Search results for "hyöty"

showing 10 items of 59 documents

Cost-efficiency assessments of marine monitoring methods lack rigor—a systematic mapping of literature and an end-user view on optimal cost-efficienc…

2021

Global deterioration of marine ecosystems, together with increasing pressure to use them, has created a demand for new, more efficient and cost-efficient monitoring tools that enable assessing changes in the status of marine ecosystems. However, demonstrating the cost-efficiency of a monitoring method is not straightforward as there are no generally applicable guidelines. Our study provides a systematic literature mapping of methods and criteria that have been proposed or used since the year 2000 to evaluate the cost-efficiency of marine monitoring methods. We aimed to investigate these methods but discovered that examples of actual cost-efficiency assessments in literature were rare, contr…

0106 biological sciencesCost effectivenessComputer scienceenvironmental effectsCost-efficiency analysiscostsmeriensuojeluCost of monitoringmonitorointimuutos010501 environmental scienceskäyttömarine monitoring tool01 natural sciencesympäristön tilakartoitusresearch methodsmethod performancestandardointichangestate of the environmentmerenkulkijatMonitoring methodsmappingmarinersReliability (statistics)General Environmental Scienceevaluationcost effectivenessCost efficiencyMarine monitoring toolComparabilityvesiekosysteemitGeneral MedicinetrackingPollutionkustannuksetmittausmenetelmätRisk analysis (engineering)ympäristövaikutuksetenvironmental changesCosts and Cost AnalysisecosystemsmeretEnvironmental Monitoringmethod standardizationevaluation methodsarviointimenetelmätOptimal costseasManagement Monitoring Policy and LawloppukäyttäjätArticlemethodsmenetelmättutkimusmenetelmätseurantaekologinen tila14. Life underwaterEcosystem0105 earth and related environmental sciencesEnd user010604 marine biology & hydrobiologyReproducibility of ResultskustannustehokkuusMethod standardizationecosystems (ecology)cost of monitoringTerm (time)ekosysteemit (ekologia)monitoringcost-efficiency analysiskustannus-hyötyanalyysiMethod performanceusearviointiEnvironmental Monitoring and Assessment
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Continuity and changes in commuting mode and influence on physical activity, BMI and waist circumference among Finnish adults

2022

Regular physical activity (PA) has been found to be important for cardiovascular health and longevity. However, notable proportion of adult population does not meet the national PA recommendations. Active transport is one domain of physical activity, that could be a time-efficient way to increase PA and reach the national recommendations. Additionally, it could have a positive effect to body composition. nonPeerReviewed

BMIactive commutingphysical activityterveyshyödytpainoindeksifyysinen aktiivisuushyötyliikuntaobjective measurementtyömatkat (työpaikalle)
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Brønsted and Lewis acid catalyzed conversion of pulp industry waste biomass to levulinic acid

2019

Enormous amounts of fiber sludge are generated annually by the pulp industry as a by-product. As a cellulose-rich material, its current usage, mainly as fuel, is inefficient from a material efficiency point of view. This work studied the utilization of fiber sludge from a Finnish and a Swedish pulp mill as a potential feedstock to produce levulinic acid, a valuable platform chemical. The conversion experiments of fiber sludge to levulinic acid were performed in a microwave reactor with a mixture of H2SO4 and Lewis acid as the catalyst. The reaction conditions, which included reaction time and temperature as well as the H2SO4 and Lewis acid concentrations, were studied in detail. The highest…

Brønsted acidlieteEnvironmental EngineeringsäteilytyshapotBioengineeringlevulinic acidLewis acidcatalytic conversionmassanvalmistuskatalyysihyötykäyttöbiomassa (teollisuus)fiber sludgeWaste Management and Disposalmicrowave irradiationorgaaniset yhdisteet
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Collaborative 3D learning games for future learning: teachers’ instructional practices to enhance shared knowledge construction among students

2013

Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of game-based learning should be to introduce new ideas and deepen in-depth understanding of learners. However, studies have shown that shared high-level knowledge construction is a challenging process. Moreover, thus far, few empirical studies have examined what constitutes the teacher’s role in games. The focus of this paper is to investigate teachers’ real-time instructional activities in a scripted 3D game setting. Our hypothesis is that groups with real-time teacher instruction will come up with more shared knowledge construction that can be considered productive than groups studying withou…

