Search results for author:"Mikko Vesisenaho"
Total records matched: 11 Search took: 0.139 secs
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 350–355
Recent research emphasizes the significance of promoting early interest in science, technology, engineering, and mathematics (STEM) as well as acquiring important cross-curricular, 21st-century skills. In this paper, we present on our initial...
International Journal for Educational and Vocational Guidance Vol. 13, No. 3 (October 2013) pp. 203–215
Uncertainty about future career prospects has increased enormously for students enrolled in higher education Information Technology (IT) programs. However, many computer science programmes pay little attention to career counselling. This article...
Teaching and Teacher Education: An International Journal of Research and Studies Vol. 74, No. 1 (August 2018) pp. 85–97
This study examines what kind of competencies teachers need in using game-based pedagogy (GBP). In our conceptual framework, GBP entails four approaches: using educational games or entertainment games, learning by making games, and using...
Promoting proper education for sustainability: An exploratory study of ICT enhanced Problem Based Learning in a developing country
International Journal of Education and Development using ICT Vol. 10, No. 1 (May 06, 2014)
One of the goals of education is to create responsible citizens who can adequately understand the problems faced by their societies and who can then act to help solve them. Such behaviour can be fostered through proper education that facilitates...
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...
Computers & Education Vol. 58, No. 2 (February 2012) pp. 732–739
This article focuses on personal learning environments (PLEs). The idea with PLEs is to put students in a more central position in the learning process by allowing them to design their own learning environments and by emphasising the self-regulated...
Pre-Service Teachers' Experiences of ICT in Daily Life and in Educational Contexts and Their Proto-Technological Pedagogical Knowledge
Education and Information Technologies Vol. 21, No. 4 (2016) pp. 919–943
Many pre-service teachers are members of the net generation and are expected to be familiar with different ICTs, yet several studies have indicated that they are not necessarily able to use them for teaching and learning. The notion of teachers'...
Victoria Marín; Päivikki Jääskelä; Päivi Häkkinen; Merja Juntunen; Helena Rasku-Puttonen; Mikko Vesisenaho
International Journal of Mobile and Blended Learning Vol. 8, No. 1 (January 2016) pp. 51–68
The use of seamless learning environments that have the potential to support lifelong learning anytime and anywhere has become a reality. In this sense, many educational institutions have started to consider introducing seamless learning...
Mikko Vesisenaho; Teemu Valtonen; Jari Kukkonen; Sari Havu-Nuutinen; Anu Hartikainen; Sirpa Karkkainen
Science Education International Vol. 21, No. 4 (December 2010) pp. 272–283
Schools are facing challenges to meet the demands of the information society and the student generation of today. Not only are students carrying their mobile phones everywhere, they are also familiar with different online environments, especially...
Journal of Interactive Online Learning Vol. 11, No. 2 (2012) pp. 67–79
The educational culture in most developing countries is lecturer-centred with lecturers as providers of information and students as receivers of information. This approach has impacted on student's ability to seek and create knowledge to support...
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 228–233
A team of US (NSF-funded) and Finnish investigators have come together to leverage their currently funded work in measurement of game-based learning to take on a radically different approaches to the measurement of STEM learning. The Finnish-US...