27 research outputs found

    Designing Connected Learning: Emerging learning systems in a craft teacher education course

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    This socioculturally informed study aims to apply learning by collaborative designing (LCD) as an instructional model for the creation and studying of new kinds of connected learning systems in teacher education. A case study was organized at the University of Eastern Finland in the context of an information and communication technology (ICT) course aimed at craft student teachers’ (N=13). A qualitative content analysis was used to describe the kind of learning systems that emerged when the students collaboratively designed an extended network of people, objects, and tools for their own learning and teaching. The results reveal that the student teams were active in designing and self-organising the learning environment in the pursuit of shared objects, and in using diverse tools and technologies for thinking and for collecting, organising and sharing information. Implications for designing connected learning and teaching across spaces and communities are also discussed

    The effect of functional roles on perceived group efficiency during computer-supported collaborative learning

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    In this article, the effect of functional roles on group performance and collaboration during computer-supported collaborative learning (CSCL) is investigated. Especially the need for triangulating multiple methods is emphasised: Likert-scale evaluation questions, quantitative content analysis of e-mail communication and qualitative analysis of open-ended questions were used. A comparison of fourty-one questionnaire observations, distributed over thirteen groups in two research conditions – groups with prescribed functional roles (n = 7, N = 18) and nonrole groups (n = 6, N = 23) – revealed no main effect for performance (grade). Principal axis factoring of the Likert-scales revealed a latent variable that was interpreted as perceived group efficiency (PGE). Multilevel modelling (MLM) yielded a positive marginal effect of PGE. Most groups in the role condition report a higher degree of PGE than nonrole groups. Content analysis of e-mail communication of all groups in both conditions (role n = 7, N = 25; nonrole n = 6, N = 26) revealed that students in role groups contribute more ‘coordination’ focussed statements. Finally, results from cross case matrices of student responses to open-ended questions support the observed marginal effect that most role groups report a higher degree of perceived group efficiency than nonrole groups

    Designing for interaction

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    At present, the design of computer-supported group-based learning (CS)GBL) is often based on subjective decisions regarding tasks, pedagogy and technology, or concepts such as ‘cooperative learning’ and ‘collaborative learning’. Critical review reveals these concepts as insufficiently substantial to serve as a basis for (CS)GBL design. Furthermore, the relationship between outcome and group interaction is rarely specified a priori. Thus, there is a need for a more systematic approach to designing (CS)GBL that focuses on the elicitation of expected interaction processes. A framework for such a process-oriented methodology is proposed. Critical elements that affect interaction are identified: learning objectives, task-type, level of pre-structuring, group size and computer support. The proposed process-oriented method aims to stimulate designers to adopt a more systematic approach to (CS)GBL design according to the interaction expected, while paying attention to critical elements that affect interaction. This approach may bridge the gap between observed quality of interaction and learning outcomes and foster (CS)GBL design that focuses on the heart of the matter: interaction

