30 research outputs found
LUKIOLAISTEN MOTIVAATIO OPISKELLA FYSIIKKAA: ONKO TĂSSĂ EROJA MIESTEN JA NAISTEN VĂLILLĂ?
Viime vuosina fysiikan ylioppilaskirjoituksiin ilmoittautuneiden maÌaÌraÌ on laÌhes kaksinkertaistunut ja naisten suhteellinen osuus kasvanut. Aiemmasta tutkimuksesta tiedetaÌaÌn, ettaÌ motivaatio opiskella fysiikkaa on sukupuolittunutta. TaÌssaÌ tutkimuksessa selvitettiin lukiolaisten motivaatiota fysiikan opiskeluun ja mahdollisia sukupuolten vaÌlisiaÌ eroja. Tutkimus toteutettiin kyselytutkimuksena fysiikan syventaÌviaÌ kursseja opiskeleville. KeskimaÌaÌrin miesten sisaÌinen motivaatio opiskella fysiikkaa ja koettu fysiikan vaÌli- nearvo olivat korkeampia kuin naisilla. Fysiikan opiskelun kustannuksissa tai fysiikkaan liittyvissaÌ kykyuskomuksissa ei ollut eroja sukupuolten vaÌlillaÌ. AvokysymyksessaÌ naiset kuvasivat useammin fysiikan opiskelun syyksi opiskelusta saatavan hyoÌdyn esimerkiksi ei-luonnontieteellisille aloille jatko-opintoihin hakeutumiseen kuin miehet. Tulokset tuo- vat uutta naÌkoÌkulmaa viimeaikaisille muutoksille fysiikan lukio-opiskelussa â onko mahdollista, ettaÌ naisten kasvanut osuus fysiikan kirjoittaneista kertoo enemmaÌn pisteytysjaÌrjestelmaÌstaÌ kuin kasvaneesta kiinnostuksesta fysiikkaan
Offsetting GameâFraming Environmental Issues in the Design of a Serious Game
Background Biodiversity crisis requires researchers to reflect on tools and strategies to engage with different stakeholders. We propose that serious games can be designed to introduce stakeholders to a novel environmental policy tool and to communicate research on environmental issues. Our case is biodiversity offsetting (BDO), a novel policy tool aiming to reconcile nature conservation with other land uses. As any media, games offer certain framings of the issues they communicate aboutâsome aspects are made more salient than others. However, frame analysis has not been widely used to analyze the design choices or the messages communicated by games. We analyze how these framings are designed into a game communicating about environmental issues. Aim To intervene in the emerging public discussion on BDO in Finland, we designed a land use board game and during the design process, played it with public and private stakeholders who would soon encounter and implement biodiversity offsetting policies in Finland. The aim of this article is to describe how our framings of BDO affected the design process and how those framings interacted with the design decisions we made. With our analysis, we want to contribute to the understanding of how framings and design choices interact in game design and how paying attention to framings is especially important for the design of SGs. Method We analyze how our framings of biodiversity offsetting and our design choices interact in game design. Our understanding of biodiversity offsetting guided our game design, but the design choices also contribute to the framing of the issue itself. Results Game design choices strongly frame the topic of the game and thus influence the function of a serious game. Thus, the framings of the topic should be considered carefully during the game design process, especially in the context of serious games.publishedVersionPeer reviewe
Blending in Hybrid Games: Understanding Hybrid Games Through Experience
acceptedVersionPeer reviewe
Hybrid Playful Experiences : Playing between Material and Digital - Hybridex Project, Final Report
Some of the futureâs most important product innovations will be made at the borderline of physical and immaterial realities. New technologies enable development where immaterial products become materialized in novel ways, while material products and environment will be augmented with digital services. In this evolution immaterial, digital services will form multifaceted value networks with material products. The creative and playful design solutions and user cultures will form the basis for the utilization of these novel potentials in design of innovative and engaging experiences
Steampo : Eli lautapelisuunnittelun lyhyt oppimÀÀrÀ
TÀmÀn työn tarkoituksena oli selvittÀÀ lautapelisuunnittelun työvaiheita, suunnitella toimiva lautapelikonsepti sekÀ toteuttaa sen pohjalta pelattava prototyyppi. LisÀksi kirjallisen osuuden tavoitteena oli saada aikaiseksi opas lautapelisuunnittelusta kiinnostuneille.
Työn teoriapohja kÀsittelee pelin mÀÀritelmiÀ, lautapelien ominaisuuksia sekÀ pelisuunnitteluprosessin etenemistÀ vaihe vaiheelta. Tekstiosuus paneutuu myös prototyyppien suunnitteluun ja toteutukseen sekÀ pelitestaamisen niin teorian kuin kÀytÀnnönkin kannalta.
Työprosessi opetti lautapelisuunnittelun perusteet sekÀ selvensi pelimekaniikkojen taustalla piileviÀ lainalaisuuksia. Työvaiheiden lÀpikÀynti opetti hahmottamaan suunnitteluprosessin kokonaisuuden kannalta tÀrkeitÀ asioita ja auttoi arvioimaan tÀllaisen projektin vaatimaa työmÀÀrÀÀ. Lopputuloksena syntyi Steampo-lautapelin prototyyppi, joka on pelattava alusta loppuun, sekÀ tÀmÀ kirjallinen osuus.The main objectives of this thesis were to design and create a working prototype of a board game and to learn about board game design process in general. The goal for the written part was to come up with a beginners' guide to board games for those interested in the subject.
The project consisted of learning the basics of board game design and the different stages of the design process. This was carried out by studying theory and planning and prototyping a real game. The outcome was the prototype of the board game Steampo.
The thesis goes through the definition of games and what board games consist of. It examines the process of board game design - from coming up with the initial idea to playtesting. Also documented are the different stages of creating Steampo