Search results for "pelillistäminen"
showing 10 items of 56 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…
The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling
2018
The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program “From the Ancient to the Modern Tablets”, featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an interactive game-based digital storytelling activity with game elements, and a collaborative creative reflective hands-on activity. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive learning environments and the appeal of storytelling and game-based learning, the “gamified” blended narrative on the book evolution enabl…
Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…
2017
Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…
Software startup education: gamifying growth hacking
2021
Startups seek to create highly scalable business models. For startups, growth is thus vital. Growth hacking is a marketing strategy advocated by various startup practitioner experts. It focuses on using low cost practices while utilizing existing platforms in creative ways to gain more users for the service. Though topics related to growth hacking such as marketing on a general level have been extensively studied in the past, growth hacking as a practitioner-born topic has not seen much interest among the academia. To both spark interest in growth hacking, and to facilitate teaching growth hacking in the academia, we present two board games intended to serve as an engaging introduction to g…
Gamification Based on User Types : When and Where It Is Worth Applying
2023
Students’ motivation is one of the most relevant factors when improving the quality of the learning process. In this context, gamification is a powerful tool for increasing motivation at all levels of teaching. Since gamification methodologies can be applied in many different ways, personalizing gamified activities as a function of gamification user types is a promising strategy. Knowing the user types is also an advantage to understand the nature of learners in the class. In this article, we present the findings from several pilot exercises, where we identified gamification user types among students from Spain and Finland, analyzing their prevalence as a function of age, gender, country, a…
Mental health service users' and professionals' relationship with games and gaming
2017
Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consi…
Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness
2015
This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT selfefficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the …
Utilizing games in the co-production of mental health services
2020
This study analyses the application of a co-production approach in utilizing digital games and game-related methods in mental health services. The goal is to offer a real-world experiment on co-production, focusing on mental health service users, active gamers and mental health practitioners who worked together in equal ways and valued each other’s unique contributions during the experiment. The implications of a co-production approach for applying digital games in the field of mental healthcare are somewhat limited and under-explored. In this case study, seven workshop sessions were held involving service users, gamers and professionals. Participants were interviewed concerning their exper…
Gamifying the Escape from the Engineering Method Prison
2018
Software Engineering is an engineering discipline but lacks a solid theoretical foundation. One effort in remedying this situation has been the SEMAT Essence specification. Essence consists of a language for modeling Software Engineering (SE) practices and methods and a kernel containing what its authors describe as being elements that are present in every software development project. In practice, it is a method agnostic project management tool for SE Projects. Using the language of the specification, Essence can be used to model any software development method or practice. Thus, the specification can potentially be applied to any software development context, making it a powerful tool. Ho…
Gamifying Teacher Students’ Learning Platform
2020
This paper presents initial results from a study exploring teacher students’ experiences related to the gamification of an online learning platform in higher education. The aim was to get an understanding of the participants’ views regarding the use of game elements and to examine the user type profile of this group in order to explore the potential of applying user types in planning gamification solutions for teacher students. The participants’ overall experience of having game elements as part of their course platform was principally positive. User types students presented were investigated using the Hexad scale adapted from game design: in this user group, Socialiser and Philanthropist w…