Search results for "oppimispelit"

showing 10 items of 61 documents

Mobiiliopetuksen käyttömahdollisuuksia : oppilaiden omien mobiililaitteiden käyttö peruskoulun alakoulun opetuksessa

2015

Muutaman viime vuoden aikana mobiililaitteiden käyttö kouluissa on yleistynyt. Tämä on osittain aiheuttanut ristiriitaista keskustelua laitteiden käytöstä opetuksessa. Osa opettajista on ottanut mobiililaitteet opetuskäyttöön innokkaasti. Mobiiliopetuksen mahdollisuuksia ei kuitenkaan ole vielä kovin paljon tutkittu. Tällä tutkimuksella oli tarkoitus selvittää, mitä mahdollisuuksia oppilaiden omat mobiililaitteet tarjoavat opetukseen. Aineiston analyysissa pyrittiin etsimään tietoa siitä, miten ongelma-perustaisen opetuksen menetelmä ja pelillisyys vaikuttavat opetus- ja oppimisprosessissa, kun opiskelumenetelmänä käytetään mobiilioppimista ja oppilaiden omia mobiililaitteita. Tutkimus teht…

Bring Your Own Deviceongelmalähtöinen oppiminenoppiminenBYODfuture schoolBring Your Own Technologypelillisyysopetusverkko-oppiminenoppimispelitmobile learningpelillistäminenmobiililaitteetmobiilioppiminenBYOTPBLongelmaperustainen oppiminengamificationm-learningmobiiliopetus
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Identification of Reading Difficulties by a Digital Game-Based Assessment Technology

2020

Computerized game-based assessment (GBA) system for screening reading difficulties may provide substantial time and cost benefits over traditional paper-and-pencil assessment while providing means also to individually adapt learning content in educational games. To study the reliability and validity of a GBA system to identify struggling readers performing below a standard deviation from mean in paper-and-pencil test either in raw scores and grade-normative scores, a large-scale study with first to fourth grade students ( N = 723) was conducted, where GBA was administrated as a group test by tablet devices. Overall, the results indicated that the GBA can be successfully used to identify st…

Computer sciencearviointimenetelmätmedia_common.quotation_subjectreading assessmentEducation03 medical and health sciences0302 clinical medicineReading assessmentHuman–computer interactionReading (process)paper-and-pencil testingEvaluation methodsreading difficultiesReliability (statistics)media_commonEducational game4. Education05 social sciences050301 educationoppimispelitComputer Science ApplicationsIdentification (information)educational gamegame-based assessmentcomputer-based assessmentGame basedlukihäiriöt0503 education030217 neurology & neurosurgery
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Dynaamisen matematiikan ohjelmiston hyödyntäminen analyysin peruskäsitteiden opetuksessa

2016

GeoGebramatematiikkaanalyysiopetusoppimispelit
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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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GraphoLearn India : The Effectiveness of a Computer-Assisted Reading Intervention in Supporting Struggling Readers of English

2018

India, a country with a population of more than 1.3 billion individuals, houses the world’s second largest educational system. Despite this, 100 of millions of individuals in India are still illiterate. As English medium education sweeps the country, many are forced to learn in a language which is foreign to them. Those living in poverty further struggle to learn English as it tends to be a language which they have no prior exposure to and no support at home for. Low-quality schools and poor instructional methods further exacerbate the problem. Without access to quality education, these individuals continue to struggle and are ultimately never given the chance to break the cycle of poverty.…

GraphoLearngrapheme-phoneme correspondenceFirst languagemedia_common.quotation_subjectlcsh:BF1-990PopulationEnglish language learnersIndiaPhonics050105 experimental psychologyoppimisvaikeudetIntervention (counseling)Reading (process)tietokoneavusteinen oppiminenCycle of povertyPsychologyIntiata5160501 psychology and cognitive scienceseducationkielen oppiminenta515General Psychologymedia_commonOriginal Researchreading interventionMedical educationeducation.field_of_studyPoverty4. Education05 social sciences1. No poverty050301 educationphonicsoppimispelitcomputer-assisted learninglcsh:PsychologylukutaitoPsychology0503 educationenglannin kieliPeriod (music)
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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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Pelaajabarometri 2010

2011

InternetpelitpelaaminenrahapelitKyselytutkimusPitkittäistutkimusdigitaaliset pelitoppimispelitpelitutkimus
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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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Educational Application Design Process Experiences : Case Perioperative Nursing

2014

From an educational point of view, the only relevant basis for the design of an educational application is the learning objectives of the content area. In the development process of an educational application, there are also other people involved besides educational experts. This paper describes a project which primarily aims at developing an application for the needs of enhancing perioperative nursing skills’. Besides application development, the project included research about the process. The research task was to discover how the real – not only the formal – objectives could work as the starting point for the construction of an educational game-like application. This paper presents the s…

Knowledge managementProcess managementPerioperative nursingPoint (typography)oppiminenbusiness.industryComputer scienceProcess (engineering)game developmentoppimispelitperioperatiivinen hoitotyöeducational application successpelitWork (electrical)perioperative nursingOrder (business)Educational strategyDesign processbusinessnursing competenciesEducational gamehoitotyöoppimistavoitteet
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A computer‐based Pinyin intervention for disadvantaged children in China : Effects on Pinyin skills, phonological awareness, and character reading

2020

Pinyin is an alphabetic script that denotes pronunciations of Chinese characters. Studies have shown that Pinyin instruction enhances both phonological awareness (e.g., Shu et al., Developmental Science, 2008, 11, 171–181) and character reading (e.g., Lin et al., Psychological Science, 2010, 21, 1117–1122) in Chinese children. In the present study, we provided a 3‐week Pinyin intervention with a computer‐based Pinyin GraphoGame to disadvantaged migrant children with poor Pinyin skills. A total of 252 first graders who were children of migrant workers in a large Chinese city were assessed to identify poor Pinyin readers. Fifty‐six 7‐year‐old children with poor Pinyin skills were selected and…

PinyinGraphoGamelapset (ikäryhmät)kiinan kielimaahanmuuttajatsosioekonominen asemaoppimispelitfonologinen tietoisuusmigrant childrenlukutaitotietokoneavusteinen oppiminenlow-socioeconomic statuskielen oppiminencomputer-based intervention
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