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Sökning: WFRF:(Laine Teemu H.)

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1.
  • Agbo, Friday Joseph, et al. (författare)
  • Co-design of mini games for learning computational thinking in an online environment
  • 2021
  • Ingår i: Education and Information Technologies. - : Springer. - 1360-2357 .- 1573-7608. ; 26:5, s. 5815-5849
  • Tidskriftsartikel (refereegranskat)abstract
    • Understanding the principles of computational thinking (CT), e.g., problem abstraction, decomposition, and recursion, is vital for computer science (CS) students. Unfortunately, these concepts can be difficult for novice students to understand. One way students can develop CT skills is to involve them in the design of an application to teach CT. This study focuses on co-designing mini games to support teaching and learning CT principles and concepts in an online environment. Online co-design (OCD) of mini games enhances students’ understanding of problem-solving through a rigorous process of designing contextual educational games to aid their own learning. Given the current COVID-19 pandemic, where face-to-face co-designing between researchers and stakeholders could be difficult, OCD is a suitable option. CS students in a Nigerian higher education institution were recruited to co-design mini games with researchers. Mixed research methods comprising qualitative and quantitative strategies were employed in this study. Findings show that the participants gained relevant knowledge, for example, how to (i) create game scenarios and game elements related to CT, (ii) connect contextual storyline to mini games, (iii) collaborate in a group to create contextual low-fidelity mini game prototypes, and (iv) peer review each other’s mini game concepts. In addition, students were motivated toward designing educational mini games in their future studies. This study also demonstrates how to conduct OCD with students, presents lesson learned, and provides recommendations based on the authors’ experience.
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2.
  • Danjuma, Kwetishe Joro, et al. (författare)
  • Mobile application for Ebola virus disease diagnosis (EbolaDiag)
  • 2018
  • Ingår i: Mobile Technologies and Socio-Economic Development in Emerging Nations. - Hershey, Pennsylvania : IGI Global. - 9781522540304 - 9781522540298 ; , s. 64-80
  • Bokkapitel (refereegranskat)abstract
    • This chapter describes how the Ebola virus is considered extremely infectious with a series of physical and psychological traumas on the victims. Common clinical signs associated with the disease include a sudden fever, severe headaches, muscle pain, fatigue, diarrhea, vomiting, and unexplained hemorrhages. In Africa, with strained medical facilities and remote localities, prompt identification and diagnosis of the symptoms of Ebola in a suspected patient are important to the control of the epidemic and in curtailing further spread. This chapter presents the development of an Android mobile application called EbolaDiag (Ebola Diagnosis), which is capable of supporting the diagnosis, screening, and healthcare experts working on the frontline in contact tracing and monitoring of the spread of Ebola. Furthermore, EbolaDiag is suitable for aiding the strained medical facilities in endemic areas. In addressing this gap, the application provided a model for implementing such solutions in pandemic environments. Such a solution becomes more relevant and useful to combat Ebola and several other diseases in similar environments.
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3.
  • Dirin, Amir, et al. (författare)
  • Facets of Mobile Lifelong Learning Services
  • 2020
  • Ingår i: Proceedings of the 12th International Conference on Computer Supported Education. - : SciTePress. ; , s. 543-551
  • Konferensbidrag (refereegranskat)abstract
    • In the era of digital services and digital connectivity, a massive amount of knowledge has become available and accessible all the time and for all ages. This mandates significant structural changes in the ways in which knowledge are shared and contents are presented. The ways in which knowledge is shared and learners become engaged with that knowledge are crucial in lifelong learning. In lifelong learning the knowledge and the content must be delivered to learners at the right time, without distractions and noise. The traditional educational offering in classrooms is not anymore feasible and supportive as learning happens in a disengaged manner in lifelong learning. In new lifelong learning services, user experience (UX) plays a key role in delivering content appropriately and supporting transition of learning between different contexts with adaptive learning media. The objective of this study is to illustrate and elaborate on the roles of feelings and emotions in engaging students i n lifelong learning applications. We have applied systematic literature review (SLR) to identify emotional factors associated with lifelong mobile learning (m-learning) environments. Based on the findings, we propose an application concept as a case study to demonstrate how emotional factors can manifest themselves in lifelong learning applications. Finally, based on the findings of the literature review and the case study evaluation, we propose a model illustrating the facets in lifelong learning applications.
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4.
