Search results for "Koulutus"
showing 10 items of 2012 documents
Aktiivitaulun käyttö toisen asteen ammatillisessa oppilaitoksessa
2012
Tutkielmassa kartoitettiin aktiivitaulujen käyttöä toisen asteen ammatillisessa koulutuksessa toteuttamalla kysely opiskelijoille ja opettajille. Tutkimuksessa selvitettiin, kuinka opiskelijat ja opettajat kokevat oppimisen ja opettamisen luokkahuoneessa, jossa on käytössä aktiivitaulu. This Master’s Thesis researched the usage of Interactive Whiteboards in Voca-tional Education. Survey was conducted to students and teachers who have experience about Interactive Whiteboards in learning. The research was focused on the question, how students and teachers experience the learning and teaching in the classroom equipped with Interactive Whiteboard.
Oman onnensa sepät : tutkimus Jyväskylän maalaiskunnasta vuosina 1985-1994 ylioppilastutkinnon suorittaneista nuorista
1998
Jyväskylän yliopisto omalla polullaan
2021
Sivutoimisen tohtoriopiskelun kehykset kauppatieteissä - johtajat tohtoriputkessa ja opetushallinnon pyörteissä
2020
Viisas opettaja elää hetkessä - ja ikuisuudessa
2017
Policy-practice gap in participation of students with disabilities in Ethiopia's formal vocational education programme
2017
In Ethiopia, individuals with disabilities have limited access to educational and vocational training opportunities due to environmental, attitudinal and institutional barriers. The overarching purpose of the study was to investigate the status of inclusiveness of relevant policy and legal instruments of the study countries and their practicality in vocational education programmes. The specific aims of the study were to: explore the extent to which the issue of special educational and training needs for persons with disabilities is addressed in the education and training policy of Ethiopia, specifically focusing on technical and vocational education and training (TVET); investigate prevaili…
No sellaista se työelämä oikeasti on! : työelämäyhteistyön kehittäminen Keski-Suomen lukiohankkeessa
2013
How to measure students’ innovation competences in higher education : Evaluation of an assessment tool in authentic learning environments
2018
Abstract In all sectors of the economy, the importance of innovation is underlined. Although education plays a central role in the development of human innovation skills, several studies suggest that higher education institutions cannot fulfill these demands. In such, there is a need to update pedagogical practices and develop assessment tools to measure and develop a person’s innovation capacity. The aim of this study is to test and evaluate the functioning of the earlier developed assessment tool to measure students’ innovation competences in the authentic learning environments of Finnish higher education institutions. The electronic self-assessment questionnaire was distributed to studen…
HR scenario game : Learning human resource management in a virtual environment
2021
This paper introduces a computer-based online scenario game that was developed to enhance the learning of human resource management (HRM) in an undergraduate course at a business school in Finland. What makes this game unique is that students played an important and active role in developing the game in collaboration with lecturers. Our findings show that the game enhances learning, interaction, and collaboration among students. We discuss how computer-based games and their development in collaboration with students can be used as a means for learning and improving working-life skills in higher education.
Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness
2015
This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT selfefficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the …