Browsing by Subject "teknologiakasvatus"

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  • Kruskopf, Milla (Helsingfors universitet, 2016)
    The purpose of this study is to increase scientific understanding of children's conceptual change in computational thinking during a summer school intervention. With a mixed method approach of self-report questionnaire and interview, the investigation highlights modern children's knowledge, beliefs and understanding of as well as attitudes, emotions and motivations towards computers, programming and artificial intelligence. Think-aloud –tasks are also used to investigate children's computational thought processes. The SRQ data with an intervention group (n = 28) and a comparison group (n = 21) was analysed with repeated measures and independent samples t-tests, MANOVA and ANCOVA, with the pretest condition as covariate. The data revealed a change in the intervention group's conceptions about embedded cyber-physical systems and the application of computers in different industrial and artistic fields. A slight shift towards a strong AI –mindset was discovered in the intervention group through the SRQ. The interviews for the intervention group (n = 6) and two comparison groups (n = 4, material comparison n = 4) reinforced this conclusion and showed a strong enhancement of computational thinking attitudes and perspectives in the intervention group in contrast to the comparison groups. The computational skills were found to be tightly knit to level of mathematical understanding, and didn't change notably during the summer school intervention.
  • Metsärinne, Mika; Kallio, Manne (2017)
  • Tenhovirta, Satu (Helsingin yliopisto, 2019)
    The purpose of this study is to describe, analyze and interpret the descriptions of tutor’s work, expertise and agency that appeared in digital peer-tutors’ interviews. I have also analyzed the tutors’ social networks from the perspectives of sharing resources and help. The theoretical perspective is socio-cultural, and expertise is examined from the perspectives of student expertise and networked expertise. Learning is seen as a wide phenomenon that transcends the formal learning in school context and is connected to interests and networks. This thesis can provide a basis for future empirical research and pedagogical experiments that consist of or combine peer-tutoring, technology education and design research that targets to create innovative learning environments. This study is part of a design, science and technology education research project Co4Lab, funded by Academy of Finland, which consists of several co-inquiry, co-design and co-teaching experiments in comprehensive school context in years 2016-2019. The data has been collected in spring 2017 from the first iteration in an upper secondary school in Helsinki. The data consists of the tutors’ (N=15) semi-structured interviews and maps that describe their social networks. Interviews were analyzed by using content analysis method. Network maps were analyzed by using CytoScape analysis program and they were used to describe both tutor group’s cooperation and the egocentric networks of three tutors. The tutors needed versatile technological, social, pedagogical and reflective know-how in the project. Tutor group’s social network revealed 3 students, who acted as cognitively central keyactors. These “expert tutors” acted as companions for teachers, they had deeper knowledge than others and they also organized the work of the tutor group. Analyze of the expert tutors’ egocentric networks showed that these students had interest-based network relationships and other resources outside the school context, which were critical for learning technology skills. Furthermore, they had been recognized as active and tech-savvy students in the school context earlier, and had gotten responsibilities and network connections in previous technology projects at school.
  • Lyytikäinen, Anto (Helsingfors universitet, 2016)
    Technological readiness and -educations has been widely studied in Finland and elsewhere world. Unlike other countries Finland has retained a traditional handicraft in curriculum instead of a technological subject. However technological education is given inside other subjects like math and physics and other natural sciences. Technological society needs competent workers as much as possible and primary school dropouts as few as possible. This thesis is trying to investigate technical abilities of pupils of the flexible basic education. The main Hypothesis is that there are students who has better abilities on average in a technical area. In other word presumption is that there are students in flexible basic education groups who could be underachiever in technological area. In the spring of 2016, 41 students from five flexible basic educational groups from Helsinki metropolitan area took part in this research. Students were 14–16 years old. The data was collected using three different tests which are measuring three dimensions of a technological competence; psychomotor skills, cognitive and affective areas. These three areas to construct a student's technological abilities. The data was analysed by using SPSS finding correlations, averages and differences between groups. In addition, results were compared with the larger data from others research. Results show that the flexible basic education groups fared slightly less well in cognitive and affective field that control groups. Results of the psychomotor skills were on average or a little beyond on average. The Individual level seven students got points over the average in all three tests. Results supports the idea of the technology based flexible basic educational group to students with special needs and students who have a motivation problems.
  • Laine, Joakim (Helsingin yliopisto, 2019)
    The purpose of this study is to implement immersive virtual reality (VR) technology as part of an environmental studies project in the actual complex school reality and analyze both the students’ and their teachers’ experiences and observations on the use of VR in learning and teaching. This study focuses on the user experiences and affordances that the appliance of VR technology brings forth in education. There are but few earlier studies on similar topics, most of which have been conducted in clinical settings. Three teachers and 59 students, 5-6th graders, from two different Finnish elementary schools participated in this study. The participants were all volunteers and took part in a nationwide VISIOT-project, coordinated by a nationwide Innokas Network. Its main purpose was to provide opportunities for trying out and developing virtual reality, augmented reality and Internet of things -technologies in education. The three teachers in this study applied a VR system that consisted of HTC Vive -device and Google Earth VR -program. The different ways in which the teachers ended up implementing the VR system turned out to be an important research topic in this study. The project went on for over three months, spanning from December 2017 to April 2018. The students assessed the use of the VR system during and after the project. Their experiences became another key research area in this study. Data was gathered with online questionnaires, pre and post-surveys for students, a test of the students’ spatial reasoning abilities, and with a pre-survey and innovative post interviews for the teachers. This mostly qualitative data was analyzed with clustering content analysis, where I would find similarities and differences in the participants’ answers and place them in schematized categories. The teacher’s encountered technical, spatial and temporal challenges, as well as challenges in orchestrating the implementation of the VR system. It appeared that VR’s implementation in education demanded more innovative scripts and different spatial, temporal and pedagogical arrangements than the two studied schools were used to. Albeit, the students adapted to the use of VR technology rather quickly and had a very positive emotional experience with it. The VR system was mostly used as a motivational addition to learning. Besides the visually enhanced exploration of the Earth and tourist role-play, the VR system’s actualized affordances included enjoyment and interest, realism and mental immersion, and mastery experiences. Students found the device as very comfortable and the program as user-friendly. Their conception of virtual reality was evidently affected by the applied VR system and its uses during the virtual field trip project. Despite of this, the students were able to imagine diverse learning worlds for VR. In addition to typical categories, they imagined high fantasy worlds and time travelling to the future. By and large, the students appeared willing to use VR technology again in the future. Their post-survey measures for self-efficacy and interest to engage with the technology were relatively high. The self-reported self-efficacy of boys was statistically significantly higher than the girls corresponding. The students found the VR program to be a credible source mostly due to the virtual world’s realism or resemblance with their experiences of the real world. Altogether, VR technology appears to be something that these 11-12-year-old students would gladly include in their learning environment, on the other hand, the teachers rightfully felt that the implemented VR system was too complex and demanding for permanent inclusion.