Search results for author:"Erkki Sutinen"
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Enriching student HIV awareness by digital storytelling
Marcus Duveskog; Erkki Sutinen
Journal of Educational Multimedia and Hypermedia Vol. 22, No. 4 (November 2013) pp. 383–406
*Selected as an outstanding paper at ED-MEDIA 2009* Secondary school students in Tanzania were involved in the development of a digital platform for HIV education and counseling. A major reason for the failure of most HIV and AIDS campaigns in...
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Enriching student HIV stories by the use of technology
Marcus Duveskog; Erkki Sutinen
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 3885–3892
Secondary school students in Tanzania were involved in the development of a digital platform for HIV education and counseling. A major reason for the failure of most HIV and AIDS campaigns in Sub-Saharan Africa is the lack of understanding the...
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Three Traditions of Computing: What Educators Should Know
Matti Tedre; Erkki Sutinen
Computer Science Education Vol. 18, No. 3 (September 2008) pp. 153–170
Educators in the computing fields are often familiar with the characterization of computing as a combination of theoretical, scientific, and engineering traditions. That distinction is often used to guide the work and disciplinary self-identity of...
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Grocevi: A Tool for Visualizing the Group Interaction Processes of a Web-Based Learning Community
Sami Nikula; Erkki Sutinen
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (2004) pp. 2858–2864
The analysis of group interaction processes has become increasingly important in modern learning environments. These analyses are particularly useful in collaborative settings and learning scenarios which require interdisciplinary action to create...
Topics: Interaction, Computer Sciences
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FODEM: Developing Digital Learning Environments in Widely Dispersed Learning Communities
Jarkko Suhonen; Erkki Sutinen
Educational Technology & Society Vol. 9, No. 3 (2006) pp. 43–55
FODEM (FOrmative DEvelopment Method) is a design method for developing digital learning environments for widely dispersed learning communities. These are communities in which the geographical distribution and density of learners is low when compared ...
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From Intelligent Tutoring Systems to Intelligent Learning Materials
Jaakko Kurhila; Erkki Sutinen
World Conference on Educational Media and Technology 2000 (2000) pp. 546–551
Special education offers a challenging background for designers of educational software. One learner group are those who have deficiencies in mental programming: they have difficulties in structuring a learning task in its entirety, and organizing ...
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A Tanzanian Perspective of the Technical Aspects of IT Service Management Education
Jyri Kemppainen; Matti Tedre; Erkki Sutinen
Journal of Information Technology Education: Research Vol. 11, No. 1 (Jan 01, 2012) pp. 103–124
Information technology (IT) professionals face markedly different kinds of challenges in developing countries from the ones in developed countries. Based on the research literature and our fourteen years of fieldwork in Iringa, Tanzania, we have...
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A Layered Approach to the Development Process of Social Mindtools
Jussi Nuutinen; Roman Bednarik; Erkki Sutinen
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 2109–2118
As much as the importance of collaborative learning is currently emphasized, it is surprising how rare the tools supporting social learning are present within existing learning environments. A reason for the surprising phenomenon might be in the...
Topics: Cognition
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Group awareness: where, what and with whom – in search of taxonomy for cooperative visualization tools
Minna Naumanen; Sami Nikula; Erkki Sutinen
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 4029–4036
This paper presents a simple classification for selected visualization tools meant for cooperative settings. The main division is made by dividing the tools into two classes, namely document and user –oriented and then pondering the qualities of the ...
Topics: Computer Sciences
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E-counselling implementation: Students’ life stories and counselling technologies in perspective
Emmanuel Kolog; Erkki Sutinen; Marjatta Vanhalakka-Ruoho
International Journal of Education and Development using ICT Vol. 10, No. 3 (Aug 30, 2014)
Given the current global trend of mimicking real life situations into digital counselling games and its related digital counselling platforms, we decided to contextually understand from the Ghanaian senior high school students, their life challenges ...
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Design milieux for learning environments in African contexts
Marcus Duveskog; Erkki Sutinen; Johannes Cronje
British Journal of Educational Technology Vol. 45, No. 4 (Jul 23, 2014) pp. 581–594
During the years 2002 to 2009, five African settings were used as foundation for designing different learning environments. While the content and target group for each learning environment varied, all of their design settings, or milieux, shared one ...
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Success Factors for e-Assessment in Computer Science Education
Jirarat Sitthiworachart; Mike Joy; Erkki Sutinen
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (Nov 17, 2008) pp. 2287–2293
Assessment plays a crucial role in improving learning outcomes, and e-assessment can be used to stimulate higher order thinking skills and provide personalized feedback automatically. In this paper, we review the uses of e-assessment within the...
