Search results for author:"Harri Ketamo"
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Harri Ketamo
Satakunta University of Applied Sciences
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Interaction and learning: Learning results in multimedia geometry -game
Harri Ketamo
World Conference on Educational Media and Technology 2001 (2001) pp. 957–958
The aim of this study was to develop learning materials with computer supported user observation. The results of this study showed a clear connection between the usage of the learning material and the learning results. Those most explanative...
Topics: Interaction
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Learning Fingerprint: Adaptive Tutoring for MOOCs
Harri Ketamo
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014)
Open educational systems, like Khan Academy or various Massive Open Online Courses (MOOC) platforms, have become popular by providing education for all. However, with high scalability and ideas on self-directed learning, there is a great risk that...
Topics: Groupware & WWW-based Tools
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Optimizing Flow Experience in Web-based Math Refresher Course
Kristian Kiili; Harri Ketamo
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 1783–1790
Recent years the lecturers of Tampere University of Technology, Pori have found that a number of new students face problems with engineering mathematics due to inadequate skills on basic mathematics. The problem was solved by developing a Web-based...
Topics: Students, Mathematics
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Learning-by-Teaching in Educational Game: Educational Outcome, User Experience and Social Networks
Harri Ketamo; Marko Suominen
Journal of Interactive Learning Research Vol. 21, No. 2 (April 2010) pp. 237–255
This paper summarizes the pedagogical design, product development and empirical evaluations of the game series, Animal Class, in terms of design study. The design phases, as well as the evaluation phases (N=2718), were carried out between the years...
Topics: Learning Outcomes, Games, Computer Sciences, Interaction, Software, Artificial Intelligence, Children
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Learning-by-Teaching in Educational Games
Harri Ketamo; Marko Suominen
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 2954–2969
This paper summarizes pedagogical design, product design and empirical evaluations of Learning Critters game series in terms of design study. The design phases as well as evaluation phases (N=2718) are done between years 2005 and 2007. The...
Topics: Learning Outcomes, Games, Evaluation
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Revising Basic Mathematics in a Network Environment,an Empirical Study with Finnish Technology University Students
Harri Ketamo; Jarkko Alajääski
Journal of Computers in Mathematics and Science Teaching Vol. 27, No. 2 (April 2008) pp. 149–162
A revising/replenishment study course in basic mathematics is experienced as being almost a necessity at the beginning of technology studies at the Tampere University of Technology, Pori, Finland. This is to avoid early dropouts in actual...
Topics: Learning Outcomes, Human Computer Interaction, Computers, Mathematics, Educational Technology
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Conceptual Change Takes Time: Game Based Learning Cannot be Only Supplementary Amusement
Harri Ketamo; Kristian Kiili
Journal of Educational Multimedia and Hypermedia Vol. 19, No. 4 (November 2010) pp. 399–419
In spite of increased interest in game-based learning, relatively little is known about the learning process in games. The aim of this article is to study the process of conceptual change in the context of game-based learning in order to reveal...
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Evaluating Cognitive and Affective Outcomes of a Digital Game-Based Math Test
Kristian Kiili; Harri Ketamo
IEEE Transactions on Learning Technologies Vol. 11, No. 2 (2018) pp. 255–263
Even though digital learning games have become common in education, relatively little is known about the usefulness of game-based assessment. This paper aims to explore if a game-based math test can provide added value to math education with respect ...
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Self-Organizing Learning Material on Teacher Education
Harri Ketamo; Jarkko Alajääski; Kristian Kiili
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 3658–3667
Self-Organizing Learning materials are subset of Adaptive learning material, that all are basically meant to support learner’s optimal development. This study focuses on learner’s development as a quantitative phenomenon in terms of achievements,...
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xClass - Extensible Virtual Classroom: Mobile communication possibilities in teaching
Harri Ketamo; Jari Multisilta; Jari Lahti; Harri Keiho
World Conference on Educational Media and Technology 2001 (2001) pp. 955–956
This paper describes a project, which aim is to develop and test different types of mobile (and some wired) learning environment solutions. In this project, the learning environment is seen as a technology based extension of classroom, where...
Topics: Classrooms, Communication
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Digital Broadband technologies and Handheld Devices opportunity for Modern Organisations and New Homo Mobiles
Harri Keiho; Jari Lahti; Jari Multisilta; Harri Ketamo
World Conference on Educational Media and Technology 2001 (2001) pp. 912–913
This Paper concerns new access technology in area of new transmission technologies for providing communicate facilities to the members of value chain - typically individuals and companies, with distance Education and Training, tourist information,...
Topics: Distance Education, Training, Educational Technology, Communication, Information Communication Technologies
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Navigation Framework for Digital Environments
Harri Ketamo; Kristian Kiili; Lauri Kemppinen
World Conference on Educational Media and Technology 2004 (2004) pp. 4359–4365
This paper conceptualizes the navigation process and presents an empirically tested framework for navigation. The framework was modeled according to literature review and four empirical studies reviewed shortly in this paper. The case studies show...
Topics: Navigation
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Studying the User Experience of a Tablet Based Math Game
Kristian Kiili; Harri Ketamo; Antti Koivisto; Enda Finn
International Journal of Game-Based Learning Vol. 4, No. 1 (January 2014) pp. 60–77
This paper presents the first findings from Math Elements user experience (UX) studies. Math Elements is a game that makes the whole Finnish maths K-2 curriculum (kindergarten and primary school grades 1 and 2) available for players all over the...