    AsiakastyytyvÀisyys Rantasalmen Alkossa

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    OpinnĂ€ytetyön aiheena oli asiakastyytyvĂ€isyyskysely Alko Oy:n Rantasalmen myymĂ€lĂ€lle. MyymĂ€lĂ€ luokitellaan myymĂ€lĂ€tyypiltÀÀn sesonkimyymĂ€lĂ€ksi. Tutkimuksessa selvitettiin asiakkaiden tyytyvĂ€isyyttĂ€ ja avointa palautetta asiakaspalvelun, valikoiman ja myymĂ€lĂ€n tilojen osalta. Kyselytutkimus toteutettiin tammikuussa 2013 puolistrukturoituna lomakekyselynĂ€. Kyselyyn osallistui 141 asiakasta. OpinnĂ€ytetyöraportti koostuu johdannosta, toimeksiantajan esittelystĂ€, teoriaosuudesta, tutkimuksen toteuttamisesta, tutkimustuloksista ja lopuksi tulosten analysoinnista sekĂ€ oman työn arvioinnista. Toimeksiantajan esittelyssĂ€ kerrotaan Rantasalmen Alkosta sekĂ€ Alko Oy:stĂ€. Teoriaosuus kĂ€sittelee asiakastyytyvĂ€isyyteen ja palveluun liittyviĂ€ osa-alueita. Tutkimustuloksia on selitetty kirjallisesti ja havainnollistettu erilaisilla kuvioilla ja taulukoilla. Tutkimuksen tuloksista selvisi, ettĂ€ asiakkaat ovat todella tyytyvĂ€isiĂ€ Rantasalmen Alkoon. Mielipidekysymysten vastauksista vain kahden kysymyksen keskiarvo oli alle 3,5:n asteikolla 1-4. NĂ€mĂ€ olivat parkkipaikat ja valikoiman laajuus. NĂ€mĂ€ ovat valitettavasti sellaisia asioita, joihin myymĂ€lĂ€n henkilökunnalla ei ole mahdollisuutta vaikuttaa. Eniten positiivista palautetta saivat kassa-asiointi myymĂ€lĂ€ssĂ€, myymĂ€lĂ€n siisteys ja henkilökunnan positiivisuus. Parannusehdotuksia myymĂ€lĂ€n toimintaan on vaikea keksiĂ€ tĂ€mĂ€n tutkimuksen tulosten perusteella. Jatkotutkimuksena olisi mielenkiintoista selvittÀÀ, eroavatko tutkimustulokset toisistaan, jos kysely toteutettaisiin kesĂ€sesongin aikana.The subject of this thesis was customer satisfaction survey for Alko Ltd Rantasalmi. This shop is classified as season sales shop. This survey examined the level of customer satisfaction and written feedback by asking about customer service, product range and shop’s premises. The survey was executed in January 2013 by using half structured forms. There were 141 people who answered the survey. The thesis report consists of introduction, presentation of client organization, theoretical part, executing the research, research results and in the end research results and my own work are analyzed. Presentation of the client organization part presents Alko Ltd Rantasalmi and Alko Ltd. The theoretical part deals with sectors of customer satisfaction and service. Research results are described with various charts and tables. The research results revealed that customers are really satisfied with Alko Ltd Rantasalmi. Only two opinion questions were below 3,5 average value in scale 1-4. These questions were about parking lots and product range. Unfortunately the employees can’t affect these things. The customers were really satisfied with fluency of purchasing events, tidiness of the shop and positivity of the employees. It is really hard to come up with any development ideas to make Alko Ltd Rantasalmi better especially after these research results. As a further investigation it would be interesting to find out if research results were different by executing this survey in summer

    Horizon - Utopian visualization of the stage

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    TĂ€ssĂ€ opinnĂ€ytteessĂ€ kĂ€sittelen utopiaa draamallisessa nykyteatterissa. Tarkastelen aihetta kahden Teatterikorkeakoululla tekemĂ€ni produktion kautta tutkien sitĂ€, miten utopia nĂ€kyi teosten tekoprosessissa, ja miten se vaikutti lavastuksen ja puvustuksen lopputulokseen. Esimerkkiteokseni ovat Tunkio, joka kĂ€sittelee abstraktia haaveiden paratiisia, sekĂ€ konkreettisempaa ekoutopiaa, ja Young Blood, jonka kautta tarkastelen yhteisön utopiaa. Utopia yleensĂ€ mÀÀritellÀÀn joksikin ihanteelliseksi tilaksi tai yhteiskunnaksi, joka ei ole vielĂ€ toteutunut. Utopiat pyrkivĂ€t herĂ€ttĂ€mÀÀn toivoa tulevaan ja nĂ€yttĂ€mÀÀn mielikuvituksemme ja haaveidemme rajat nykyhetkestĂ€ kĂ€sin. ItseĂ€ni utopiassa kiinnostaa sen moninaisuus ja yhteiskunnallisuus. Utopiat leikittelevĂ€t eri ajan- ja todellisuuden tasoilla kuten nykyisyys—tulevaisuus ja todellisuus—fiktio, mutta samalla utopiat aina peilaavat ja kommentoivat sitĂ€ yhteiskuntaa, jossa ne ovat luotu. Tuon utopian tĂ€hĂ€n pĂ€ivÀÀn nostamalla sen rinnalle myös feministiset praktiikat. Feministiset praktiikat voivat valjastaa haaveilun voiman vastareaktiona yhteiskunnassa vallitseviin normeihin. Feministiset praktiikat myös muovaavat ja pyrkivĂ€t uudelleen mÀÀrittelemÀÀn sitĂ€ mitĂ€ olemme tottuneet nĂ€kemÀÀn esityksissĂ€, joten pidĂ€n utopiaa, etenkin tuotettuna feminististen praktiikoiden kautta, tĂ€rkeĂ€nĂ€ osana nykyteatteria. Tutkin utopiaa teoreettisesta nĂ€kökulmasta kĂ€yttĂ€en apunani muun muassa Peter G. Stillmanin artikkelia 'Nothing is, but what is not': Utopias as Practical Political Philosophy (2001), joka kĂ€sittelee utopiaa yleisellĂ€ tasolla, sekĂ€ Natasha Tripneyn Imagining a better world: The challenges and paradoxes of exploring utopian themes on stage (2021) sekĂ€ Jill Dolanin Utopia in Performance: Finding Hope at the Theater (2005), jotka taas vievĂ€t aiheen teatterin piiriin

