Search results for "learning."
showing 10 items of 6527 documents
L2 motivation in focus : the case of Finnish comprehensive school students
2017
The aim of this study is to explore whether latent classes, i.e. subgroups of students, representing specific motivational profiles can be found among learners of different foreign languages (L2s) ...
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…
Emotional obstacles of e-learning
2011
The developmental dynamics of task-avoidant behavior and math performance in kindergarten and elementary school
2012
Besides cognitive factors, children's learning at school may be influenced by more dynamic phenomena, such as motivation and achievement-related task-avoidant behavior. The present study examined the developmental dynamics of task-avoidant behavior and math performance from kindergarten to Grade 4. A total of 225 children were tested for their arithmetic skills in kindergarten and in Grades 1, 2, and 4 of elementary school. Children's task-avoidant behavior in learning situations was rated by their teachers. The results of latent growth curve analyses showed that math performance and task-avoidant behavior develop in tandem: an increase in task-avoidant behavior was related to less improvem…
Second language demotivation : factors that discourage pupils from learning the English language
2004
Digitaalisen oppimispelin motivoivuus : havaintoja Ekapeliä pelanneista lapsista
2012
Curiosity and exploration: A conceptual overview and structural modeling
2001
Many attempts have been made to measure curiosity or intrinsic motivation. However, there is no consensus on what curiosity is. In the present study, five previously constructed curiosity inventories were translated to Finnish and modified to be convenient for fifth-graders. The main purpose of the study was to clarify the concept of curiosity. Using conceptual analysis and the results of previous studies, it was possible to construct nine alternative conceptual models of curiosity. The corresponding statistical models were expected to account for the covariances among 15 subscales measuring curiosity-related exploratory behavior. However, before proceeding to the subscale level, the struct…
"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…