12 resultados para Virtual Lab

em Helda - Digital Repository of University of Helsinki


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A 26-hour English reading comprehension course was taught to two groups of second year Finnish Pharmacy students: a virtual group (33 students) and a teacher-taught group (25 students). The aims of the teaching experiment were to find out: 1.What has to be taken into account when teaching English reading comprehension to students of pharmacy via the Internet and using TopClass? 2. How will the learning outcomes of the virtual group and the control group differ? 3. How will the students and the Department of Pharmacy respond to the different and new method, i.e. the virtual teaching method? 4. Will it be possible to test English reading comprehension learning material using the groupware tool TopClass? The virtual exercises were written within the Internet authoring environment, TopClass. The virtual group was given the reading material and grammar booklet on paper, but they did the reading comprehension tasks (written by the teacher), autonomously via the Internet. The control group was taught by the same teacher in 12 2-hour sessions, while the virtual group could work independently within the given six weeks. Both groups studied the same material: ten pharmaceutical articles with reading comprehension tasks as well as grammar and vocabulary exercises. Both groups took the same final test. Students in both groups were asked to evaluate the course using a 1 to 5 rating scale and they were also asked to assess their respective courses verbally. A detailed analysis of the different aspects of the student evaluation is given. Conclusions: 1.The virtual students learned pharmaceutical English relatively well but not significantly better than the classroom students 2. The overall student satisfaction in the virtual pharmacy English reading comprehension group was found to be higher than that in the teacher-taught control group. 3. Virtual learning is easier for linguistically more able students; less able students need more time with the teacher. 4. The sample in this study is rather small, but it is a pioneering study. 5. The Department of Pharmacy in the University of Helsinki wishes to incorporate virtual English reading comprehension teaching in its curriculum. 6. The sophisticated and versatile TopClass system is relatively easy for a traditional teacher and quite easy for the students to learn. It can be used e.g. for automatic checking of routine answers and document transfer, which both lighten the workloads of both parties. It is especially convenient for teaching reading comprehension. Key words: English reading comprehension, teacher-taught class, virtual class, attitudes of students, learning outcomes

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My thesis concerns the notion of existence as an encounter, as developed in the philosophy of Gilles Deleuze (1925 1995). What this denotes is a critical stance towards a major current in Western philosophical tradition which Deleuze nominates as representational thinking. Such thinking strives to provide a stable ground for identities by appealing to transcendent structures behind the apparent reality and explaining the manifest diversity of the given by such notions as essence, idea, God, or totality of the world. In contrast to this, Deleuze states that abstractions such as these do not explain anything, but rather that they need to be explained. Yet, Deleuze does not appeal merely to the given. He sees that one must posit a genetic element that accounts for experience, and this element must not be naïvely traced from the empirical. Deleuze nominates his philosophy as transcendental empiricism and he seeks to bring together the approaches of both empiricism and transcendental philosophy. In chapter one I look into the motivations of Deleuze s transcendental empiricism and analyse it as an encounter between Deleuze s readings of David Hume and Immanuel Kant. This encounter regards, first of all, the question of subjectivity and results in a conception of identity as non-essential process. A pre-given concept of identity does not explain the nature of things, but the concept itself must be explained. From this point of view, the process of individualisation must become the central concern. In chapter two I discuss Deleuze s concept of the affect as the basis of identity and his affiliation with the theories of Gilbert Simondon and Jakob von Uexküll. From this basis develops a morphogenetic theory of individuation-as-process. In analysing such a process of individuation, the modal category of the virtual becomes of great value, being an open, indeterminate charge of potentiality. As the virtual concerns becoming or the continuous process of actualisation, then time, rather than space, will be the privileged field of consideration. Chapter three is devoted to the discussion of the temporal aspect of the virtual and difference-without-identity. The essentially temporal process of subjectification results in a conception of the subject as composition: an assemblage of heterogeneous elements. Therefore art and aesthetic experience is valued by Deleuze because they disclose the construct-like nature of subjectivity in the sensations they produce. Through the domain of the aesthetic the subject is immersed in the network of affectivity that is the material diversity of the world. Chapter four addresses a phenomenon displaying this diversified indentity: the simulacrum an identity that is not grounded in an essence. Developed on the basis of the simulacrum, a theory of identity as assemblage emerges in chapter five. As the problematic of simulacra concerns perhaps foremost the artistic presentation, I shall look into the identity of a work of art as assemblage. To take an example of a concrete artistic practice and to remain within the problematic of the simulacrum, I shall finally address the question of reproduction particularly in the case recorded music and its identity regarding the work of art. In conclusion, I propose that by overturning its initial representational schema, phonographic music addresses its own medium and turns it into an inscription of difference, exposing the listener to an encounter with the virtual.

