Search results for "virtuaaliympäristö"

showing 10 items of 20 documents

Combining expertise from linguistics and tourism: a tale of two cities

2020

This case study presents the results of an interdisciplinary Virtual Exchange (VE) that was arranged between Finnish and Polish students in 2019. During their six-week collaboration, the students of language studies at the University of Jyväskylä, Finland, worked in teams together with their Polish peers specialising in information and communications technology and management in tourism at Adam Mickiewicz University in Poznań, Poland. The international teams combined their linguistic and tourism-promotion expertise, and, using collaborative digital tools, grappled with the tasks of analysing the official municipal city websites and promoting the lesser-known aspects of their sister cities (…

050101 languages & linguisticsTeamworkManagement development040301 veterinary sciencesbusiness.industrymedia_common.quotation_subject05 social sciencesemployability skills04 agricultural and veterinary sciencesopiskelijavaihtoPublic relationsvirtuaaliympäristöverkko-oppiminenvirtual exchangeTechnological literacy0403 veterinary scienceinterdisciplinaritydigital literacy0501 psychology and cognitive sciencesSociologypromotional discourseyhteisöllinen oppiminenbusinessTourismmedia_common
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Exploring the discursive construction of subgroups in global virtual teams

2021

The global teams literature has increasingly documented challenges due to demographic faultlines. While this literature tends to assume that faultlines are fixed and produce negative outcomes for teams, organizational communication scholars have long regarded team processes as dynamic and fluid. Drawing on a CCO perspective, we offer a re-conceptualization of subgroups as dynamic and discursively constructed. This study draws on an in-depth, longitudinal analysis of two global virtual teams to examine the discursive construction of subgroups and the role they play in team dynamics. Through a multi-method analysis of a corpus of 839 emails and 16 interviews with members of two global project…

Communication and Media Studiesorganisaatioviestintämedia_common.quotation_subject050801 communication & media studiesryhmädynamiikkaLanguage and Linguisticsdiversitytiimitsubgroups0508 media and communicationsglobal virtual teamsdiskurssi0502 economics and businessmonimuotoisuusSociologyryhmätmedia_commonviestintäCCObusiness.industryCommunication05 social sciencesCommunication & Media StudiesPublic relationsvirtuaaliympäristödiscoursebusiness050203 business & managementDiversity (politics)
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Instructor Presence in a Virtual Classroom

2021

Abstract Synchronous online learning platforms have been used actively during the COVID-19 period. They have opened possibilities for online learning and interaction, but have also posed new challenges for instructors. This article provides insights into one teacher’s interactions and examines how the instructor presence is expressed in the teachers’ activities in virtual classrooms in higher education. Instructor presence is investigated using the social and teaching presence indicators of the community of inquiry (CoI) framework. Twelve hours of interactions across six online classes were recorded, transcribed, and analysed using content analysis. The findings suggest that indicators of t…

Coronavirus disease 2019 (COVID-19)Higher educationmedia_common.quotation_subjectDashboard (business)050801 communication & media studiesluokkatyöskentelyCommunity of inquirysosiaalinen vuorovaikutusvirtual classroomEducation0508 media and communicationsGratitudeComputingMilieux_COMPUTERSANDEDUCATIONDevelopmental and Educational PsychologyMathematics educationverkko-opetusläsnäoloinstructor presenceVirtual classroommedia_commonsynchronous interactionbusiness.industryOnline learning05 social sciences050301 educationsocial presencevirtuaaliympäristöopettajatLContent analysisPsychologybusiness0503 educationSocial Sciences (miscellaneous)teaching presenceOpen Education Studies
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Online Communities and Gambling Behaviors : a Systematic Review

2022

Abstract Purpose of Review The internet and virtual environments have enabled the formation of online communities around a variety of interests. Online communities focused on gambling are increasingly popular and attract users to interact and share ideas and experiences with likeminded others. This study reviews evidence from the latest research examining the role of online communities in gambling behaviors and gambling problems. Recent Findings A systematic literature search resulted in 17 studies. Research shows that online communities are used for diverse reasons like discussing gambling experiences and problems, sharing tips, and celebrating winnings with others. These reasons of online…

Internetpelaaminenverkkoyhteisötsosiaalinen vuorovaikutusvirtuaaliympäristöongelmapelaaminenonline communitiesgamblingpelihimoPsychiatry and Mental healthClinical Psychologyproblem gamblingsystematic reviewriippuvuuspelaajatkokemuksetrahapelitonline groupskannustussystemaattiset kirjallisuuskatsauksetuhkapelit
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A framework for children's participation in online environments