Cooperative learningammatillinen koulutusoppiminenComputer scienceCommunicationTeaching methodMultimethodologyContext (language use)Collaborative learningteachers’ instructional activityComputer Science ApplicationsEducationpelitEmpirical researchCSCLhyötypelitContent analysisVocational educationPedagogyComputingMilieux_COMPUTERSANDEDUCATIONta516yhteisöllinen oppiminenInformation SystemsTechnology, Pedagogy and Education
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Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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Rolling or Scrolling? The Effect of Content Type on Habitual Use of Facebook

2020

The paper investigates how content type (i.e., hedonic and utilitarian content) is related to satisfaction, habitual use, use intensity and discontinued use intentions in the context of social media services. The research model was empirically tested using a survey study (n = 142) that was conducted among Facebook users. The results show that hedonic content is a strong predictor of habitual use of and satisfaction with Facebook. In turn, utilitarian content has a positive effect on satisfaction; however, it does not significantly affect habitual use. Additionally, habit affects use intensity more than satisfaction but has no significant effect on discontinued use intention. These results s…

Facebookutilitarismihyötydiscontinued use intentionsatisfactionuse intensitysosiaalinen mediahedonismikäyttödual information systemshedonic contentmielihyvähyötykäyttösocial media servicesutilitarian contentkäyttötutkimushabit
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Supporting struggling readers with digital game-based learning

2019

This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) were randomly assigned either to a 6-week intervention including sessions with GL, in addition to school-provided support, or a control group receiving only school-provided support. The intervention took place at the students’ homes and schools under the supervision of their parents and teachers. The results showed that the children who received the GL intervention developed significantly faster in word reading than the control group. Moreover, their reading development w…

GraphoLearn050101 languages & linguisticsReading disabilitymedia_common.quotation_subjectTeaching methodeducationEducationDevelopmental psychologyFluencyoppimisvaikeudetmotivationIntervention (counseling)Reading (process)tietokoneavusteinen oppiminen0501 psychology and cognitive sciencesserious gamemedia_commondigital game-based learning05 social sciencesreading disabilityEducational technology050301 educationSpellingoppimispelitReading comprehensionhyötypelitlukutaitoPsychologylukihäiriöt0503 educationengagement
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Game learning analytics for understanding reading skills in transparent writing system

2020

Serious games are designed to improve learning instead of providing only entertainment. Serious games analytics can be used for understanding and enhancing the quality of learning with serious games. One challenge in developing computerized support for learning is that learning of skills varies between players. Appropriate algorithms are needed for analyzing the performance of individual players. This paper presents a novel clustering-based profiling method for analyzing serious games learners. GraphoLearn, a game for training connections between speech sounds and letters, serves as the game-based learning environment. The proposed clustering method was designed to group the learners into p…

GraphoLearnlearning analyticsletter knowledgeserious gamesoppimisvaikeudethyötypelitComputingMilieux_PERSONALCOMPUTINGtietokoneavusteinen oppiminenreading difficultieslukihäiriötoppimispelit
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Virtual Enterprise Simulation Game as an Environment for Collaborative Creativity and Learning

2021

AbstractWhen employees become accustomed to everyday working habits it can prevent them from generating creative ideas. This familiarity takes the forms of mainly collaborating with familiar colleagues, playing roles that develop over years, and solving encountered problems with proven strategies. This chapter considers how a virtual enterprise simulation game (RealGame) can potentially foster digital creativity and collaborative learning. The game simulates a situation where team members take responsibility for managing a virtual manufacturing company and its supply chain. Theoretically, we consider RealGame a facilitating environment for people to collaborate by offering a safe environmen…

Knowledge managementComputer scienceTheory of Formsmedia_common.quotation_subjectSupply chainenterpriseManufacturingluovuussimulation gamesimulointiyhteisöllinen oppiminenbusinessEmpirical evidencecreativitymedia_commonEncountered problemslearningbusiness.industryEnterprise simulationCollaborative learningsimulationyrittäjyysCreativitycollaborationoppimispelithyötypelitliiketoimintagameongelmanratkaisubusiness
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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 …

Knowledge managementserious gameskoulutusteknologiamedia_common.quotation_subjectGame based learningeducational technologySchool teacherspelillistäminentechnology acceptanceOpenness to experienceta516gamificationadoptione-learningActual usemedia_commonta113Secondary levelVariablesbusiness.industryInformation technologyadoptiogame-based learninghyötypelitInformation and Communications TechnologybusinessPsychology
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