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Roles of animation tools in understanding programming concepts
Andres Moreno; Mike Joy; Erkki Sutinen
Journal of Educational Multimedia and Hypermedia Vol. 22, No. 2 (March 2013) pp. 165–184
Computer generated animations are resources used to explain how programs are executed in order to clarify the relevant programming concepts. However, whilst trying to understand new programming concepts it is not clear how and when students benefit...
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A Tanzanian Perspective of the Technical Aspects of IT Service Management Education
Jyri Kemppainen; Matti Tedre; Erkki Sutinen
Journal of Information Technology Education: Research Vol. 11 (2012) pp. 103–124
Information technology (IT) professionals face markedly different kinds of challenges in developing countries from the ones in developed countries. Based on the research literature and our fourteen years of fieldwork in Iringa, Tanzania, we have...
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Extending the Engagement Taxonomy: Software Visualization and Collaborative Learning
Niko Myller; Roman Bednarik; Erkki Sutinen; Mordechai Ben-Ari
ACM Transactions on Computing Education Vol. 9, No. 1 (March 2009)
As collaborative learning in general, and pair programming in particular, has become widely adopted in computer science education, so has the use of pedagogical visualization tools for facilitating collaboration. However, there is little theory on...
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Designing Hypercontextualized Games: A Case Study with LieksaMyst
Carolina Islas Sedano; Erkki Sutinen; Mikko Vinni; Teemu H. Laine
Educational Technology & Society Vol. 15, No. 2 (2012) pp. 257–270
Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model...
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How to Revive Building Blocks by Digitization
Martti Havukainen; Keshav Gupta; Charl Wolhuter; Erkki Sutinen
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 1131–1140
The importance of building blocks for learning and education through playful activities from a constructivist perspective is summarized on the basis of a comprehensive and critical literature review. The applications of building blocks are evident...
Topics: cooperative/collaborative learning, Constructivist Perspectives
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Active and passive technology integration in context-aware learning spaces
Teemu Laine; Erkki Sutinen; Mike Joy; Eeva Nygren
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2011 (Oct 18, 2011) pp. 719–728
Context-aware learning spaces (CALSs) utilise resources of the surrounding context in the learning process. UFractions is a CALS combining a storytelling game and fraction rods for mathematics education, and it was developed for the South African...
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Design, Development, and Evaluation of a Mobile Learning Application for Computing Education
Solomon Sunday Oyelere; Jarkko Suhonen; Greg M. Wajiga; Erkki Sutinen
Education and Information Technologies Vol. 23, No. 1 (2018) pp. 467–495
The study focused on the application of the design science research approach in the course of developing a mobile learning application, MobileEdu, for computing education in the Nigerian higher education context. MobileEdu facilitates the learning...
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Beyond Taboos: Expressing HIV/AIDS Attitudes through Contextualized Learning Technology
Marcus Duveskog; Mikko Vesisenaho; Justus Randolph; Erkki Sutinen
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2010 (Oct 18, 2010) pp. 68–73
While most learning technologies on HIV/AIDS prevention aim at the delivery and accessibility of relevant and timely information, affective learning requires tools that allow one to comprehend, analyze, apply and evaluate information related to the...
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Teaching University-Level Computer Science to High School Students over the Web
Arto Haataja; Sirpa Kontkanen; Jarkko Suhonen; Erkki Sutinen
World Conference on Educational Media and Technology 2001 (2001) pp. 630–635
The need for novel approaches to attract high school students to information technology related careers is huge. At the same time, very few high school teachers have been trained to teach these topics. In collaboration with high school teachers in ...
Topics: Students, Computer Sciences, Science, Computers, Teachers
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Rambling Through the Wilds: A Concept of Jagged Study Zones
Veijo Meisalo; Erkki Sutinen; Petri Gerdt; Jaakko Kurhila; Jarkko Suhonen
World Conference on Educational Media and Technology 2002 (2002) pp. 596–601
The jagged study zone model helps designers to create educational environments which challenge the learner and make the learner to commit to the learning process. The characteristics of a jagged study zone can be explained by showing how its...
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A Taxonomy for Definitions and Applications of LOs: A Meta-Analysis of ICALT Papers
Veronica Rossano; Mike Joy; Teresa Roselli; Erkki Sutinen
Educational Technology & Society Vol. 8, No. 4 (2005) pp. 148–160
This paper presents an analysis of papers delivered at the ICALT 2004 conference, in order to understand the current research issues relating to Learning Objects (LOs). The major research results are summarized, and the papers are classified...
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Problem and Content Development to Support Evaluation of Science
Jussi Nuutinen; Teemu Laine; Erkki Sutinen; Renald Buter; Ed Noyons
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (2004) pp. 144–151
The evaluation of scientific endeavour is ultimately a learning process. Objective data containing bibliographic information can be visualized as bibliometric graphs. However, understanding the contents of this representation requires tools that...
