Satakunta University of Applied science is a university of applied science located in the Satakunta region of Finland. The university is headquartered in Pori, but offers additional instruction in Huittinen, Kankaanpää and Rauma.At the beginning of 2013, Satakunta University of Applied science will adopt a matrix organisation. Wikipedia.
Ketamo H.,Satakunta University of Applied Sciences |
Ketamo H.,Eedu ltd
7th European Conference on Games Based Learning, ECGBL 2013 | Year: 2013
This paper focuses on learning analytics framework behind Math Elements mathematics game. The game, was introduced at ECGBL 2012. The novelty value of this design study is in development process of visualizing and data mining technologies behind the learning analytics. The analytic tools provide 1) easy access to follow progress and 2) real time analysis on the learning process. The analytics gives fast and easy to understand view into learning process, still supporting the story, the game play and motivation towards game play. In this paper we show the user centered development process, the improvements done according to user feedback and open the future research focuses.
Boyle E.A.,University of West of Scotland |
Macarthur E.W.,University of West of Scotland |
Connolly T.M.,University of West of Scotland |
Hainey T.,University of West of Scotland |
And 3 more authors.
Computers and Education | Year: 2014
Basic competence in research methods and statistics is core for many undergraduates but many students experience difficulties in acquiring knowledge and skills in this area. Interest has recently turned to serious games as providing engaging ways of learning. The CHERMUG project was developed against this background to develop games to support students in learning about research methods and statistics. As a first step in designing the CHERMUG games a narrative literature review was carried out to establish whether similar games, animations and simulations already existed. Search terms used in the literature review included varied terms for digital games, simulations and animations, terms relevant to the twin goals of learning and engagement in games and terms for research methods and statistics. Application of the inclusion criteria led to 26 papers which were considered relevant. Synthesis of the papers suggested that there is reason to be optimistic that a game-based approach might be effective in learning in this area.© 2014 Elsevier Ltd. All rights reserved.
Ketamo H.,Satakunta University of Applied Sciences
Proceedings of the European Computing Conference, ECC '11 | Year: 2011
User generated media highlights sharing: Sharing videos, images and texts in social media, as well as sharing character outfits and maps in games. However, behavior is one of the aspects that are not shared. The aim of this study is to show how user generated behaviors can be shared in different types of games. The game genres for this study are educational games and fighting (sports) games. The examples about sport games and educational games are based on MindFarm AI technology that enables end users to construct human-like behavior by only teaching. MindFarm emulates the human way to learn: According to cognitive psychology of learning, our thinking is based on conceptual representations of our experiences and complex relations between these concepts and experiences. Phenomena when the mental structure change is called learning. In the near future user-generated behaviors can be developed and shared, as all other user-generated content. According to examples on this study, game developers can design extensions that enable users to easily construct behaviors. From a game consumer point of view, the most interesting part is in developing behaviors, sharing them and finally playing with them, or against them.
Ketamo H.,Satakunta University of Applied Sciences |
Suominen M.,Tampere University of Technology
Journal of Interactive Learning Research | Year: 2010
This article summarizes the pedagogical design, product development, and empirical evaluations of the game series, Animal Class, in terms of design study. The design phases, as well as the evaluation phases (N=2718), were carried out between the years of 2005-2007. The pedagogical idea of Animal Class is to place a learner in the role of teacher in a virtual world. The game encourages a learner to think reflectively, leading, in a best-case scenario, to conceptual changes in the learner's mental conceptual structure. The evaluation phase showed that the main strengths of these learning-by-teaching types of games are good learning outcomes and positive user experiences.
Agency: Cordis | Branch: FP7 | Program: CP-FP | Phase: TPT.2013-1. | Award Amount: 3.22M | Year: 2013
Within the aeronautical industry it is critical to have safe and reliable operations in order to prevent accidents and mistakes which can potentially cause a huge loss of life and destruction. In this respect, the aeronautical industry has led the way in terms of understanding and implementing tools, methodologies and systems to combat human error within a system. One such principle which has been highlighted as being particularly successful is the integration and adoption of resilience engineering principles. Resilience engineering within the aeronautical industry has been very useful on board aircraft where the number of accidents and incidents have been shown to decrease through the utilisation of resilience engineering. In order to achieve successful transfer and implementation of the proven resilience engineering concepts and tools from the aeronautical industry to marine transport, a systematic approach needs to be adopted. Therefore, within the SEAHORSE project it is our aim to TRANSFER the effective and successful safety concepts utilised in the aeronautical industry, adapting and tailoring them to the unique needs of marine transport in the following manner: Firstly, the best practices in aeronautical industry with regard to managing errors and non-standard practices will be identified. Then, the current practices in marine transport will be assessed and gap analysis in order to identify any potential gaps that may affect the successful implementation of safety management will be conducted. Finally, a Multi-level Resilient Marine Transport Framework will be developed through the adaptation of the identified resilience engineering principles of the aeronautical industry to the unique needs of marine transport. Through the concepts of the SEAHORSE project it is envisaged that more resilient and safer shipping operations will be achieved.