Search results for "Information technology"
showing 10 items of 480 documents
Sosiaalialan ammattilaiset halukkaita osallistumaan asiakastietojärjestelmien kehittämiseen – osallistumistavoissa kehitettävää
2020
Tietojärjestelmien kehittämistyön lähtökohtana tulee olla vahva ymmärrys käyttäjien tarpeista, tehtävistä sekä toimintaympäristöstä. Lisäksi suunnitteluratkaisuja tulee arvioida käyttäjien kanssa kehittämisprosessin aikana ja käyttöönoton jälkeen. Vaikka kansallisesti kohdennetaan runsaasti resursseja tietojärjestelmäpalveluiden kehittämiseen, sosiaalialalta tutkimusta aiheesta löytyy niukasti. Sosiaalialan ammattilaisten kokemuksia asiakastietojärjestelmien kehittämistyöstä kartoitettiin osana keväällä 2019 toteutettua valtakunnallisesta käyttäjäkokemuskyselyä. Kysymyksissä käsiteltiin kokemuksia yhteistyöstä tietojärjestelmätoimittajan kanssa, osallistumisesta kehittämistyöhön ja osallist…
A Conceptual Framework for Using and Evaluating Web-Based Learning Resources in School Education
2010
Published version of an article from the journal:Journal of Information Technology Education. Also available from the publisher: http://www.jite.org/documents/Vol9/JITEv9p053-079Hadjerrouit743.pdf Web-based learning resources (WBLRs) have provided teachers with a wide range of new teachingexperiences that are not possible in traditional classroom. However, little research has beendone as to which approach to WBLRs is suitable to address issues that are pertinent to learning.This paper proposes a conceptual framework to explore the design and evaluation of WBLRs inschool education. The paper also examines the way in which the framework is used to evaluatestudents? and teachers? perceptions o…
A Quantitative Method for Localizing User Interface Problems: The D-TEO Method
2009
A large array of evaluation methods have been propo sed to identify Website usability problems. In log-based evaluation, inform ation about the performance of users is collected and stored into log files, and used to find problems and deficiencies in Web page designs. Most methods require the programming and modeling of large task models, which are cumbersome processes for evaluato rs. Also, because much statistical data is collected onto log files, recognizing which Web pages require deeper usability analysis is difficult. This paper suggests a novel quantitative method, called the D-TEO, for locating problematic Web pages. This semiautoma ted method explores the decomposition of interacti…
Technology-Supported Educational Innovations in Finland and Hong Kong: A Tale of Two Systems
2005
The paper presents a comparison of case studies about innovative ICT-supported pedagogical practices in two educational systems, namely Finland and Hong Kong. The two systems were selected for this in-depth comparison for three main reasons. First, Finland and Hong Kong performed well in several international comparative studies of educational achievement. Second, the case studies collected via the SITES Module 2 indicated rather different profiles between Finnish and Hong Kong schools in terms of ICT infrastructure and pedagogical practices. Third, further analysis of the case studies data indicated differences in emergent pedagogical characteristics between the cases collected in Asia and…
A new Three Color Marker for TCP flows
2004
In Differentiated Services networks, packets may receive a different treatment according to their Differentiated Services Code Point (DSCP) label. As a consequence, packet marking schemes can be devised to differentiate packets belonging to a same TCP flow, with the goal of improving the experienced performance. This paper presents an extensive performance evaluation of a new adaptive packet marking scheme, which relies on three different service classes, provided by the DiffServ network. The scheme provides protection of vulnerable packets in the TCP flows and adaptivity through "probes" packets. The performance have been evaluted in a traffic scenario composed of TCP flows with different …
Leadership as an enabler of professional agency and creativity : case studies from the Finnish information technology sector
2018
This paper summarizes and elaborates the findings of a research project on leadership as an enabler of professional agency and creativity in information technology organizations. The synthesis in this paper is based on a summary of three primary studies. Each of the studies approached leadership, creativity and/or professional agency with a specific focus. Leaning on a mixed‐methods and ethnographic approach, including various empirical data collection and analytical tools, the project investigated the relationship between professional agency and creativity; issues that frame professional agency and creativity; and the meaning of leadership practices for the enhancement of agency and creati…
Rethinking Learning Design in IT Education During a Pandemic
2021
Maintaining high-quality teaching and learning in the times of a pandemic poses a huge challenge to education systems. To scaffold adequate practices in our courses during the pandemic, more advanced, and fine-grained “learning design” is needed than providing the learning objectives and learning materials of the course and defining the deliverables and assignments. In this paper, we leverage on our experience with putting into practice different learning designs and technologies, in various information technology (IT) contexts and discuss how IT educators can further reflect on the learning design of their courses and scaffold fully remote or blended learning approaches to accommodate thei…
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…