Topics: Computer Sciences, Information Sciences, Evaluation, Learning Objects
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Life Planning by Digital Storytelling in a Primary School in Rural Tanzania
Marcus Duveskog; Matti Tedre; Carolina Islas Sedano; Erkki Sutinen
Educational Technology & Society Vol. 15, No. 4 (2012) pp. 225–237
Storytelling is one of the earliest forms of knowledge transfer, and parents often use it for teaching their children values and knowledge. Formal schooling, however, is less inclined to use storytelling as a vehicle for knowledge transfer, and even ...
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A Methodological Review of Computer Science Education Research
Justus J. Randolph; George Julnes; Erkki Sutinen; Steve Lehman
Journal of Information Technology Education: Research Vol. 7 (2008) pp. 135–162
Methodological reviews have been used successfully to identify research trends and improve research practice in a variety of academic fields. Although there have been three methodological reviews of the emerging field of computer science education...
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Concretising the programming task: a case study in a secondary school
Jari M. Lavonen; Veijo P. Meisalo; Matti Lattu; Erkki Sutinen
Computers & Education Vol. 40, No. 2 (2003) pp. 115–135
Empirica Control (EC) is a visual programming platform designed primarily for technology education. Students can use EC's visual tools to construct programs for controlling technological processes or systems, as well as to show graphical...
Language: English
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Comparison of Dimension Reduction Methods for Automated Essay Grading
Tuomo Kakkonen; Niko Myller; Erkki Sutinen; Jari Timonen
Educational Technology & Society Vol. 11, No. 3 (2008) pp. 275–288
Automatic Essay Assessor (AEA) is a system that utilizes information retrieval techniques such as Latent Semantic Analysis (LSA), Probabilistic Latent Semantic Analysis (PLSA), and Latent Dirichlet Allocation (LDA) for automatic essay grading. The...
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FODEM: A Multi-Threaded Research and Development Method for Educational Technology
Jarkko Suhonen; M Ruth de Villiers; Erkki Sutinen
Educational Technology Research and Development Vol. 60, No. 2 (April 2012) pp. 287–305
Formative development method (FODEM) is a multithreaded design approach that was originated to support the design and development of various types of educational technology innovations, such as learning tools, and online study programmes. The...
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Motivations for Play in the UFractions Mobile Game in Three Countries
Eeva Nygren; Erkki Sutinen; A. Blignaut; Teemu Laine; Christo Els
International Journal of Mobile and Blended Learning Vol. 4, No. 2 (April 2012) pp. 30–48
UFractions (Ubiquitous fractions) is a storytelling mobile game that utilizes fraction rods in solving real life related math problems. The prototype of UFractions was tested during the period March 2009 to May 2011 in South Africa, Finland, and...
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A Methodological Review of Computer Science Education Research
Justus J. Randolph; George Julnes; Erkki Sutinen; Steve Lehman
Journal of Information Technology Education: Research Vol. 7, No. 1 (Jan 01, 2008) pp. 135–162
Methodological reviews have been used successfully to identify research trends and improve research practice in a variety of academic fields. Although there have been three methodological reviews of the emerging field of computer science education...
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Refactoring a CS0 Course for Engineering Students to Use Active Learning
Erno Lokkila; Erkki Kaila; Rolf Lindén; Mikko-Jussi Laakso; Erkki Sutinen
Interactive Technology and Smart Education Vol. 14, No. 3 (2017) pp. 182–195
Purpose: The purpose of this paper was to determine whether applying e-learning material to a course leads to consistently improved student performance. Design/methodology/approach: This paper analyzes grade data from seven instances of the course....
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Hypercontextualized Learning Games: Fantasy, Motivation, and Engagement in Reality
Carolina Islas Sedano; Verona Leendertz; Mikko Vinni; Erkki Sutinen; Suria Ellis
Simulation & Gaming Vol. 44, No. 6 (December 2013) pp. 821–845
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application,...
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The effectiveness of automatic text summarization in mobile learning contexts
Guangbing Yang; Nian-Shing Chen; Kinshuk; Erkki Sutinen; Terry Anderson; Dunwei Wen
Computers & Education Vol. 68, No. 1 (October 2013) pp. 233–243
Mobile learning benefits from the unique merits of mobile devices and mobile technology to give learners capability to access information anywhere and anytime. However, mobile learning also has many challenges, especially in the processing and...
Language: English
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Inter-Contextual Design: a New Model for Learning Technologies
Martti Havukainen; Keshav Gupta; Charl Wolhuter; Erkki Sutinen; Teemu H. Laine
EdMedia + Innovate Learning 2016 (Jun 28, 2016) pp. 331–340
Inter-contextual design refers to a process where an artifact is designed as a joint exercise within a set of selected contexts, to enrich the end result. Inter-contextual design is particularly useful for creating learning technologies, because of...
Topics: Design Principles