computer-Supported Collaborative LearningEducationMoodleLog datatietokoneavusteinen oppiminentechnology-enhanced inquiry0501 psychology and cognitive sciencesyhteisöllinen oppiminenlag sequential analysisbusiness.industryGroup (mathematics)05 social sciencesEducational technology050301 educationIntelligent Tutoring SystemsLag sequential analysisAsynchronous communicationpostsecondary educationkorkeakouluopiskeluInquiry-based learningScreen captureArtificial intelligencebusinesscooperative/collaborative learning0503 educationcomputeroppimisprosessiNatural language processingComputers & Education
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Geogebra-avusteinen tutkiva matematiikka opetusharjoittelussa : tutkimuksia opettajan ja oppilaiden toiminnasta

2011

Tässä artikkelikokoelmassa julkaistavat tutkimusraportit syntyivät osana johtamaani ”Tutkiva matematiikka opetusharjoittelussa” -projektia. Projektin tavoitteena on tarkastella tekijöitä, joista tutkiva matematiikan oppiminen muodostuu sekä kehittää ohjeistusta tutkivan matematiikan käytännön toteutukseen. Opetin matematiikan aineenopettajiksi opiskeleville kahdeksan 45 minuutin oppituntia tutkivan matematiikan periaatteita kurssilla ”OPEA411 Syventävä ainepedagogiikka”. Lisäksi kurssin ”OPEA611 Aineenopettaja työnsä tutkijana” 10 oppitunnin aikana perehdyimme tutkivaa matematiikkaa käsitteleviin tutkimuksiin, opetusta kehittämään pyrkiviin tutkimusmenetelmiin ja videoanalyysiin. Näistä 18 …

GeoGebramatematiikkaoppiminentietokoneavusteinen oppiminentutkiva oppiminenopetusopetusharjoittelu
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Supporting struggling readers with digital game-based learning

2019

This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) were randomly assigned either to a 6-week intervention including sessions with GL, in addition to school-provided support, or a control group receiving only school-provided support. The intervention took place at the students’ homes and schools under the supervision of their parents and teachers. The results showed that the children who received the GL intervention developed significantly faster in word reading than the control group. Moreover, their reading development w…

GraphoLearn050101 languages & linguisticsReading disabilitymedia_common.quotation_subjectTeaching methodeducationEducationDevelopmental psychologyFluencyoppimisvaikeudetmotivationIntervention (counseling)Reading (process)tietokoneavusteinen oppiminen0501 psychology and cognitive sciencesserious gamemedia_commondigital game-based learning05 social sciencesreading disabilityEducational technology050301 educationSpellingoppimispelitReading comprehensionhyötypelitlukutaitoPsychologylukihäiriöt0503 educationengagement
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Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controll…

2021

Background In 2018, it was found that only a quarter of Grade 3 children in India were reading at grade level. A growing demand for English education has further limited children's literacy achievement. Despite a strong evidence base in favour of using systematic phonics for building English literacy skills, many teachers in India continue to use rote-methods of literacy instruction. Objectives We aimed to examine the efficacy of GraphoLearn (GL) English Rime, a computer-assisted reading intervention, in improving the foundational literacy skills of 1st and 2nd grade students who were attending an English medium school in India. Methods A total of 136 students across 6 classrooms were rando…

GraphoLearnEnglish language learnersIndiaeducational technologylapset (ikäryhmät)English languagePhonicslukeminenEducationlaw.inventionRandomized controlled triallawIntervention (counseling)tietokoneavusteinen oppiminenopetusteknologiainterventionMedical educationpelaaminenEducational technologyphonicsComputer Science ApplicationslukutaitoopetusmenetelmätGame basedPsychologyenglannin kieliJournal of Computer Assisted Learning
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Assessing the effectiveness of GraphoLearn combined with classroom instruction on phonics : a randomised control trial

