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Kirsi Syynimaa; Kirsi Lainema; Timo Lainema – International Journal of Technology in Education, 2024
The application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current…
Descriptors: Foreign Countries, Undergraduate Students, Game Based Learning, Educational Games
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Damsa, Crina; Muukkonen, Hanni – Research Papers in Education, 2020
This paper elaborates on the notion of object-oriented collaborative learning by building on empirical material from two case studies in higher education. Prior empirical findings show how knowledge objects are evolving entities, shaped by the interactions between participants, and how students learn from engaging in knowledge practice that…
Descriptors: Instructional Design, Cooperative Learning, Case Studies, Higher Education
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Li, Shupin; Hietajärvi, Lauri; Palonen, Tuire; Salmela-Aro, Katariina; Hakkarainen, Kai – Scandinavian Journal of Educational Research, 2017
The purpose of the study was to assess adolescents' participation in various socio-digital activities by using a self-report questionnaire, a social networking questionnaire, and interviews. The participants (n = 253) were grade 6-9 students from a multicultural lower-secondary school in Finland. Three profiles of socio-digital participation were…
Descriptors: Social Networks, Questionnaires, Friendship, Gender Differences