Search results for "digitaaliset"
showing 10 items of 142 documents
Verkkopelin pelaaminen ja pelaajien vuorovaikutus
2014
Tämän tutkielman tavoitteena oli tutkia ja analysoida verkkopelin pelaamista ja siihen liittyvää vuorovaikutusta. Tavoitteena oli selvittää, miten ja miksi lapset pelaavat verkkopeliä ja millaista vuorovaikutusta pelaamiseen liittyy. Lisäksi haluttiin selvittää, miten lapsille suunnattua verkkopeliä voitaisiin kehittää. Tutkimus toteutettiin laadullisin menetelmin. Aineisto kerättiin haastattelemalla ja havainnoimalla verkkopelin pelaajia yksilö-, pari- ja ryhmätilanteissa. Tutkimukseen osallistui yhdeksän 7–12-vuotiasta lasta. Tutkimustilanteissa lapset pelasivat verkkopeliä ja samalla heitä haastateltiin pelaamisesta. Tutkimustilanteissa pelattiin Ylen tuottamaa Boforia…
Continuous play : leisure engagement in competitive fighting games and taekwondo
2023
In order to better understand the development of play and games in modern lives, this article examines two competitive leisure groups: digital fighting game players and traditional taekwondo practitioners. Drawing on qualitative offline/online interviews (n = 56) and close reading of externally documented life narratives (n = 14), we explore how the modes and motives of engagement fluctuate in competitive players over time. The study provides a new developmental approach to continuous competitive play as leisure. Our results show rather than making linear progress from ‘casual’ to ‘serious’ leisure, individuals in both groups perceive their lasting relationships with these activities gradua…
Interpretation, Negotiation, Play
2022
Augmented reality (AR) picturebooks combine printed children's literature with augmented reality. This study examines the shared reading of the Finnish AR picturebook Mur, eli karhu (2016) by Kaisa Happonen and Anne Vasko. The main aim of the study is to explore the playful reading experience of three Finnish families with children between the ages of 4 and 6. Three main categories of engagement with the book are discussed in the article: interpretation, negotiation, and play. The findings of the study suggest that children are skilled users of mobile digital media but may not understand the content of AR without parental mediation. In addition, parents and educators are required to have su…
Effectiveness of Exergame Intervention on Walking in Older Adults : A Systematic Review and Meta-Analysis of Randomized Controlled Trials
2021
Objective. The objective of this review was to systematically evaluate the effectiveness of exergaming on walking in older adults. In addition, the aim was to investigate the relationship between the exergaming effect and age, baseline walking performance, exercise traits, technology used and the risk of bias. Methods. A literature search was carried out in the databases MEDLINE, CINAHL, CENTRAL, EMBASE, WoS, PsycInfo and PEDro up to January 10, 2020. Studies with a Randomized Controlled Trial (RCT) design, people ≥60 years of age without neurological disorders, comparison group with other exercise or no exercise, and walking related outcomes were included. Cochrane RoB2, meta-analysis, met…
Rethinking Academic Literacies: Designing multifaceted academic literacy experiences for pre-service teachers
2013
This manuscript introduces a multidimensional framework for academic literacies to help instructors become more aware of different aspects of literacies and how they might be used to plan and orchestrate meaningful, multifaceted literacy experiences in their classes. More specifically, this broad framework for literacy and learning explicitly considers the overlapping role of argumentation, digital inquiry, collaboration, and innovation as they are applied to continuously evolving disciplinary literacy practices. The framework is applied to a course designed for pre-service teachers that integrated several aspects of academic literacies and offered some pedagogical guidelines to support the…
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
2020
BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…
UML Artefacts for a Blockchain-enabled Platform for Fairtrade
2021
Fairtrade-certified products have successfully entered the mainstream distribution channels mostly in developed countries, and these products are now sold in famous supermarket chains. Nonetheless, the packaging and labeling of products as “Fairtrade” commands premium pricing in the marketplace. How much of this, however, is valid and justified? Despite the reputable certification mechanisms for quality assurance, mass media reports suggest that much of the “surplus value” goes to the accreditation agencies themselves instead of the producers. This article proposes an agenda to set this right with a blockchain platform that provides “trust-free” assurances of verifiable labeling. Using an A…
Puumailoista ylämummoon : Näkökulmia digitaalisten jääkiekkopelien tutkimukseen
2020
Digitaalisten jääkiekkopelien kilpapelaaminen nousi otsikoihin keväällä 2020, kun COVID-19 -pandemian vuoksi jääkiekon suomenmestaruussarja Liiga jouduttiin keskeyttämään. Varsinaisen jääkiekkoviihteen tilalle Telia yhteistyökumppaneineen loi virtuaaliset pudotuspelit, eli ePlayoffit, jotka saivat näkyvyyttä useissa kotimaisissa medioissa. Samalla ePlayoffit nostivat esiin myös NHL-pelien ammattipelaamista ECL- ja NACL-sarjoissa. Tässä katsauksessa käyn läpi digitaalisiin jääkiekkopeleihin liittyvää tutkimusta, sekä kartoitan uusia mahdollisia tutkimussuuntia niihin liittyen. Katsaus keskittyy historiallisiin ja yhteiskunnallisiin näkökulmiin, sekä kilpapelaamiseen. Mahdollisia uusia tutkim…
Leikiten kohti digitaalisen pedagogiikan toimintakulttuurin johtamista
2022
Sosiaali-, terveys- ja kuntoutusalan opettajien digitaalinen osaaminen
2020
Tiivistelmä Tutkimuksen tarkoituksena oli kuvata sosiaali-, terveys- ja kuntoutusalan (soteku) opettajien (n=388) digitaalista osaamista osana TerOpe-hanketta. Aineisto kerättiin DigCompEdu CheckIn Self-reflection Tool -itsearviointityökaluun perustuvalla mittarilla, joka sisälsi 21 (strukturoitua) väittämää ja yhden avoimen kysymyksen. DigCompEdu-viitekehyksen kuutta osa-aluetta (ammatillinen sitoutuminen, digitaaliset resurssit, opettaminen ja oppiminen, arviointi, oppijoiden voimaannuttaminen ja oppijoiden digitaalisen osaamisen tukeminen) käytettiin sekä määrällisen aineiston keskiarvomuuttujien muodostamisessa että laadullisen aineiston deduktiivis-induktiivisen analyysin runkona. Opet…