Search results for "learning game"

showing 8 items of 8 documents

Challenge of supporting vocational learning: Empowering collaboration in a scripted 3D game – How does teachers’ real-time orchestration make a diffe…

2012

Along with the development of new technologies, orchestrating computer-supported collaborative learning (CSCL) has become a topic of discussion because new learning spaces challenge teacher to support collaborative learning in new ways. However, despite the optimistic notions of teachers’ orchestration in CSCL situations, there are still no systematic research findings on real-time orchestration. This study is one attempt to fill in the knowledge gap on understanding the differences in knowledge construction processes between settings with and without teachers’ real time orchestration in 3D learning games from a socio-cultural perspective. The aims of the study are twofold. The first aim is…

Cooperative learningKnowledge managementGeneral Computer SciencekehittämistutkimusDesign-based researchInstructional designbusiness.industryComputer scienceProfessional developmentEducational technology3D learning gameContext (language use)Collaborative learningOpetuksen suunnitteluEducation3D pelitOrchestrating computer-supported collaborative learning (CSCL)ta516Orchestration (computing)businessVocational learningSocio-cultural approachComputers & Education
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Auditiivisen ja kielellisen harjoittelun vaikutus kolmannella luokalla olevien heikkojen lukijoiden lukutaitoon

2012

grapheme-phoneme correspondencephonological awarenessdecodinglongitudinal studylukusujuvuusPitkittäistutkimusoppimispelitperinnöllinen alttiusfonologinen tietoisuusreading speed and accuracydyslexialearning gamelukutaitodysleksiaharjoittelufamilial risklukihäiriötinterventionauditory processing
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On developing adaptive vocabulary learning game for children with an early language delay

2018

Vocabulary replenishment is an ordinary child development process. Deviations in this process can significantly affect the further progress and perception of the educational material in the school. A hypothesis was proposed that the similarity of words on various factors can influence the child's understanding. To test this hypothesis in this work, we propose the development of AdapTalk game for children. This game is concentrated on learning words, in the context of animals. The game will create the basis for further testing the influence of the semantic similarity of words for the child. This work describes the development background, the basic principles of calculating the semantic simil…

learning gamesemantic distanceadaptive learninglate talkers
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Digital game-based training of early reading skills : overview of the GraphoGame method in a highly transparent orthography / Entrenamiento de habili…

2014

Learning to read in a language with a transparent orthography is generally quick and easy. To be able to read any words, learners need to know how to connect the smallest spoken language units, phonemes, into the written counterparts, graphemes. However, even learning the basic alphabetic principle has proven difficult for some learners. Here we focus on children who struggle to learn to read in Finnish that has a highly transparent orthography. In an attempt to provide efficient early preventative support for such learners, a technologyenhanced learning environment, GraphoGame, was developed. The GraphoGame method focuses on the specific problematic areas of each individual learner using a…

letter knowledgeLearning environmentGraphoGameAlphabetic principlePhonicsResearch findingsLinguisticsdigital learning gameNeed to knowdysleksiaPsychologyreading supportGeneral PsychologyOrthographyta515Spoken languageEstudios de Psicologia
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Supporting Acquisition of Spelling Skills in Different Orthographies Using an Empirically Validated Digital Learning Environment

2021

This paper discusses how the association learning principle works for supporting acquisition of basic spelling and reading skills using digital game-based learning environment with the Finland-based GraphoLearn (GL) technology. This program has been designed and validated to work with early readers of different alphabetic writing systems using repetition and reinforcing connections between spoken and written units. Initially GL was developed and found effective in training children at risk of reading disorders in Finland. Today GL training has been shown to support learning decoding skills among children independent of whether they face difficulties resulting from educational, social, or bi…

media_common.quotation_subjectlcsh:BF1-990kirjoitusjärjestelmätFace (sociological concept)GraphoGameReview050105 experimental psychologydigital learning gamekielellinen kehitysReading (process)dyslexiakielen omaksuminenmedicineMathematics educationdysleksiaPsychology0501 psychology and cognitive sciencesAssociation (psychology)interventioGeneral Psychologyinterventionmedia_commonorthographyreading acquisitionLearning environment05 social sciencesDyslexia050301 educationoikeinkirjoitusmedicine.diseaseoppimispelitSpellinglcsh:PsychologyWriting systemGraphoLearn technologylukutaitowriting systemlukihäiriötPsychology0503 educationdigitaaliset pelitOrthographyFrontiers in Psychology
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Sprachlernspiele im DaF-Unterricht : Einblick in die Spielpraxis des finnischen und ungarischen Deutsch-als-Fremdsprache-Unterrichts in der gymnasial…

2009

The goal of this study is to analyze and compare aspects of language learning games in the context of Finnish and Hungarian high-school teaching of German as a foreign language (GFL). First, the practices of using games in GFL are investigated. Secondly, the subjective theories of teachers on language learning games are analyzed. Thirdly, the differences between the Finnish and Hungarian contexts are discussed.The data for this study was gathered with a written questionnaire (48 Finnish, 49 Hungarian GFL teachers) and through semi-standardized interviews (8 Finnish, 5 Hungarian GFL teachers). In addition, Hungarian and Finnish national curricula are analyzed. Through triangulation, both qua…

motivaatioMotivationoppiminenLanguage learning gamesClassroom-practicelukioLanguage teaching techniquesluokkatyöskentelyopetusUnkarioppimispelitGerman as a foreign languageSuomiGerman languagesaksan kieliopetusmenetelmätkieletSubjective theoriesopetussuunnitelmat
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In order to enable meaningful playing : how to support player's learning through digital game narrative design

2017

The main research problem of this constructive study is, how player’s learning during game playing can be supported through game narrative design. When the solutions are searched within narrative theories, modern game theories, and learning game design research, the problem turns conceptually challenging. Basically, the challenge stems from the ambiguous concept of narrative and the diversity of narrative theories. The academic conversation on learning game design has drawn approaches from various narrative theories and traditions of screenwriting and creative writing. Hence, the conversation results fragmental. Firstly, I consider what kind of narrative definition and conception should be …

oppiminennarrative theorydigital gamepelisuunnitteluComputingMilieux_PERSONALCOMPUTINGdigital narrativeoppimispelitpelillistäminenkonstruktivisminarratiivisuustukeminentarinatlearning game designdigitaaliset pelitoppimistavoitteet
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Human, Technologies and Quality of Education: Proceedings of Scientific Papers, 2020

2020

reading literacy for 6 to 7 year old childrenchaplaincyEnglish language teachersacquisition of the English languageTeacher Training Programme for Character Educationinclusive education (inclusion)higher education internationalizationeducation lawmobile learning gameseducational attainmentFitnessnational identityself-regulated learning skillsphysical culturelearning disabilities:SOCIAL SCIENCES::Social sciences::Education [Research Subject Categories]a child with a hearing impairmentcultural aspect of education
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