Search results for "tietokoneavusteinen oppiminen"

showing 10 items of 65 documents

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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Self‐Directed Learning in Creative Activity : An Ethnographic Study in Technology‐Based Work

2020

Under conditions of rapid changes in working life, there is an urgent need to examine the nature of creativity and learning in organizations. The aim of this study was to investigate the nature of self‐directed learning (SDL) practices in creative activity in technology‐based work. We focus on both individual and collective practices but also on the importance of organizational culture. The data consist of 46 interviews and observational field notes collected from participating organizations. Thematic and ethnographic analyses were utilized as tools to reveal the nature of SDL in creative activity. We found three themes describing of the nature of SDL in creative activity: a combination of …

Independent studyetnografiaVisual Arts and Performing ArtsoppiminenitseohjautuvuusOrganizational cultureethnographyEducationself‐directed learningWork (electrical)PedagogyEthnographyDevelopmental and Educational PsychologyAutodidacticismtechnology organizationtietokoneavusteinen oppiminenluovuusteknologialuova toimintaPsychologycreative activity
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HR scenario game : Learning human resource management in a virtual environment

2021

This paper introduces a computer-based online scenario game that was developed to enhance the learning of human resource management (HRM) in an undergraduate course at a business school in Finland. What makes this game unique is that students played an important and active role in developing the game in collaboration with lecturers. Our findings show that the game enhances learning, interaction, and collaboration among students. We discuss how computer-based games and their development in collaboration with students can be used as a means for learning and improving working-life skills in higher education.

Knowledge managementHigher educationoppiminenComputer sciencepelisuunnitteluEducational systemscomputer.software_genrecomputer scenario gamegame developmenthenkilöstöjohtaminenhuman resource managementComputingMilieux_COMPUTERSANDEDUCATIONtietokoneavusteinen oppiminenLearningtietokonepelitVideo game developmentbusiness.industryTeachingComputingMilieux_PERSONALCOMPUTINGGame developmentHigher Educationskenaariotvirtuaaliympäristöverkko-oppiminenCollaborationcollaborationComputer scenario gameVirtual machineHuman resource managementhigher educationkorkea-asteen koulutusHuman resource managementyhteistoiminnallinen oppiminenhenkilöstöhallintobusinesscomputerEducational systems
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Exploring the cross-linguistic transfer of reading skills in Spanish to English in the context of a computer adaptive reading intervention

2017

ABSTRACTWe explore the potential of a computer-adaptive decoding game in Spanish to increase the decoding skills and oral reading fluency in Spanish and English of bilingual students. Participants were 78 first-grade Spanish-speaking students attending bilingual programs in five classrooms in Texas. Classrooms were randomly assigned to the treatment (i.e., where students played Graphogame Spanish) for 16 weeks for ten minutes per day (n = 3) versus business as usual instruction (n = 2). Results indicate that students at some risk on Spanish pseudoword reading appeared to benefit the most from playing the game. Analysis of gains suggests a potentially small, but meaningful educational effect…

Linguistics and LanguageResponse to interventionmedia_common.quotation_subjectComputer-Assisted Instructioncross-linguistic transferContext (language use)ta6121SpanishLanguage and LinguisticsEducationFluencycomputer adaptive reading interventionEnglishReading (process)PedagogyComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationespanjan kielitietokoneavusteinen oppiminenkaksikielisyys0501 psychology and cognitive sciencesNeuroscience of multilingualismmedia_common05 social sciencesComputingMilieux_PERSONALCOMPUTING050301 educationPseudowordTransfer of traininglukutaitoreading skillsPsychology0503 educationenglannin kieli050104 developmental & child psychologyBilingual Research Journal
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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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Effects of the Portuguese Graphogame on reading, spelling, and phonological awareness in second graders struggling to read

2020

The interest in computer-assisted interventions to promote literacy has increased over the years. In this study, we developed the Portuguese version of the GraphoGame Fluent and tested its effects on reading, spelling, and phonological awareness. Second graders struggling to read were randomly assigned to two groups: GraphoGame Fluent group (n = 15), which received a computer-assisted remedial reading intervention, or GraphoGame Math group (n = 15), which received a computer-assisted numeracy intervention. An additional, non-playing group, composed by second graders without reading difficulties, was formed (business-as-usual group, n = 15). Results showed clear benefits of GraphoGame on spe…