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This research has its background on Knowledge Practices Laboratory (KP-Lab) research project. One of the aims of KP-Lab is to create virtual and technological tools to support the interventionist who use the Change Laboratory method as a developmental tool. In this research I studied the interventionists' mirror material practices which are context and theory bound and for that reason they pose challenges on the development of new tools. I focused on the gathering and working on the mirror material. The purpose of this study was to find out what kind of user knowledge does the research on narratives of mirror material practices in Change Laboratory provide to the developers of virtual tools? I answered this question by three sub questions: 1. What kind of mirror material the interventionists gather and analyze in different phases of developmental cycle of Change Laboratory project? 2. What kind of knowledge the different mirror materials contain and how is the knowledge transformed when the mirror material is analyzed and worked on? 3. What kind of tools the interventionists use and create when gathering and working on the mirror material? What wishes do the interventionists have on tools? I interviewed five interventionists in four different projects. I created narratives from the document supported interviews. Then I analyzed the narratives in three steps: first I placed the mirror materials in the developmental cycle. Secondly, I analyzed the mirror materials by placing them in a table by the form of the knowledge. Thirdly, I examined the tools the interventionists had used and created and what wishes they had on virtual tools. This research showed that different user groups of Change Laboratory method have different needs. All interventionists transform knowledge from one form to another so they seem to need especially tools by which they can analyze and transform knowledge. It seems that standardized model of gathering and analysing mirror material is not meaningful because mirror material is constructed in accordance with the object developed. This research also shows that the mirror material has a social function. This finding should be also noted when developing virtual tools together with actual users.

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The aim of the study was to analyze and facilitate collaborative design in a virtual learning environment (VLE). Discussions of virtual design in design education have typically focused on technological or communication issues, not on pedagogical issues. Yet in order to facilitate collaborative design, it is also necessary to address the pedagogical issues related to the virtual design process. In this study, the progressive inquiry model of collaborative designing was used to give a structural level of facilitation to students working in the VLE. According to this model, all aspects of inquiry, such as creating the design context, constructing a design idea, evaluating the idea, and searching for new information, can be shared in a design community. The study consists of three design projects: 1) designing clothes for premature babies, 2) designing conference bags for an international conference, and 3) designing tactile books for visually impaired children. These design projects constituted a continuum of design experiments, each of which highlighted certain perspectives on collaborative designing. The design experiments were organized so that the participants worked in design teams, both face-to-face and virtually. The first design experiment focused on peer collaboration among textile teacher students in the VLE. The second design experiment took into consideration end-users needs by using a participatory design approach. The third design experiment intensified computer-supported collaboration between students and domain experts. The virtual learning environments, in these design experiments, were designed to support knowledge-building pedagogy and progressive inquiry learning. These environments enabled a detailed recording of all computer-mediated interactions and data related to virtual designing. The data analysis was based on qualitative content analysis of design statements in the VLE. This study indicated four crucial issues concerning collaborative design in the VLE in craft and design education. Firstly, using the collaborative design process in craft and design education gives rise to special challenges of building learning communities, creating appropriate design tasks for them, and providing tools for collaborative activities. Secondly, the progressive inquiry model of collaborative designing can be used as a scaffold support for design thinking and for reflection on the design process. Thirdly, participation and distributed expertise can be facilitated by considering the key stakeholders who are related to the design task or design context, and getting them to participate in virtual designing. Fourthly, in the collaborative design process, it is important that team members create and improve visual and technical ideas together, not just agree or disagree about proposed ideas. Therefore, viewing the VLE as a medium for collaborative construction of the design objects appears crucial in order to understand and facilitate the complex processes in collaborative designing.

