Search results for "Digital learning environment"

showing 8 items of 8 documents

2019

This article analyses the design, implementation, and evaluation of a nation-wide project to create a common digital solution for university teaching staff’s pedagogical training in Finland. During three years, eight universities collaborated in developing an online learning platform called UNIPS, the University Pedagogical Support system. The areas to develop were A) a learning platform based on technical design principles, B) pedagogical principles, and C) broadening the scope of offered studies. The results have been promising. With a carefully planned timetable, all participating universities were able to produce, test, and offer UNIPS modules in collaboration with other universities …

EngineeringHigher educationScope (project management)business.industryProcess (engineering)05 social sciences050301 education050105 experimental psychologyEducationTest (assessment)Digital learning environmentEngineering managementVirtual learning environment0501 psychology and cognitive sciencesUniversity teachingbusinessEngineering design process0503 educationInternational Journal of Learning, Teaching and Educational Research
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GraphoLearn SI : Digital learning support for reading difficulties in a transparent orthography

2020

Recognition of the importance of evidence-based technological tools that provide personalized learning opportunities is growing. This paper reports on a pilot study evaluating GraphoLearn for Standard Indonesian, a digital game environment that trains basic reading skills by extensive-but-playful exposure to grapheme–phoneme correspondences. The results obtained from 33 Indonesian first graders show that game progress was found to be a significant predictor of reading and decoding abilities both at the posttest and the 5-month follow-up assessment. Our results additionally indicated a significant interaction effect of game progress and letter–sound knowledge at posttest: Progress in the gam…

GraphoLearnoppimisympäristöSocial Psychologymedia_common.quotation_subjectGraphoGamePersonalized learninglukeminenFluencyPhonological awarenessReading (process)Mathematics educationDigital learningtechnology-enhanced reading supportmedia_commonreading acquisitionCommunicationdigital learning environmentlanguage.human_languageHuman-Computer InteractionIndonesianStandard IndonesianlanguagePsychologylukihäiriötOrthographyReading skills
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GraphoGame SI: the development of a technology-enhanced literacy learning tool for Standard Indonesian

2018

Early intervention programs are generally considered the most efficient and beneficial approach to providing support to struggling beginning readers. This paper discusses the theoretical background, development, and design of, as well as the first results obtained with, GraphoGame for Standard Indonesian, a technology-enhanced learning environment that trains the basic skills of reading by high but playful exposure to grapheme-phoneme coupling. The results of the pilot study assessing the usability of the program in 69 first-graders show that the more the students with low pre-test phonological skills were exposed to the game, the better their post-test performance on reading and decoding f…

READERSTeaching methodmedia_common.quotation_subjectGraphoGameCHILDRENlukeminenPHONOLOGICAL AWARENESS050105 experimental psychologyEducationBasic skillsFluencyTechnology-enhanced reading supportPhonological awarenessReading (process)tietokoneavusteinen oppiminenDevelopmental and Educational PsychologyMathematics educationQUALITYstandard Indonesian0501 psychology and cognitive sciencestechnology-enhanced reading supportdigitaalinen oppimisympäristömedia_commonPHONEMEreading acquisitionbusiness.industryLearning environment05 social sciencesEducational technology050301 educationUsabilityDigital learning environmentdigital learning environmentREADING ACQUISITIONStandard IndonesianORTHOGRAPHYlukutaitoSKILLSPsychologybusinessINTERVENTION0503 educationDYSLEXIAEuropean Journal of Psychology of Education
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Teachers of the Future in Digital Learning Environments

2016

The iPad-education, or tablet education generally, is perhaps the most talked-about phenomenon in education at the moment. However, there are still only a few concrete researches on how the iPad is used in pre-service teacher training generally to re-new learning processes and environments in primary school environments. This article focuses on pre-service teachers´ manners of approach to use iPads in the beginning of Primary School Teacher studies in January 2015 in Adult Teacher Education in Kokkola University Consortium Chydenius. The first inquiry of the research project was carried out in January 2014 when the students had just received their personal iPads for their use. This article …

digital learningComputingMilieux_COMPUTERSANDEDUCATIONdigital learning environmentsiPad-educationtulevaisuusopettajat
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Digitālās mācību vides izmantošana skolotāju darbībā vidusskolā