2014

Internetsosiaalisuussosiaalinen mediavirtuaaliympäristösosiaalinen vuorovaikutustoiminnallisuusnettikiusaaminenkouluikäisetchildrenframeworkverkkoympäristöparticipationdiginatiivitlapsetonline environmentsvirtuaalimaailmaosallistuminen
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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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Children’s conceptions of mental well-being and ideas for its promotion through digital environments

2021

The aim of this study is to further understanding of children’s conceptions of mental well-being and their ideas for its digital promotion. The study is based on the need to provide children an opportunity to actively participate and share their understanding of mental well-being promotion with others in light of their understanding of what online environments and their design can afford for this promotion. The study was implemented as three subsequent workshops in primary school classrooms comprising four teachers and 79 children aged 9-11 years old. In the first two workshops, children reflected on mental well-being, digital environments they utilise and their possible connections to ment…

Research designmedia_common.quotation_subjectihmisen ja tietokoneen vuorovaikutusApplied psychologydesignlapset (ikäryhmät)Interaction designEducationPromotion (rank)henkinen hyvinvointimielenterveyschild computer interactiondigital environments0501 psychology and cognitive sciencesFunction (engineering)050107 human factorsmedia_common05 social sciences050301 educationCitizen journalismmental well-beingCreativityvirtuaaliympäristöMental healthSocial relationHuman-Computer InteractionPsychology0503 educationmental health
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The effect of exercise intensity and exercise environment on brain-derived neurotrophic factor (BDNF) and physiologic parameters in young male skiers

2017

Ruostekoski, Anni. 2017. Intensiivisen intervalliharjoituksen ja harjoitusympäristön vaikutus aivoperäiseen hermokasvutekijään ja fysiologisiin vasteisiin nuorilla mieshiihtäjillä. Liikuntabiologia, Jyväskylän yliopisto, Liikuntafysiologian Pro Gradu- tutkielma, 64s. Johdanto. Tutkimukset ovat osoittaneet, että liikunnalla ja aivojen hyvinvoinnilla on selkeä yhteys. Liikunnan aivoille suotuisten vaikutusten välittäjäaineena näyttää toimivan aivoperäinen hermokasvutekijä (BDNF). Liikunnan on osoitettu akuutisti nostavan veren BDNF- pitoisuutta ja BDNF- pitoisuuden nousu näyttää olevan riippuvainen liikunnan intensiteetistä, sekä taito- vaatimuksista. Myös kortisoli ja IGF-1 saattavat liittyä…

aivoperäinen hermokasvutekijähydrokortisoniIGF-1hiihtovirtuaaliympäristötekniikanvaihdot
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TARDIS-paradigma : millaista historiaa virtuaalitodellisuudella halutaan opettaa?

2020

Sininen, puhelinkopin näköinen laite ilmestyy toisen maailmansodan aikaiseen Lontooseen sireeniäänen saattelemana. Koppi paljastuu TARDIS-nimiseksi avaruusaluksen ja aikakoneen risteytykseksi ja siksi sillä voi matkustaa mihin tahansa paikkaan universumissa sekä menneisyyteen että tulevaisuuteen. Laskeutumisen jälkeen TARDISista astuu ulos kaksi ihmistä muistuttavaa hahmoa, joista toinen oikeasti on ihminen, toinen Tohtoriksi esittäytyvä ajan herra. Ennen kuin kaksikko syöksyy seikkailuun, Tohtori muistuttaa ihmistoveriaan ajan ja aikamatkailun säännöistä: menneisyyden merkittäviin tapahtumiin ei saa puuttua, ettei aikajatkumo katkea tai häiriinny. Sillä olisi katastrofaalisia seurauksia tu…

opetusteknologiahistoriaopetusvirtuaaliympäristövirtuaalitodellisuus
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Under the magnifying glass: critical moments in virtual exchange

2022

Virtual Exchange (VE) is a form of experiential learning that relies heavily on learning-by-doing and reflection. The present study draws on visual data comprising students’ perceptions of critical learning incidents presented under an imaginary magnifying glass. To complete this project-closing reflective activity, the students had to describe a critical moment that they had experienced during VE and present it in a visual form. Data was collected longitudinally, in three projects (2019, 2020, and 2021) that followed the same pedagogical design and focused on the theme of tourism. The collaborating universities were from three countries: Poland, Finland, and the Netherlands. We used the me…

oppimisympäristöopiskelijatoppiminenoppimiskokemuksetvisualisointicritical learning incidentsoppimisalustatvirtuaaliympäristövirtual exchangepedagogiikkakokemusoppiminentekemällä oppiminenmultimodal reflectionsreflektiomultimodaalisuuskuvallinen ilmaisuJournal of Virtual Exchange
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