  • Dirin, Amir, et al. (författare)
  • Managing Emotional Requirements in a Context-Aware Mobile Application for Tourists
  • 2018
  • Ingår i: International Journal of Interactive Mobile Technologies (iJIM). - : Kassel University Press GmbH. - 1865-7923. ; 12:2, s. 177-196
  • Tidskriftsartikel (refereegranskat)abstract
    • The objective of this study was to unveil the importance of emotions and feelings in developing mobile-based tourism applications. We gathered and analyzed emotional requirements to develop a mobile context-aware application for tourists. Emotional requirements are non-functional requirements affecting users’ emotional experiences around using applications, which are important for sustainable application usage. Many tourism applications exist, but were designed without considering emotional requirements or related UX factors and emotions. We developed a proof-of-concept prototype service-based context-aware tourism application (SCATA), and users participated in the design and evaluation processes. Emotional requirements are key to sustainable usage, especially regarding security. This paper details the application design and evaluation processes, emotional requirements analysis in each design phase, and the emotional effects of content accessibility in the application’s offline mode in unknown environments. The results show that trust, security, adjustability, and reliability are important factors to users, especially in unknown environments.
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5.
  • Dirin, Amir, et al. (författare)
  • Towards an Adaptive Study Management Platform : Freedom Through Personalization
  • 2018
  • Ingår i: CSEDU 2018. - : SciTePress. - 9789897582912 ; , s. 432-439
  • Konferensbidrag (refereegranskat)abstract
    • Technological advancements have brought abundant freedom to our lives. In an educational context, however, the technology utilization is still relatively low despite recent developments on various learning platforms such as e-learning, mobile learning, MOOCs, and social networks. The contemporary technological advancement in smart gadgets enables us to bring learning resources with appropriate content format to the learners at the right time in the right learning situation. Yet there remains a need for an adaptive study management solution that would apply data mining algorithms to assist university students both before and during their studies in a personalized manner. This assistance can be of many kinds, such as campus orientation to new students, course curriculum recommendations, and customization of study paths. In this paper, we present the concept and an initial implementation the Adaptive Study Management (ASM) platform that aims at facilitating a university student’s academi c life in different phases by tracing the student’s activities and providing personalized services, such as a course curriculum recommendation, based on their behavior and achievements during a period. The ASM platform creates a profile for the student based on their achievements and competencies. Consequently, the platform aims to grant freedom to students on their study management, eases teachers’ workloads on assessing students’ performance, and assists teachers and administrators to follow up students and dropouts. The goal of this platform to increase graduation rates by personalizing study management and providing analysis services, such as dropout prediction.
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6.
  • Dirin, Amir, et al. (författare)
  • User Experience in Mobile Augmented Reality : Emotions, Challenges, Opportunities and Best Practices
  • 2018
  • Ingår i: Computers. - : MDPI. - 2073-431X. ; 7:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Mobile Augmented Reality (MAR) is gaining a strong momentum to become a major interactive technology that can be applied across domains and purposes. The rapid proliferation of MAR applications in global mobile application markets has been fueled by a range of freely-available MAR software development kits and content development tools, some of which enable the creation of MAR applications even without programming skills. Despite the recent advances of MAR technology and tools, there are still many challenges associated with MAR from the User Experience (UX) design perspective. In this study, we first define UX as the emotions that the user encounters while using a service, a product or an application and then explore the recent research on the topic. We present two case studies, a commercial MAR experience and our own Virtual Campus Tour MAR application, and evaluate them from the UX perspective, with a focus on emotions. Next, we synthesize the findings from previous research and the results of the case study evaluations to form sets of challenges, opportunities and best practices related to UX design of MAR applications. Based on the identified best practices, we finally present an updated version of the Virtual Campus Tour. The results can be used for improving UX design of future MAR applications, thus making them emotionally engaging.
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7.
  • Havukainen, Martti, et al. (författare)
  • A Case Study on Co-designing Digital Games with Older Adults and Children : Game Elements, Assets, and Challenges
  • 2020
  • Ingår i: The Computer Games Journal. - : Springer. - 2052-773X. ; 9:2, s. 163-188
  • Tidskriftsartikel (refereegranskat)abstract
    • Digital games have traditionally been targeted at younger generations, although the proportion of older adult players is increasing. However, the design processes of digital games often do not consider the special needs of older adults. Co-design is a potential method to address this, but there is little research on co-designing games with older adults. In our study, we proposed a co-design process model that considers the intergenerational perspective. Using this model, eight older adults (two males and six females aged 47–80) and 22 sixth graders (11 males and 11 females aged 12–13) co-designed a digital game. The content of the game was based on old concepts used by the designers during their childhood. Similarly, game content involving new words and concepts were produced by the sixth graders. We collected data using semi-structured interviews and observations during the co-design process over a period of 24 months and then processed the data using grounded theory. The results indicated that the older adults identified seven game elements as essential to make games fun—appearance and aesthetics, competition, manageability of gameplay, social impact, familiarity, unpredictability, and intergenerational gameplay. Furthermore, we identified six assets that older adults have as game co-designers and five challenges that co-designing games with older adults may entail.
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8.
  • Jingili, Nuru, et al. (författare)
  • A Two-Stage co-Design Process of Battleship-AST Persuasive Game for Active School Transportation in Northern Sweden
  • 2024
  • Ingår i: International Journal of Human-Computer Interaction. - : Taylor & Francis. - 1044-7318 .- 1532-7590.