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Työ on laajaan dokumenttiaineistoon, haastatteluihin ja havaintoihin perustuva living lab - tyyppisen tuotekehitysprosessin yksityiskohtainen kuvaus. Hankehistoriallisessa tapaustutkimuksessa on käytetty historiantutkimuksen menetelmiä. Vanhustenkeskuksessa toteutetun living lab -hankkeen lopputuloksena syntyi vanhusten liikkeitä monitoroiva hoitotyön apuväline: turvalattia. Living lab -tyyppisessä tuotekehittämisessä on keskeistä teknologian kehittäminen tuotteen todellisessa käyttöympäristössä siten, että käyttäjät osallistuvat aktiivisesti kehitystyön kaikkiin vaiheisiin. Tutkimuksessa hankkeen etenemistä ja turvalattiateknologian rakentumista tarkastellaan toimijaverkostoteorian ja yhteisöllisen oppimisen käsitteen tarjoamista näkökulmista. Tutkimuksessa kiinnitetään erityisesti huomiota siihen, minkälaisia intressejä teknologian kehittämiseen osallistuvilla ryhmillä on ja minkälaisia konflikteja näiden intressien pohjalta syntyy. Lisäksi tarkastelun keskiössä on käyttäjien ja tuotekehittäjien välinen oppiminen, jonka mahdollistaminen ja edistäminen on living lab -kehittämisen päämäärä. Tutkimuksen keskeinen johtopäätös on, että käyttäjiltä saatu palaute on välttämätöntä käyttökelpoisen sosiaali- ja terveydenhuollon alan teknologian aikaansaamiseksi, ja turvalattian tapauksessa käyttäjäpalaute myös uudelleensuuntasi teknologisen järjestelmän innovaatioprosessia. Käyttäjien ja tuotekehittäjien yhteistyön myötä turvalattiaan kehitettiin joukko uusia toiminnallisuuksia ja käsitys tuotteen ydinominaisuuksista sekä hyötylupauksesta muuttuivat. Turvalattian tapaus osoittaa lisäksi yhteisöllisen oppimisen merkityksen innovaatioprosessissa sekä living lab -tyyppisen tuotekehittämisen potentiaalin näiden oppimisprosessien mahdollistajana ja kiihdyttäjänä. Tapaus myös valottaa sitä, kuinka monimutkainen toimintakenttä vanhustenhuolto on teknologian kehittämisen ja sen käyttöönoton näkökulmasta. Näyttäisi kuitenkin siltä, että living lab -metodologian avulla voidaan ylittää joitakin geronteknologian kehittämiseen ja myös käyttöönottoon liittyviä haasteita.

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Tämän esiselvityshankkeen tavoitteena oli perehtyä Fab Lab -konseptiin ja selvittää ne reunaehdot, jotka määrittävät konseptin käyttökelpoisuutta Etelä-Pohjanmaalla ja suomalaisissa olosuhteissa yleisemmin. Etelä-Pohjanmaan voidaan olettaa olevan potentiaalinen konseptin hyödyntäjä, koska alueella on runsaasti sellaista maaseudun pienyrittäjyyttä, jonka on vaikea hyödyntää etäällä olevia teknologiapalveluja. Lisäksi arvioitiin konseptin mahdollisuudet yhdistää erilaisia innovaatiotoimijoita tavalla, joka voisi tukea Seinäjoki Science Park -yhteisön vuorovaikutusta ja täten toimia innovaatioita edistävänä kehitysalustana. Esiselvityksen tuloksena syntyi soveltuvuusanalyysi, jossa: a) Analysoitiin konseptin sisältö ja toiminnalliset reunaehdot. b) Arvioitiin konseptin suhde ja uutuusarvo alueen olemassa oleviin innovaatiopalveluihin ja toimijoihin. c) Arvioitiin konseptin mahdollisuudet toimia Seinäjoki Science Park -yhteisön vuorovaikutusta ja innovaatiotoimintaa edistävänä kehitysalustana. Soveltuvuusanalyysin pohjalta on tehty johtopäätökset Fab Lab -konseptin tarjoamista mahdollisuuksista suhteessa alueen innovaatioympäristön kehittämiseen, sekä suositukset mahdollisista jatkotoimista. Esiselvitys on toteutettu osana Seinäjoen seudun aluekeskusohjelmaa ja sen tilaajana on toiminut Seinäjoen Teknologiakeskus Oy.

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This article expands the discussion of the impact of technology on services and contributes to a broader comprehension of the nature of virtual services. This is done by discovering dimensions that distinguish physical services from virtual services, i.e. services that are distributed by electronic means and where the customer has no direct human interaction with the service provider. Differences in the core characteristics of services, servicescape and service delivery are discussed. Moreover, dimensions that differentiate between virtual services are analysed. A classification scheme for virtual services is proposed, including the origin of the service, the element of the service offering, the customisation process, stage of the service process performed, and the degree of mobility of the service.

