Research projects 5

This research focuses on designing a smart learning environment (SLE) using virtual reality mini games to support students' computational thinking skills. Aside from enhancing the teaching and learning of CT, this research aims to support first-year students and novices of computer science with the opportunity to gain CT skills through an experiential learning approach. The goal of the research is to design and develop VR mini games through a rigorous process of the design science research methodology in order to provide artefact that allows students to learn CT concepts such as algorithmic thinking, recursive thinking, pattern recognition, and abstraction of problems. This research will measure students' learning achievement and cognitive benefits through a field experiment with first-year university students in Nigeria and Finland. Currently, we have developed a VR mini games application in the VR EdTech Lab located at the School of Computing, University of Eastern Finland. The mini games were co-designed with students from within Finland and abroad in order to achieve a student-centered learning environment. The research has produced over seven research papers published in ranked journals and conferences as shown in the link (https://scholar.google.com/citations?user=mSqmwdgAAAAJ&hl=en). The research is being supervised by professors from the School of Computing, University of Finland, and Luleå University of Technology (LTU) Sweden. The professors are specialists in VR technology, educational games, and ICT4D.

Team

Professor Markku Tukiainen, Dr. Jarkko Suhonen, Dr. Solomon Oyelere, MSc. Friday Joseph Agbo

SCALA is a project implemented by a cooperation of Finnish companies and Brazilian players towards the following end goals: 1. Develop scarce innovation skills and research into emerging markets 2. Study mobile learning in the Brazilian context 3. Pilot and develop the contents of mobile learning in basic education, university and vocational training in Brazil 4. create a market strategy for mobile learning products on the scalable market in Brazil including buyer profiles and purchase and decision processes.

Team

Annica Isacsson

We applied the design science research framework to develop a mobile learning application, MobileEdu, for computing education (ICT and Programming). The application is intended to facilitate the learning of computer science courses on mobile devices, support ubiquitous, collaborative, and social learning for university students.

Team

The project is part of All Children Reading - A Grand Challenge for Development innovation competition by World Vision, USAID and Australian Aid. The purpose of the project is to pilot mobile teacher training service for better literacy instruction in Zambian languages.

Team

The aim of the CAPOLSA project is to establish a strong literacy centre with international visibility and impact, specifically in African countries facing similar challenges to Zambia. The literacy training approach is based on the Grapho Learning Initiative and the innovative and efficient digital-based learning game, GraphoGame that has been developed based on scientific studies led by Professor Heikki Lyytinen.  THe project was funded by the Finnish Ministry of Foreign Affairs through the HEI ICI programme. Project Award Number: HEI ICI‐2010‐P1‐000153

Team

Professor Heikki Lyytinen, Professor Robert Serpell, Head of Planning & Development Päivi Fadjukoff