Search results for author:"Teemu Laine"
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Active and Passive Technology Integration: A Novel Approach for Managing Technology's Influence on Learning Experiences in Context-Aware Learning Spaces
Technology, Pedagogy and Education Vol. 25, No. 1 (2016) pp. 19–37
Technology integration is the process of overcoming different barriers that hinder efficient utilisation of learning technologies. The authors divide technology integration into two components based on technology's role in the integration process....
Journal of Educational Technology & Society Vol. 18, No. 1 pp. 50–66
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed...
Educational Technology Research and Development Vol. 64, No. 3 (2016) pp. 507–531
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world...
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...
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...
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...
Association for Learning Technology Journal Vol. 18, No. 1 (March 2010) pp. 3–17
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our...
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...
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