Search results for "LEARNING"
showing 10 items of 6669 documents
"Kun siihen pystyy kuitenkin, ei oo mitään järkee olla tekemättä" : oppimisen vaikeudet pianonsoiton opiskelussa - oppilaiden kokemuksia ja opetuksen…
2017
Music is a strong element of the empirical world of the young. Playing an instrument creates meanings, and it can help to feel and deal with emotions. Music itself is a source of immense joy and motivation for young players, even when learning is not easy. Year after year, the piano is the most popular instrument chosen by Music Institute applicants. The aim of this study was to investigate the difficulties encountered by piano students who are slower to learn than might be assumed from their talent and practising. The study also examined whether the piano teach- er’s observations about the student's learning difficulties in piano playing tally with the results of tests measuring learning d…
Learning English through video games : Finnish learners' experiences
2018
Videopelit ovat alati kasvava populaarikulttuurin ja viihteen muoto. Videopelit ovat saavuttaneet myös akateemisen tutkimustyön mielenkiinnon mm. tietokoneavusteisen kielenoppimisen (computer-assisted language learning, CALL) ja peleihin pohjautuvan oppimisen (game-based learning) muodossa (ks. esim. Peterson, 2013; Reinhardt & Sykes, 2012). Nämä tutkimusalat keskittyvät kuitenkin videopelien ja erilaisten videopeleille ominaisten piirteiden soveltamiseen muodollisissa oppimisympäristöissä, kuten kouluissa ja muissa oppilaitoksissa. Vapaa-ajalla informaalien oppimistilanteiden kautta tapahtuvaan kielenoppimiseen kohdistuva tutkimus onkin ollut verrattain vähäisempää. Videopeleihin liittyvää…
Learning Outcomes in HMD-VR: a Literature Review
2022
While the educational technology has developed to the point that Extended Reality (XR), including immersive Virtual Reality (VR) can be used in education, the learning outcomes of these technologies in the large scale is still quite unknown. This literature review aims to take a comprehensive look to the field of immersive VR in to find out where the learning outcomes of HMD-VR stands out, and how they compare to other technologies and methods. The main result of this paper is that while HMD-based Virtual Reality Learning Environments (VRLEs) may not be superior compared to other technologies such as desktop-based VR environments regarding direct learning outcomes, a clear indication toward…
Soitonopettajan rooli oppimismotivaation vahvistajana taiteen perusopetuksessa : opettajan ja oppilaan välinen vuorovaikutus viulunsoitonopetuksessa …
2017
The aim of this study is to find tools for the instrument teacher to support the student's learning motivation. The research is set in the cultural region of Central Ostrobothnia. The research material consists of a survey conducted by means of a questionnaire, recorded video footage of lessons given by three violin teachers, and a total of eight interviews with these teachers and their students. The data was analyzed using both quantitative and qualitative methods. The study reveals that the most important motivation factor is the sense of relatedness of the pupil. The key factor is a close relationship between the pupil and the teacher, which allows the teacher to engage the pupil in the …
Relations between teacher-child interactions and children's learning and motivation in Finnish kindergartens
2012
Digitaalisiin peleihin perustuva oppiminen luokkahuoneessa
2016
Maailman muuttuessa digitaalisemmaksi koulu ja sen käyttämät menetelmät ovat muuttumassa. Yksi uusi menetelmä voisi olla digitaalisiin peleihin perustuva oppiminen (DGBL). Tässä tutkielmassa käydään läpi, mikä tämä uusi oppimisen muoto on, ja mitä hyötyjä tai haittoja siihen liittyy. Lisäksi selvitetään erilaisia tapoja, miten pelejä on jo käytetty erilaisissa tutkimuksissa. Tutkielmassa tulee esille, että DGBL:ssä on monenlaisia ongelmia, kuten oppilaiden tottumattomuus tietoteknisiin välineisiin ja peleihin. Eduiksi havaitaan muun muassa pelien luontainen motivaation kasvatus sekä pelien tutkimista ja ongelmanratkaisua kannustavat menetelmät. Esimerkeissä huomataan, että pelejä voidaan kä…
Agency and Motivation to Achieve Language-learning Objectives among Learners in an Academic Environment in France
2014
Personal agency within the area of learning may be construed as a process wherein learning objectives are achieved through volitional direction and tacit involvement in learning. Within the present study, perceived agency is the degree to which learners believe that the efforts they are putting into the language-learning process is sufficient with respect to the learning objective. Some learners assume that attending classes assiduously generates an entitlement to pass the course, thereby believing that the learning goal has been achieved. In other words, their perception is that they have displayed a high degree of agency in spite of what may sometimes prove to be a very low degree of pers…
Lifelong learning and the English language : the significance of studying English voluntarily at adult age
2014
Opiskelu ja tietoinen oppiminen ovat yhä tärkeämpiä asioita aikuisten elämässä. Elinikäinen oppiminen tarjoaa välineitä, joilla aikuiset pystyvät vastaamaan haasteisiin, joita globaali ja nopeasti muuttuva maailma tarjoaa. Kieli- ja viestintätaitojen kehittäminen aikuisiällä on yksi elinikäisen oppimisen muoto. Tämän tutkimuksen tarkoituksena oli selvittää millaisia merkityksiä aikuisopiskelijat antavat aikuisiässä tapahtuville omaehtoisille englannin kielen opinnoilleen sekä millainen rooli englannin kielellä on kyseisten opiskelijoiden elämässä. Tutkimuksessa selvitettiin aikuisopiskelijoiden syitä osallistua Englannin kielen kursseille ja näiden syiden kautta tutkittiin myös opiskelijoid…
Main features of an ideal learning space : a user-based description
2014
This paper presents a method to define an ideal learning space from a key user perspective. The target group, upper secondary school students in a Finnish city, was addressed through two online surveys. In these we sought to establish the features that the students considered to be most important in a learning space. The aim was to adapt the redevelopment of school premises to the users’ cultural practices. Two survey methods were employed in the surveys. In the first, students described in their own words what makes an ideal learning space. In the second, students assessed a list of 21 features using a three-point scale. They also assessed a list of 19 learning space factors in terms of th…
Involving students in the redesign of learning environments conducive to learning and wellbeing
2014
Increased understanding of the interrelations between overall wellbeing and learning calls for a holistic and multidisciplinary learning environment (LE) design. Considering learners’ perception in the design of LE supportive to learning and wellbeing is expected to positively influence (a) the design quality, (b) participatory organizational culture, and (c) learning. The nature of this process creates contradictions and difficulties, however. Stand-alone co-design efforts may convert into pseudo-consultation without actual effects; neither is it easy to consider various stakeholders’ perceptions in a balanced manner. And if not planned carefully, instead of experiencing learning benefits,…