    Videopelin vaikeustaso ja sen arviointi

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    Videopelien vaikeustasoa ei ole helppo arvioida kehityksen aikana, varsinkaan ilman pelitestaajia. OpinnÀytetyössÀ selvitetÀÀn mitÀ vaikeustaso videopeleissÀ tarkoittaa ja miten sitÀ voidaan arvioida. NÀitÀ tietoja kÀytetÀÀn arvioimaan oman videopeliprojektin vaikeustasoa ja tehdÀÀn kaavio kuvastamaan, miten se muuttuu pelin edetessÀ. Kaavioon lisÀtÀÀn myös pelaajan arvio, jota voidaan verrata tehtyyn arviointiin

    Occupational justice and injustice in persons with mental disorders – a scoping review

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    Background: Approximately 20-25 % of people experience mental health disorders globally and, therefore, have a higher chance of meeting occupational injustices in their everyday lives. Occupational injustice includes occupational deprivation, imbalance, alienation, marginalization and apartheid. The purpose of this study was to explore the current knowledge of occupational justice or injustice in persons with mental disorders. Method: Scoping review methodology by Peters et al. (2020) was used for mapping evidence. For inclusion criteria, there was no age restriction. Also, mental disorders or mental illnesses or diagnoses for that had to be stated. The time span for the literature search was between 2006 and 2021. The data was searched from AMED, CINAHL, MEDLINE, PsycINFO and Scopus. Hand searching in the Journal of Occupational Science was also conducted, and the citations and reference lists were screened. Results: Seven articles met the criteria and were included for qualitative synthesis, and all were related to working-aged adults. Three main themes were found in relation to (1) engagement in occupations, (2) social relations, and (3) participating in work-life. Conclusion: Occupational injustice was related to environmental barriers, a lack of opportunities for engaging in meaningful activities, developing positive identity and self-esteem and to having a stigma. Participation in work-life was noted to be affecting occupational justice positively. There may also exist knowledge gaps regarding other age groups than persons of working age with mental disorders and from countries with weak health care and insurance systems. Further research about occupational injustice in persons with mental disorders is needed

    Application of a digraph model based approach to system fault diagnostics

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    The issue of fault diagnostics is a dominant factor concerning current engineering systems. Information regarding possible failures is required in order to minimise disruption caused to functionality. A method proposed in this research utilises digraphs to model the information flow within an application system. Digraphs are comprised from a set of nodes representing system process variables or component failure modes. The nodes are connected by signed edges thus illustrating the influence, be it positive or negative, one node has on another.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Design-Oriented Pedagogy for Technology-Enhanced Learning to Cross Over the Borders between Formal and Informal Environments

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    In this paper, we introduce an instructional model for technology-enhanced learning in the framework of a design-oriented pedagogy. The model is based on the collaborative designing of learning objects representing real objects in nature and culture environments. Project-based learning, whole task approach, object-oriented learning, multiple perspectives and semantically rich objects constitute the framework for a collaborative design process to articulate, build and share knowledge constructed in a community of learners, teacher and experts with the support of social media and mobile technologies. The co-development process supported by socially shared tools will provide possibilities for working with knowledge objects related to the physical, conceptual or cultural artefacts, so that the constructed learning objects can serve as starting points for others to adapt, integrate and develop them further to represent the phenomenon in question. In the paper, the theoretical background of the pedagogy, the instructional model designed and the development of the model will be introduced. Four design experiments demonstrate the applicability of the model in different educational contexts
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