2020

Maģistra darba nosaukums ir “Digitālās mācību vides izmantošana skolotāju darbībā vidusskolā”. Maģistra darba mērķis: izpētīt digitālās mācību vides izmantošanu skolotāju darbībā vidusskolas mācību procesā. Pētījuma uzdevumi ir: analizēt digitālās mācību vides pieejamību skolotājiem, teorētiski analizēt pētījumus un zinātnisko literatūru par digitālo mācību vidi un tās pielietošanu mācību procesā, pilnveidot izpratni par grūtībām digitālās mācību vides izmantošanā. Pamatojoties uz pētījumā savāktajiem datiem, veikta analīze par skolotāju digitālās mācību vides izmantošanu mācību procesā. Apkopojot vidusskolas skolotāju anketēšanas rezultātus, novērtēta skolotāju kompetence darbībā ar digitā…

digitālā mācību videinformācijas un komunikācijas tehnoloģijasPedagoģijadigitālie mācību līdzekļiskolotāju digitālā pratība.information and communication technologies digital learning tools digital learning environment digital competence of teachers.  
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Brain-Related Research as a Support Mechanism to Help Learners to Acquire Full Literacy

2023

Possibly some of the most important skills that one can have are those needed to become fully literate. We all wish our children to reach such a goal. Unfortunately, the focus of attention in reading research has been on acquiring readiness to sound out written language, i.e., the basic reading skills. Full literacy is the readiness to learn knowledge by reading. Thus, one has to be able to take two steps to reach full literacy. Indications related to both of these steps can be observe in the brain. This may be easiest when we observe the brain activity of a learner who faces difficulties in taking these steps. In fact, the serious difficulty of taking the first step can be observed soon af…

oppimisympäristöcomprehension gameoppiminenreadingGeneral NeurosciencelukutaitoopetusmenetelmätliteracyGraphoGamedigital learning environmentlukeminen
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The interplay between the guidance from the digital learning environment and the teacher in supporting folding back

2022

AbstractPrevious studies have proposed that students’ mathematical understanding develops dynamically through the process known as folding back, in which learners revisit earlier forms of understanding and use them to build even deeper levels of mathematical understanding. Digital learning environments, where students can manipulate representations, are often used to enable students to notice properties, patterns, or rules. When working in such an environment, students usually receive support from the environment and the teacher. The interplay between these different sources of support is important according to previous studies. In this study, we examine this interplay in the case of foldin…

teacher supportoppimisympäristötietokoneavusteinen opetusGeneral Mathematicssynergistic supportoppimisalustatdigital learning environmentEducationdistributed supporttechnologyteknologiafolding backverkko-opetusopetusteknologia
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Kahden digitaalisen oppimisympäristön käytettävyystutkimus

2016

Tässä pro gradu -tutkielmassa tavoitteena oli tarkastella opiskelijoiden kokemuksia digitaalisen oppimisympäristön käytettävyydestä mahdollisten kehitettävien osa-alueiden löytämiseksi. Tavoitteeseen pyrittiin vastaamaan seuraavien tutkimuskysymyksten myötä: Millaiseksi kahden eri oppilaitoksen opiskelijat kokevat käyttämänsä digitaalisen oppimisympäristön käytettävyyden SUS-mittarilla ja avoimilla kysymyksillä arvioituna? Mitä seikkoja opiskelijat nostavat esiin käyttämänsä digitaalisen oppimisympäristön käytettävyyden kehittämiseksi? Työn alkuosassa esitellään verkko-oppimisen ja -pedagogiikan teoriaa. Päätuloksina tässä tutkimuksessa tulivat esiin Moodle -oppimisympäristön osalta hyvä kä…

usabilityoppimisympäristökäytettävyysverkko-opetusoppimisalustatSUSdigital learning environment
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