Search results for "learning."
showing 10 items of 6527 documents
A Longitudinal Study of the Effects of Service-Learning on Physical Education Teacher Education Students
2022
Research examining Service-Learning (SL) in Physical Education Teacher Education (PETE) is ample. However, long-term investigations are still scarce and literature demands the application of this type of design to uncover the effects of SL on the long run. This study followed a longitudinal quantitative approach; thus, the participants completed the Civic Attitudes and Skills Questionnaire (CASQ) in three occasions (pretest-postest1-postest2). Results show that there exist significant differences between mean values of the global outcomes of the CASQ; concretely, there was an improvement in the first interval followed by a decrease in the second period. Regarding the different dimensions of…
Adapting to Teaching in the 21st Century: Helping Teachers to Understand the Pedagogical Content in using Tablets as Learning Tools
2015
The world of knowledge and communication has changed after smart phones and tablets became tools available for everybody. Children are already online on their free time, but at school devices such as smart phones and tablets are not in everyday learning use. In today’s visions of the future school are strongly concentrated on the learning environments and learning methods that emphasizes the role of ICT. The visions are already here and it is possible to bring the future way of learning in to everyday schooling but the focus is on teachers ICT skills and knowledge. Teachers are in a key role in changing the way pupils learn. It is crucial to educate teachers to become experts in ICT-skills …
Starting points of multilateral learning in implementing a music project by utilizing music education technology
2017
The purpose of the research was to find out what kind of connections a music project based on multilateral learning has on pupils’ (children’s) actions and learning when using music education technology as a tool, and how the music project affected the class teacher students’ shared cognition and the development of their professional identity. The project was carried out according to the principles of systems theory. During the process (the class teacher students n=21, the information technology students n=2, the educator n=1, indirectly the master´s thesis writers n=2 and the class teachers n=3) the participants’ experiences were reflected and monitored in various phases. This formed the d…
L'utilisation de séries télévisées pour l'enseignement/apprentissage de la communication pour la consultation médicale
2020
The objective of this research in English for Specific Purposes is to measure the impact of the use of television series on the teaching/learning of communication for medical consultation. It is largely rooted in the field of teaching and learning as existing theories and methodologies are studied with the aim of creating an innovative programme to teach medical students how to communicate during a consultation. This research is innovative as it compares the effectiveness of three types of documents: pedagogical documents, a medical television series and a mix of medical and non-medical television series. The first part of this thesis, which introduces medical English as a sub-genre of Engl…
Compromiso Estudiantil en el Contexto Universitario Colombiano y Desempeño Académico
2014
20 páginas A pesar de la ampliación de la cobertura en la educación superior latinoamericana, persisten graves problemas de deserción que llevan a cuestionar el papel de las experiencias educativas en el fomento del compromiso académico de los estudiantes. Esta investigación se realizó en Colombia y buscó determinar la relación que existe entre el compromiso estudiantil y el desempeño académico de un grupo de universitarios colombianos. El estudio transversal y correlacional empleó la versión en español de la encuesta National Survey of Student Engagement (NSSE) que mide el nivel de participación de los estudiantes en cinco dimensiones: reto académico, aprendizaje activo y colaborativo, int…
Peer selection and influence : Students’ interest-driven socio-digital participation and friendship networks
2020
Digital technologies have been increasingly embedded in students’ everyday lives. Interest-driven socio-digital participation (ISDP) involves students’ pursuit of interests mediated by computers, social media, the internet, and mobile devices’ integrated systems.ISDPis likely to intertwine closely with young people’s social networks that has been scarcely studied quantitatively. To close this gap, the present paper investigated students’ peer selection and influence effects of the intensity of their ISDP and friendship networks. We collected two-wave data by administering a peer nomination to trace students’ friendship networks with peers and a self-reported questionnaire to examine student…
Learning games and children's user experience : the effects of context
2015
Tutkimuksen tarkoituksena oli tutkia, onko lasten käyttäjäkokemuksissa eroja heidän pelatessa digitaalista peliä kahdessa eri kontekstissa. Käyttäjäkokemuk-sia selvitettiin myös tarkastelemalla pelaajien flow kokemuksia. Tutkimuksessa käytettiin MinecraftEdu peliä, joka on TeacherGaming LLC yrityksen tekemä vi-rallinen opetusversio Minecraft pelistä. Pelaamisen kontekstit, jossa peliä pelat-tiin, olivat kouluaika ja vapaa-aika. Erilaisista konteksteista johtuen sekä ulkoiset tekijät että myös sisäiset tekijät kuten, päämäärät, tavoitteet, ja motivaatio vaihtelevat. Tutkimuksessa käytetyt metodit koostuivat ääneen ajattelun, obser-voinnin ja kyselyjen yhdistelmistä. Kontekstilla näytti oleva…
Learning English from digital games : Finnish upper secondary school students' perspective on game-enhanced language learning
2017
Tietokoneilla, konsoleilla ja muilla laitteilla pelattavat digitaaliset pelit ovat nousseet niin Suomessa kuin maailmallakin yhdeksi suosituimmista lasten, nuorten ja aikuisten vapaa-ajanviettotavoista. Suurin osa suomalaisista nuorista pelaa tai on joskus pelannut tietokone- tai videopelejä englanniksi (esim. tämä tutkimus), ja on samalla saanut mahdollisuuden kehittää englannin kielen taitoaan motivoivalla, merkityskeskeisellä tavalla. Vaikka aiempien tutkimusten valossa näyttää selvältä, että videopeleillä on kiistaton positiivinen vaikutus kielen oppimiseen (esim. Chik 2012, Mayer 2014), se, millaisena pelaajat itse kokevat pelien parissa tapahtuvan kielenoppimisen, on toistaiseksi jään…
Oppimispelit ja oppijan motivointi pelillistämisen avulla
2015
Tämä työ on kirjallisuuskatsaus, jossa perehdytään oppimispeleihin ja pellistämiseen sekä oppijan motivointiin. Tutkielmassa on pyritty selvittämään se, mitä tarkoitetaan pelillistämisellä, mikä on oppimispeli ja kuinka oppijaa voidaan motivoida oppimispeleissä käyttäen pelillistämistä. Pelaaminen on 2000-luvulla yleistynyt ja siitä on tullut osa lähes kaikkien ihmisten arkea. Tästä syystä pelejä ja pellistämistä on tutkittu paljon ja pohdittu pelien potentiaalia ja hyödyntämistä opetuksessa. Pelillistämisellä tarkoitetaan pelillisten elementtien käyttöä ei-pelillisessä kontekstissa. Tutkielmassa on tuotu esille kolme teoriaa motivoinnista ja sovellettu niitä oppimispeleihin. ARCS-malli kes…
Cyber security exercise : Literature review to pedagogical methodology
2019
This paper is a literature review, where we try to find out pedagogical principles has used in different virtual or simulated industry learning environments. The purpose is to use these findings to create in the future a new model for teaching in cyber security exercises. Cyber security exercises are the major service at JYVSECTEC - Jyväskylä Security Technology, cyber security research, training and development center in Finland [1]. JYVSECTEC Cyber security exercises are executed in real life simulation environment, RGCE (Realistic Global Cyber Environment) [1]. It provides the same functionality as the real Internet, but it is isolated from the real Internet and fully controlled by JYVSE…