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In daily life, rich experiences evolve in every environmental and social interaction. Because experience has a strong impact on how people behave, scholars in different fields are interested in understanding what constitutes an experience. Yet even if interest in conscious experience is on the increase, there is no consensus on how such experience should be studied. Whatever approach is taken, the subjective and psychologically multidimensional nature of experience should be respected. This study endeavours to understand and evaluate conscious experiences. First I intro-duce a theoretical approach to psychologically-based and content-oriented experience. In the experiential cycle presented here, classical psychology and orienting-environmental content are connected. This generic approach is applicable to any human-environment interaction. Here I apply the approach to entertainment virtual environments (VEs) such as digital games and develop a framework with the potential for studying experiences in VEs. The development of the methodological framework included subjective and objective data from experiences in the Cave Automatic Virtual Environment (CAVE) and with numerous digital games (N=2,414). The final framework consisted of fifteen factor-analytically formed subcomponents of the sense of presence, involvement and flow. Together, these show the multidimensional experiential profile of VEs. The results present general experiential laws of VEs and show that the interface of a VE is related to (physical) presence, which psychologically means attention, perception and the cognitively evaluated realness and spatiality of the VE. The narrative of the VE elicits (social) presence and involvement and affects emotional outcomes. Psychologically, these outcomes are related to social cognition, motivation and emotion. The mechanics of a VE affect the cognitive evaluations and emotional outcomes related to flow. In addition, at the very least, user background, prior experience and use context affect the experiential variation. VEs are part of many peoples lives and many different outcomes are related to them, such as enjoyment, learning and addiction, depending on who is making the evalua-tion. This makes VEs societally important and psychologically fruitful to study. The approach and framework presented here contribute to our understanding of experiences in general and VEs in particular. The research can provide VE developers with a state-of-the art method (www.eveqgp.fi) that can be utilized whenever new product and service concepts are designed, prototyped and tested.

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Työ on laajaan dokumenttiaineistoon, haastatteluihin ja havaintoihin perustuva living lab - tyyppisen tuotekehitysprosessin yksityiskohtainen kuvaus. Hankehistoriallisessa tapaustutkimuksessa on käytetty historiantutkimuksen menetelmiä. Vanhustenkeskuksessa toteutetun living lab -hankkeen lopputuloksena syntyi vanhusten liikkeitä monitoroiva hoitotyön apuväline: turvalattia. Living lab -tyyppisessä tuotekehittämisessä on keskeistä teknologian kehittäminen tuotteen todellisessa käyttöympäristössä siten, että käyttäjät osallistuvat aktiivisesti kehitystyön kaikkiin vaiheisiin. Tutkimuksessa hankkeen etenemistä ja turvalattiateknologian rakentumista tarkastellaan toimijaverkostoteorian ja yhteisöllisen oppimisen käsitteen tarjoamista näkökulmista. Tutkimuksessa kiinnitetään erityisesti huomiota siihen, minkälaisia intressejä teknologian kehittämiseen osallistuvilla ryhmillä on ja minkälaisia konflikteja näiden intressien pohjalta syntyy. Lisäksi tarkastelun keskiössä on käyttäjien ja tuotekehittäjien välinen oppiminen, jonka mahdollistaminen ja edistäminen on living lab -kehittämisen päämäärä. Tutkimuksen keskeinen johtopäätös on, että käyttäjiltä saatu palaute on välttämätöntä käyttökelpoisen sosiaali- ja terveydenhuollon alan teknologian aikaansaamiseksi, ja turvalattian tapauksessa käyttäjäpalaute myös uudelleensuuntasi teknologisen järjestelmän innovaatioprosessia. Käyttäjien ja tuotekehittäjien yhteistyön myötä turvalattiaan kehitettiin joukko uusia toiminnallisuuksia ja käsitys tuotteen ydinominaisuuksista sekä hyötylupauksesta muuttuivat. Turvalattian tapaus osoittaa lisäksi yhteisöllisen oppimisen merkityksen innovaatioprosessissa sekä living lab -tyyppisen tuotekehittämisen potentiaalin näiden oppimisprosessien mahdollistajana ja kiihdyttäjänä. Tapaus myös valottaa sitä, kuinka monimutkainen toimintakenttä vanhustenhuolto on teknologian kehittämisen ja sen käyttöönoton näkökulmasta. Näyttäisi kuitenkin siltä, että living lab -metodologian avulla voidaan ylittää joitakin geronteknologian kehittämiseen ja myös käyttöönottoon liittyviä haasteita.

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The aim of the present study was to investigate the challenges that relate to the implementation of virtual inquiry practises in middle school. The case was a school course in which a group of Finnish students (N = 14) and teachers (N = 7) completed group inquiries through virtual collaboration, using a web-based learning environment. The task was to accomplish a cross-disciplinary inquiry into cultural issues. The students worked mainly at home and took much responsibility for their course achievements. The investigators analysed the pedagogical design of the course and the content of the participants' interaction patterns in the web-based environment, using qualitative content analysis and social network analysis. The findings suggest that the students succeeded in producing distinctive cultural products, and both the students and the teachers adopted novel roles during the inquiry. The web-based learning environment was used more as a coordination tool for organizing the collaborative work than as a forum for epistemic inquiry. The tension between the school curriculum and the inquiry practises was manifest in the participants' discussions of the assessment criteria of the course.