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…
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
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…
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…
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…
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…
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…
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…
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…
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 …