2023

Proficiency in reading is a gateway for learning. However, the literacy rate in India stands at only 73% today. Many children studying in English-medium public schools often face a learning disadvantage through the schooling years since they struggle in learning to read in English which manifests into a struggle with reading to learn in later years. This disadvantage is more pronounced in children living in poverty. Thus, consistent efforts towards building foundational literacy skills of these children when developmentally appropriate is important to overcome the learning crisis. The aim of this study was to determine whether GraphoLearn, a computer assisted learning tool, combined with Gr…

GraphoLearncomputer-assisted learningfoundational literacytietokoneavusteinen oppiminenGraphoLearn-aligned classroom instructionphonics
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GraphoLearn India : The Effectiveness of a Computer-Assisted Reading Intervention in Supporting Struggling Readers of English

2018

India, a country with a population of more than 1.3 billion individuals, houses the world’s second largest educational system. Despite this, 100 of millions of individuals in India are still illiterate. As English medium education sweeps the country, many are forced to learn in a language which is foreign to them. Those living in poverty further struggle to learn English as it tends to be a language which they have no prior exposure to and no support at home for. Low-quality schools and poor instructional methods further exacerbate the problem. Without access to quality education, these individuals continue to struggle and are ultimately never given the chance to break the cycle of poverty.…

GraphoLearngrapheme-phoneme correspondenceFirst languagemedia_common.quotation_subjectlcsh:BF1-990PopulationEnglish language learnersIndiaPhonics050105 experimental psychologyoppimisvaikeudetIntervention (counseling)Reading (process)tietokoneavusteinen oppiminenCycle of povertyPsychologyIntiata5160501 psychology and cognitive scienceseducationkielen oppiminenta515General Psychologymedia_commonOriginal Researchreading interventionMedical educationeducation.field_of_studyPoverty4. Education05 social sciences1. No poverty050301 educationphonicsoppimispelitcomputer-assisted learninglcsh:PsychologylukutaitoPsychology0503 educationenglannin kieliPeriod (music)
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Game learning analytics for understanding reading skills in transparent writing system

2020

Serious games are designed to improve learning instead of providing only entertainment. Serious games analytics can be used for understanding and enhancing the quality of learning with serious games. One challenge in developing computerized support for learning is that learning of skills varies between players. Appropriate algorithms are needed for analyzing the performance of individual players. This paper presents a novel clustering-based profiling method for analyzing serious games learners. GraphoLearn, a game for training connections between speech sounds and letters, serves as the game-based learning environment. The proposed clustering method was designed to group the learners into p…

GraphoLearnlearning analyticsletter knowledgeserious gamesoppimisvaikeudethyötypelitComputingMilieux_PERSONALCOMPUTINGtietokoneavusteinen oppiminenreading difficultieslukihäiriötoppimispelit
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Analyse d’un roman simplifié pour l’enseignement du français langue étrangère : l’exemple du Naïf aux quarante enfants de Paul Guth

2011

Monet meistä haluaisivat lukea vieraskielistä kirjallisuutta, joka on kirjoitettu alkuperäisellä kielellä. Riittämätön kielitaito on kuitenkin usein esteenä lukukokemuksen toteutumiselle. Kirjasarja Facile à lire on tehnyt ranskalaisen kirjallisuuden klassikoista lyhennettyjä ja yksinkertaistettuja versioita, jotka sopivat luettaviksi niin vasta-alkajille kuin hieman edistyneimmillekin ranskan kielen opiskelijoille. Työssäni tutkin ranskalaisen kirjailijan Paul Guth’n romaania Le naïf aux quarante enfants ja sen pohjalta tehtyä samannimistä lyhennettyä kirjaa. Tarkastelun kohteeksi olen valinnut molemmista romaaneista niiden ensimmäisen kappaleen. Tarkoituksenani on tutkia kuinka lyhennelmä…

Guth Paulkieletranskan kielikielen oppiminenlukeminen
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