  • Tidskriftsartikel (refereegranskat)abstract
    • This research delves into the dynamics of active school transport (AST) by utilizing a two-stage co-design process and leveraging persuasive technology within a game for promoting AST called Battleship-AST. The primary aim of this research is to thoroughly investigate the two-stage game co-design process employed in creating a Battleship-AST game. Moreover, our research aims to evaluate participants’ perceptions regarding the motivating and engaging potential of the persuasive technology and gamification features embedded within the final iteration of the game. This evaluation aims to understand how these features influence participants’ motivation to increase their usage of AST through gameplay. In pursuit of these objectives, the research builds upon the existing Battleship-AST prototype and actively engages school children in a collaborative two-stage co-design process. Their valuable insights and preferences were harnessed in refining the game, which was subsequently tested during a tech event in Skellefteå, Sweden. The findings shed light on various aspects of the game’s impact, from its reception to the gamification features integrated within. Notably, the research highlights the positive impact of the co-design process, with increased motivation and engagement observed among the participants. Their involvement in shaping the game’s design resulted in a more engaging and enjoyable experience. The persuasive technology features, encompassing competition, collaboration, auditory cues, a virtual reward system, and an emphasis on similarity, played a pivotal role in sustaining engagement and motivating players. Elements such as rewards, leaderboard progression, and badges proved highly effective in encouraging continued participation and fostering a positive feedback loop. However, the study also identifies areas for potential improvement, including the need to measure real-life progress and refine the game’s levelling system. The research indicates that refining feedback mechanisms and tailoring game content to individual preferences could create an even more engaging experience. Additionally, long-term playtesting is proposed to assess the game’s extended impact. The findings offer promising avenues for enhancing motivation and engagement in AST, which can contribute to the promotion of healthier and more sustainable transportation choices among school children.
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9.
  • Jingili, Nuru, et al. (författare)
  • Adolescents’ perceptions of active school transport in northern Sweden
  • 2023
  • Ingår i: Heliyon. - : Elsevier. - 2405-8440. ; 9:10
  • Tidskriftsartikel (refereegranskat)abstract
    • Active school transport (AST) refers to using active means of transport such as walking, cycling, or riding a non-motorised scooter to school. It can help improve adolescents’ physical activity levels and create a more sustainable environment. The study involved 70 adolescents (45 boys and 25 girls) aged 13 to 14 from one school in Skellefteå, in Northern Sweden. In an online questionnaire, they were asked about their perceptions of cycling, walking, and riding a non-motorised scooter to school. This study used descriptive statistics, multiple regression analysis, and hypothesis testing with ANOVA to analyse the collected data and compare the perceptions of different types of transport on safety, environmental, and personal factors among adolescents in Northern Sweden. According to the results, more adolescents walked to school than cycled, and significantly few rode a non-motorised scooter to school. Most adolescents believe walking or cycling to school is a great way to exercise. Furthermore, the study also revealed that many adolescents avoid using AST due to the time it takes. Although the study showed that adolescents felt sufficient support for using AST from schools and parents, the number of adolescents using motorised transport is higher during winter than in summer. Additionally, most of them were more confident about cycling and walking to school than riding a non-motorised scooter and thought using AST was nice. Finally, most adolescents perceived having complete control over their transport options when going to school. The research indicates that it is crucial to implement interventions that inspire children to be interested and excited about using AST. These strategies should include fostering an AST culture that is fun and positive, as well as creating environments that are safe and supportive. The research results will guide the creation of a persuasive game that can motivate adolescents to use AST and measure its effectiveness.
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10.
  • Kalkofen, Denis, et al. (författare)
  • Tools for Teaching Mining Students in Virtual Reality based on 360° Video Experiences
  • 2020
  • Ingår i: 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops. - : IEEE. ; , s. 455-459
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In recent years, Virtual Reality (VR) technology has found their way into higher education. Its power lays in its ability to provide immersive three-dimensional (3D) experiences that help conveying educational content whilst providing rich interaction possibilities. Especially in mining engineering education, VR has high potential to reshape the provided learning content. Field trips, i.e. mine visits, are an integral part of the education and necessary to transfer knowledge to students. However, field trips are time and cost intensive and mines often have tight entry regulations. As a result, the number of field trips is limited. VR-based field trips offer a considerable alternative presupposed they replicate the complex mining environment realistically. In addition, VR mines have the advantage of taking students close to events (e.g. explosions) that are impossible to demonstrate in a real mine. However, generating realistic 3D content for VR still involves complex, and thus time consuming tasks. Therefore, we present the design of a VR Framework for teaching mining students based on 360° video data, its evaluation in three different lectures, and its extension based on the feedback we received from students and teachers from four different universities.
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