Portuguese GraphoGameLinguistics and LanguageLiterature and Literary Theorymedia_common.quotation_subjectGraphoGameSpellingLanguage and LinguisticsEducationfonologinen tietoisuuskielellinen kehitysPhonological awarenessReading (process)tietokoneavusteinen oppiminenPhonological awarenesskielen oppiminenmedia_commonoikeinkirjoituslanguage.human_languageSpellingLinguisticsoppimispelitComputer-assisted interventionReadinglukutaitolanguagePortuguesePsychologylukihäiriöt
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GraphoGame SI: the development of a technology-enhanced literacy learning tool for Standard Indonesian

2018

Early intervention programs are generally considered the most efficient and beneficial approach to providing support to struggling beginning readers. This paper discusses the theoretical background, development, and design of, as well as the first results obtained with, GraphoGame for Standard Indonesian, a technology-enhanced learning environment that trains the basic skills of reading by high but playful exposure to grapheme-phoneme coupling. The results of the pilot study assessing the usability of the program in 69 first-graders show that the more the students with low pre-test phonological skills were exposed to the game, the better their post-test performance on reading and decoding f…

READERSTeaching methodmedia_common.quotation_subjectGraphoGameCHILDRENlukeminenPHONOLOGICAL AWARENESS050105 experimental psychologyEducationBasic skillsFluencyTechnology-enhanced reading supportPhonological awarenessReading (process)tietokoneavusteinen oppiminenDevelopmental and Educational PsychologyMathematics educationQUALITYstandard Indonesian0501 psychology and cognitive sciencestechnology-enhanced reading supportdigitaalinen oppimisympäristömedia_commonPHONEMEreading acquisitionbusiness.industryLearning environment05 social sciencesEducational technology050301 educationUsabilityDigital learning environmentdigital learning environmentREADING ACQUISITIONStandard IndonesianORTHOGRAPHYlukutaitoSKILLSPsychologybusinessINTERVENTION0503 educationDYSLEXIAEuropean Journal of Psychology of Education
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Status of Nordic research on simulation-based learning in healthcare: an integrative review

2018

This article is distributed under the terms of the Creative Commons Attribution 4.0 International License. Background. Based on common geography, sociopolitics, epidemiology, and healthcare services, the Nordic countries could benefit from increased collaboration and uniformity in the development of simulation-based learning (SBL). To date, only a limited overview exists on the Nordic research literature on SBL and its progress in healthcare education. Therefore, the aim of this study is to fill that gap and suggest directions for future research. Methods. An integrative review design was used. A search was conducted for relevant research published during the period spanning from 1966 to Ju…

Research designintegrative reviewterveydenhoitosykepleielcsh:Computer applications to medicine. Medical informaticssimulation-based learning03 medical and health sciencesPatient safety0302 clinical medicineUser experience designSimulation-based learningHealth caretietokoneavusteinen oppiminensimulaatioharjoittelu030212 general & internal medicineMedical educationsykepleieutdanningbusiness.industryResearchIntegrative reviewHealth services research030208 emergency & critical care medicineGeneral MedicineNordic countries:Medisinske Fag: 700::Helsefag: 800::Sykepleievitenskap: 808 [VDP]lcsh:R858-859.7Thematic analysisbusinessInclusion (education)Qualitative researchAdvances in Simulation
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Guiding Student Thinking Through Teacher Questioning When Learning with Dynamic Representations

2021

Dynamic representations (e.g., dynamic geometry software GeoGebra for mathematics learning and PhET simulations for science learning) offer excellent opportunities for students to conduct investigations and to formulate explanations for the visualized phenomena. In order for this to be effective, students need guidance, for example, for planning their investigations and reflecting on their actions. One way to support students is by prompting them by using questions that are adapted to the students’ current situation. This chapter focuses on how pre-service teachers provide guidance for students through questioning and by both structuring and problematizing student learning. Data comes from …

Structure (mathematical logic)matematiikkavisualisointiluonnontieteetInterpretation (philosophy)inquiry-based learningSTEM educationSubject (philosophy)StructuringSchool teachersteacher guidancetietokoneavusteinen oppiminenComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationsimulointiInquiry-based learningsimulationstutkiva oppiminenStudent learningScience learningopettajankoulutuspre-service teachers
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