Search results for author:"Kristian Kiili"
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Kristian Kiili
Tampere University of Technology
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Teacher’s role in Media Detective game: communication through non-player game characters
Kristian Kiili
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 5248–5255
It has been argued that we are moving towards a new generation of educational use of games. The third generation educational games stress the meaning of the teacher in game-based learning by expanding the scope of the games from just playing to...
Topics: Educational Technology, Teachers, Games, Students
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Learning with Technology: Cognitive Tools in Multimedia Learning Materials
Kristian Kiili
World Conference on Educational Media and Technology 2004 (2004) pp. 1837–1842
This paper concerns the question of how information should be presented in educational multimedia. On the basis of previous studies the theoretical basis for multimedia learning is reviewed. It seems that technologies are too often used as...
Topics: Educational Technology, Multimedia, Learning Objects, Students
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Digital game-based learning: Towards an experiential gaming model
Kristian Kiili
Internet and Higher Education Vol. 8, No. 1 (2005) pp. 13–24
Online games satisfy the basic requirements of learning environments and can provide engaging learning experiences for students. However, a model that successfully integrates educational theory and game design aspects do not exist. Thus, in this...
Language: English
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Participatory multimedia learning: Engaging learners
Kristian Kiili
Australasian Journal of Educational Technology Vol. 21, No. 3 (Jan 01, 2005) pp. 303–322
The purpose of this paper is to present a participatory multimedia learning model for use in designing multimedia learning environments that support an active learning process, creative participation, and learner engagement. Participatory...
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Optimizing Flow Experience in Web-based Math Refresher Course
Kristian Kiili; Harri Ketamo
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 1783–1790
Recent years the lecturers of Tampere University of Technology, Pori have found that a number of new students face problems with engineering mathematics due to inadequate skills on basic mathematics. The problem was solved by developing a Web-based...
Topics: Students, Mathematics
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Evaluations of an Experiential Gaming Model: The Realgame Case
Kristian Kiili; Timo Lainema
World Conference on Educational Media and Technology 2006 (June 2006) pp. 2343–2350
This paper examines the experiences of university students (N = 92) who participated in a business simulation game session. The main purpose of the paper is to validate the flow antecedents included in an experiential gaming model aimed to support...
Topics: Games, Educational Technology, Administration
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Emperor: Game Engine for Educational Management Games
Kristian Kiili; Kai Ojansuu
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 1775–1782
The main purpose of this paper is to introduce a dynamic game engine called Emperor. Emperor is designed to construct and run educational content management games. In order to facilitate the work of the game administrator several tools have been...
Topics: Administrators, Games, Students
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Power and Flow Experience in Time-Intensive Business Simulation Game
Kristian Kiili; Timo Lainema
Journal of Educational Multimedia and Hypermedia Vol. 19, No. 1 (2010) pp. 39–57
Power is an influential component of social interaction and there are reasons for thinking that it may have important effects both on decision-making and psychological and interpersonal processes. The aim of this paper was to study the relations...
Topics: Educational Technology, Elementary Education, Change, Artificial Intelligence, Behavior, Games
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Conceptual Change Takes Time: Game Based Learning Cannot be Only Supplementary Amusement
Harri Ketamo; Kristian Kiili
Journal of Educational Multimedia and Hypermedia Vol. 19, No. 4 (November 2010) pp. 399–419
In spite of increased interest in game-based learning, relatively little is known about the learning process in games. The aim of this article is to study the process of conceptual change in the context of game-based learning in order to reveal...
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Foundation for Measuring Engagement in Educational Games
Kristian Kiili; Timo Lainema
Journal of Interactive Learning Research Vol. 19, No. 3 (July 2008) pp. 469–488
** Invited as a paper from ED-MEDIA 2006 ** This study is part of an ongoing attempt to develop a usable and valid scale for assessing the flow experience in educational games. The purpose of the paper is to operationalize the dimensions of flow...
Topics: eLearning, Instructional Materials, Human Computer Interaction, Games, Instructional Design, Educational Technology
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Towards Game-Based Formative Assessment
Kristian Kiili; Antero Lindstedt
EdMedia: World Conference on Educational Media and Technology 2017 (Jun 20, 2017) pp. 1104–1109
This study sought to improve students’ conceptual rational number knowledge by letting them play a math game with a tablet device. Additionally, the study evaluated the usefulness of in-game metrics and game features that support formative...
Topics: interactive learning environments, Evaluation of Impact
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Evaluating Cognitive and Affective Outcomes of a Digital Game-Based Math Test
Kristian Kiili; Harri Ketamo
IEEE Transactions on Learning Technologies Vol. 11, No. 2 (2018) pp. 255–263
Even though digital learning games have become common in education, relatively little is known about the usefulness of game-based assessment. This paper aims to explore if a game-based math test can provide added value to math education with respect ...
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Power and flow experience in collaborative business simulation gaming
Kristian Kiili; Timo Lainema; Koen Veermans
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 1753–1758
Power is an influential component of social interaction and there are reasons for thinking that it may have important effects on decision-making, psychological, and interpersonal processes. The aim of this paper was to study the relations between...
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Self-Organizing Learning Material on Teacher Education
Harri Ketamo; Jarkko Alajääski; Kristian Kiili
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 3658–3667
Self-Organizing Learning materials are subset of Adaptive learning material, that all are basically meant to support learner’s optimal development. This study focuses on learner’s development as a quantitative phenomenon in terms of achievements,...
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Evaluating the effectiveness of a game-based rational number training - In-game metrics as learning indicators
Kristian Kiili; Korbinian Moeller; Manuel Ninaus
Computers & Education Vol. 120, No. 1 (May 2018) pp. 13–28
It was argued recently that number line based training supports the development of conceptual rational number knowledge. To test this hypothesis, we evaluated training effects of a digital game based on the measurement interpretation of rational...
Language: English
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Navigation Framework for Digital Environments
Harri Ketamo; Kristian Kiili; Lauri Kemppinen
World Conference on Educational Media and Technology 2004 (2004) pp. 4359–4365
This paper conceptualizes the navigation process and presents an empirically tested framework for navigation. The framework was modeled according to literature review and four empirical studies reviewed shortly in this paper. The case studies show...
Topics: Navigation
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Studying the User Experience of a Tablet Based Math Game
Kristian Kiili; Harri Ketamo; Antti Koivisto; Enda Finn
International Journal of Game-Based Learning Vol. 4, No. 1 (January 2014) pp. 60–77
This paper presents the first findings from Math Elements user experience (UX) studies. Math Elements is a game that makes the whole Finnish maths K-2 curriculum (kindergarten and primary school grades 1 and 2) available for players all over the...
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Exploring the Educational Potential of a Game-Based Math Competition
Kristian Kiili; Kai Ojansuu; Antero Lindstedt; Manuel Ninaus
International Journal of Game-Based Learning Vol. 8, No. 2 (April 2018) pp. 14–28
The main aim of this article was to investigate the educational potential of a game-based math game competition to engage students in training rational numbers. Finnish fourth (n = 59; Mage = 10.36) and sixth graders (n = 105; Mage = 12.34)...
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Moving mathematics out of the classroom: Using mobile technology to enhance spontaneous focusing on quantitative relations
Jake McMullen; Minna M. Hannula‐Sormunen; Mikko Kainulainen; Kristian Kiili; Erno Lehtinen
British Journal of Educational Technology Vol. 50, No. 2 (March 2019) pp. 562–573
Spontaneous focusing on quantitative relations (SFOR) has been shown to be a strong predictor of rational number conceptual development in late primary school. The present study outlines an intervention program that examines the possibilities to...