Search results for "KNOWLEDGE"

showing 10 items of 3108 documents

Mācīšanās un zināšanu apmaiņas prakses starp programmētājiem

2021

Maģistra darba mērķis ir pētīt programmētāju mācīšanās prakses un savstarpējo attiecību nozīmi tajās. Balstoties uz ilgtermiņa programmētāju kopienas etnogrāfisku izpēti, maģistra darbā pētu programmēšanu un programmēšanas mācīšanos kā prakses, kā šīs prakses iederas formālajā un neformālajā izglītības ietvarā un kādas ir kopienas attiecības šo prakšu ietvaros. Pamata datu ievākšanas metodes ir padziļinātas, daļēji strukturētas intervijas, līdzdalīgie novērojumi, kā arī auto etnogrāfisko pierakstu analīze. Šīs prakses tiek kontekstualizētas, izmantojot prakses un reciprocitātes teorētisko perspektīvu. Galvenās novērotās prakses starp programmētājiem ir pašmācība un mācīšanās kopienas ietvar…

learningcommunity of practiceAntropoloģijaknowledge exchangesoftware developmentpractice
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Yksilöllisen oppimisen mallin soveltuvuus yläkoulun 7. luokan lajintuntemuksen opetukseen

2017

Suomalaisen koulujärjestelmän uudistuksia ohjaamaan astuivat elokuussa 2016 voimaan uudet valtakunnallisen perusopetuksen opetussuunnitelmien perusteet, jotka korostavat konstruktivistista oppimiskäsitystä ja tulevaisuuden osaamiseen valmentavia tietoja ja taitoja. Biologian opetuksen tehtävänä on kartuttaa oppilaan luonnontuntemusta yhteisöllisiä ja toiminnallisia opetusmenetelmiä hyödyntäen. Sen tulee myös ohjata oppilaiden luonnontieteellisen ajattelun kehitystä vuorovaikutuksessa muiden oppilaiden kanssa. Tämän tutkimuksen tavoitteena oli tutkia matemaatikko Pekka Peuran kehittelemän yksilöllisen oppimisen mallin soveltuvuutta lajintuntemuksen opetukseen biologian oppiaineessa yläkoulun…

learninglajintunnistustestiwaterfowlsoppiminenindividual learning modellajintuntemuscurriculumbiology teachingspecies identification testopetusspecies knowledgeteaching methodslajinmääritysopetusmenetelmätyläkouluvesilinnutyksilöllisyysbiologiaoppimistavoitteet
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Ambient Play : Larissa Hjorth & Ingrid Richardson. Ambient Play. Cambridge, Massachusetts: The MIT Press, 2020.

2021

learningpelaaminensimulation gameskirja-arvostelutbusiness knowledgeworkli-fe skillsdigitaaliset pelitdigital workmobiilipelit
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Digital game-based training of early reading skills : overview of the GraphoGame method in a highly transparent orthography / Entrenamiento de habili…

2014

Learning to read in a language with a transparent orthography is generally quick and easy. To be able to read any words, learners need to know how to connect the smallest spoken language units, phonemes, into the written counterparts, graphemes. However, even learning the basic alphabetic principle has proven difficult for some learners. Here we focus on children who struggle to learn to read in Finnish that has a highly transparent orthography. In an attempt to provide efficient early preventative support for such learners, a technologyenhanced learning environment, GraphoGame, was developed. The GraphoGame method focuses on the specific problematic areas of each individual learner using a…

letter knowledgeLearning environmentGraphoGameAlphabetic principlePhonicsResearch findingsLinguisticsdigital learning gameNeed to knowdysleksiaPsychologyreading supportGeneral PsychologyOrthographyta515Spoken languageEstudios de Psicologia
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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…

letter knowledgeSocial PsychologyGuiding PrinciplesComputer sciencemedia_common.quotation_subjectreading skillGraphoGameReading (process)Mathematics educationLearning to readtechnology-enhanced reading supportmedia_commonorthographylcsh:T58.5-58.64lcsh:Information technologybusiness.industryCommunicationLearning environmentUsabilityPhonologyoikeinkirjoitusLinguisticsHuman-Computer Interactionphonologyeducational gameWriting systembusinessfonologiaOrthographyHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Predicting delayed letter name knowledge and its relation to grade 1 reading achievement in children with and without familial risk for dyslexia

2006

The authors examined the developmental trajectories of children's early letter knowledge in relation to measures spanning and encompassing their prior language-related and cognitive measures and environmental factors and their subsequent Grade 1 reading achievement. Letter knowledge was assessed longitudinally at ages 4.5, 5.0, 5.5, and 6.5 years; earlier language skills and environmental factors were assessed at ages 3.5 and 4.5 years; and reading achievement was assessed at the beginning and end of Grade 1. The analyses were conducted on a longitudinal data set involving children with and without familial risk for dyslexia. Emerging from the trajectory analysis of letter knowledge were 3 …

letter knowledgealaryhmittelylukivaikeusriskifamilial dyslexia riskkirjainten nimeäminensubgrouping
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Lukivaikeuksien tunnistaminen ja kuntouttaminen alkuopetusvaiheessa

2014

letter knowledgekoulutulokkaatphonological awarenessneuropsykologiaalkuopetusreading disabilityResponse to Interventionliteracy interventionlukeminenfonologinen tietoisuusrapid automatized namingoppimisvaikeudetdyslexiadysleksiakuntoutuslukihäiriötreading disabilities
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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…

letter knowledgelukijatSocial PsychologyComputer sciencepreschool0504 sociologyMathematics educationtietokoneavusteinen oppiminenDigital learningta515lcsh:T58.5-58.64lcsh:Information technologyCommunicationearly reading skills05 social sciences050401 social sciences methods050301 educationpredictionEarly readingoppimispelitHuman-Computer Interactionesikouluslow readersAssessment methodslukutaitoEmbeddingcomputer-based assessment0503 education
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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…

letter knowledgeoppimisympäristöparental involvementSocial Psychologymedia_common.quotation_subjecteducationreading skillGame based learningComputer-Assisted InstructionGraphoGameDevelopmental psychologymotivationReading (process)learning environmentPedagogyta516technology-enhanced reading supportSchool based interventionta515Educational gamemedia_commonorthographydigital game-based learninglcsh:T58.5-58.64lcsh:Information technologyCommunicationPhonologyHuman-Computer Interactioneducational gamephonologySchool environmentPsychologyengagementHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Semantic processing in children with autism spectrum disorder

2021

El presente estudio analizó el procesamiento semántico de un grupo de niños con trastorno del espectro autista (n= 24), con el objetivo principal de averiguar si presentan diferencias en comparación con un grupo de niños con desarrollo típico (n = 24). Para ello, se realizó un análisis del contenido de los ítems del subtest de información del WPPSY-III, estableciendo una serie de categorías en función del tipo de demanda semántica requerida: asociación significante-significado, relación experiencial y conocimiento general. Los resultados obtenidos apoyan la idea de que los niños con autismo realizarían un procesamiento semántico de la información de la misma manera que los niños sin autismo…

lexical access05 social sciencesautismmeaningmedicine.diseasesemantic processingExperiential learningbehavioral disciplines and activitiesBF1-99003 medical and health sciences0302 clinical medicineAutism spectrum disordermental disordersmedicineSemantic memoryAutismPsychology0501 psychology and cognitive sciencesGeneral knowledgePsychologyAssociation (psychology)030217 neurology & neurosurgery050104 developmental & child psychologyCognitive psychologyINFAD
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