Search results for "oppimispelit"

showing 10 items of 61 documents

Talarius-sovelluksen käyttö opetuksen tukena

2008

kokeilusovelluksetTalariuskäyttötietokonepelitoppimispelit
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Influence of grade one Zambian teachers and GraphoGame on initial literacy acquisition : Lusaka district

2014

koulutulokkaatteachersEkapeliSambiaZambiaGraphoGameopettajatlukeminenoppimispelitalakouluopetustaitomotivationpersonal theories of teachinglukutaitoopetusmenetelmätliteracy curriculumteaching approachesopettaja-oppilassuhdefirst grade learners
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Opetuspelin käytettävyyden arviointi

2003

käytettävyyskäyttäjäthavainnointikyselytutkimusarviointioppimispelittietokonepelitlapsetheuristiikka
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Learning teamwork through a computer game: for the sake of performance or collaborative learning?

2021

AbstractOur study examined using a computer-based learning game as a tool to facilitate teaching and learning teamwork skills. The game was applied to an undergraduate level human resource management course at a business school in Finland. We focused on students’ experiences and key learning outcomes of collaborative learning of teamwork skills through the game, and our analysis highlighted two key features of learning outcomes. First, the computer-based learning game promoted students’ self-reflection and evaluation of their individual team roles. Second, although the game taught students the importance of continuous information sharing in teamwork, their evaluation of team outcomes was pe…

leadershipjohtaminenoppiminenTeam Role Inventoriesmedia_common.quotation_subjectcollaborative learningoppimistuloksettiimitEducationpelitosallistaminen0502 economics and businessComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationsimulointiyhteisöllinen oppiminentietokonepelitmedia_commonitsearviointiTeamworkInformation sharing05 social sciencesComputingMilieux_PERSONALCOMPUTINGEducational technology050301 educationSign (semiotics)Collaborative learningtiimityöcomputer simulation gameoppimispelitComputer gamehigher educationteamwork skillsHuman resource managementkorkea-asteen koulutusPsychology0503 educationreflektio050203 business & managementEducational Technology Research and Development
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Games for enhancing basic reading and maths skills : A systematic review of educational game design in supporting learning by people with learning di…

2018

learning disabilitymatematiikkaoppiminenpelisuunnittelusupporting learninglaskemisen erityisvaikeusoppimispelitpelitoppimisvaikeudetmaths skillslukutaitodysleksiareading skillsverkkopelitdigitaaliset pelittietokonepelitdyscalculia
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Embedding Preschool Assessment Methods into Digital Learning Games to Predict Early Reading Skills

2017

The aim of this pilot study was to explore the predictive accuracy of computer-based assessment tasks (embedded within the GraphoLearn digital learning game platform) in identifying slow and normal readers. The results were compared to those obtained from the traditional paper-and-pencil tasks currently used to assess school readiness in Finland. The data were derived from a cohort of preschool-age children (mean age 6.7 years, N = 57) from a town in central Finland. A year later, at the end of first grade, participants were categorized as either slow (n = 11) or normal readers (n = 46) based on their reading scores. Logistic regression analyses indicated that computer tasks were as efficie…

letter knowledgelukijatSocial PsychologyComputer sciencepreschool0504 sociologyMathematics educationtietokoneavusteinen oppiminenDigital learningta515lcsh:T58.5-58.64lcsh:Information technologyCommunicationearly reading skills05 social sciences050401 social sciences methods050301 educationpredictionEarly readingoppimispelitHuman-Computer Interactionesikouluslow readersAssessment methodslukutaitoEmbeddingcomputer-based assessment0503 education
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Suomen Akatemian huippuyksikköpolitiikasta lähtölaukaus maailman parantamiseen

2020

luetun ymmärtäminenEkapelikansainvälinen yhteistyöGraphoGameluetunymmärtäminenherätevastetutkimustiederahoitustutkimusrahoitusoppimispelitAfrikkalukivaikeusSuomitutkimuspolitiikkalukutaitotietokoneavusteinen oppiminenKeskustelualukihäiriötlukemaan oppiminenTiedepolitiikka
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Pelaa ja opi : räätälöityjä verkkopelejä ammatilliseen oppimiseen

2007

Yhä useammalle ammatillisen koulutuksen oppijalle erilaiset virtuaaliset toiminta- ja peliympäristöt ovat keskeinen osa arkipäivää. Työelämässä puolestaan on asioita, joiden etukäteisharjoittelu on vaikeaa, kallista ja jopa vaarallista. Virtuaaliset peliympäristöt voivat tarjota ratkaisun tähän ongelmaan. Tutkimukset osoittavat, että parhaimmillaan pelit voivat parantaa oppimisen laatua ja tehostaa toimintaa, luoda kiinnostavia oppimistilanteita, auttaa sitoutumaan tehtävien suorittamiseen, ohjata käyttäytymistä ja ongelmanratkaisua sekä edistää yhdessä toimimisen taitoja. Lisäksi virtuaalimaailmassa pelaamisen avulla voidaan havainnollistaa vaarallisia tai pitkäkestoisia tilanteita sekä au…

mallintaminenammatillinen koulutusoppiminenkolmiulotteisuustietokonegrafiikkaverkkopelitPedaGamesdigitaaliset pelitoppimispelit3D
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Learning to read with Graphogame, an ethnography in a Peruvian rural school

2015

The purpose of the present ethnographic case study is to examine what happens when the literacy learning software Graphogame, designed in Finland, is introduced in a new and radically different context, that of a poor rural school in the Peruvian Andes. The research attempts to complement the quantitative approach which has dominated the research on Graphogame. It also aims to take into consideration the unique circumstances and challenges of rural Peru and how they can affect the use and implementation of the software. I spent two months in the rural school of Quilcas, where nine struggling readers used Graphogame for daily 20 minutes remedial sessions. In this research setting, I conducte…

marginalized populationsPerulukutaitomaaseutueducational technologyliteracyopetusteknologiaoppimispelit
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An Evaluation of the Efficacy of GraphoGame Rime for Promoting English Phonics Knowledge in Poor Readers

2020

© Copyright © 2020 Ahmed, Wilson, Mead, Noble, Richardson, Wolpert and Goswami. Here, we report further analysis of data drawn from a Randomized Controlled Trial (RCT) run in the United Kingdom designed to evaluate the efficacy of an adaptive software game to aid the learning of English phonics, GraphoGame Rime. We evaluate the efficacy of GraphoGame Rime for the “top half” of players in the RCT, children aged 6 to 7 years who played above the group mean play progress point (95 children). We also analyze three sub-groupings of this cohort. The GraphoGame family of games in different languages was originally designed to support children at family risk of dyslexia, hence we analyzed data for …

media_common.quotation_subjectPhonicslukeminenlcsh:Education (General)050105 experimental psychologyLiteracyfonologinen tietoisuusEducationspellingPhonological awarenessReading (process)rhymemedicine0501 psychology and cognitive scienceskielen oppiminentavutusmedia_commonMedical educationHard rimephonological awarenessRhyme05 social sciencesDyslexia050301 educationphonicsmedicine.diseaseoppimispelitSpellingreading softwarelcsh:L7-991Psychologyenglannin kieli0503 educationFrontiers in Education
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