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Artigo Revisado por pares

Päivi Maisi, Markus Tapio Kiili, Saara Raulo, Emma Pirilä, Timo Sorsa,

... helsinki.fiSearch for more papers by this authorMARKUS KIILI, MARKUS KIILI Department of Clinical Veterinary Sciences, Faculty of Veterinary ... helsinki.fiSearch for more papers by this authorMARKUS KIILI, MARKUS KIILI Department of Clinical Veterinary Sciences, Faculty of Veterinary ...

Tópico(s): Antifungal resistance and susceptibility

1999 - Wiley | Annals of the New York Academy of Sciences

Artigo Revisado por pares

Yi‐hui Chiu,

... Online Journal of Educational Technology, 10, 24–30. Kiili, K. (2005). Digital game-based learning: Towards an ... model. Internet and higher education, 8, 13–24. Kiili, K. (2007). Foundation for problem-based gaming. British ...

Tópico(s): Education and Technology Integration

2013 - Wiley | British Journal of Educational Technology

Revisão Revisado por pares

Frank Schwarz, Akira Aoki, Anton Sculean, Jürgen Becker,

... Oral Implants Res 2005: 16: 168–175. 33 Kiili M, Cox SW, Chen HY, Wahlgren J, Maisi ...

Tópico(s): Dental Implant Techniques and Outcomes

2009 - Wiley | Periodontology 2000

Artigo Revisado por pares

Mari Kiili, Merja Pulkkanen, Kalevi Salonen,

Tópico(s): Marine Bivalve and Aquaculture Studies

2009 - Springer Science+Business Media | Aquatic Ecology

Artigo Acesso aberto Revisado por pares

Farideh Sabeh, Xiaoyan Li, Thomas L. Saunders, R. Grant Rowe, Stephen J. Weiss,

... Google Scholar, 42Cox S.W. Eley B.M. Kiili M. Asikainen A. Tervahartiala T. Sorsa T. Oral ...

Tópico(s): Connective tissue disorders research

2009 - Elsevier BV | Journal of Biological Chemistry

Artigo Revisado por pares

Markus Tapio Kiili, S. W. Cox, H. W. Chen, Jaana Wahlgren, P. Maisi, B M Eley, Tuula Salo, Timo Sorsa,

Abstract Aim: To determine the cellular and molecular forms of MMP‐8 (collagenase‐2) and MMP‐13 (collagenase‐3) associated with chronic adult periodontitis by examining the species present in gingival crevicular fluid (GCF) and enzyme distribution in gingival tissue. Methods: 30‐s GCF samples were collected directly from the periodontal pockets of 12 untreated patients using filter paper strips. After elution into buffer, the samples were examined by Western immunoblotting with polyclonal antibodies ...

Tópico(s): Oral and gingival health research

2002 - Wiley | Journal Of Clinical Periodontology

Artigo Acesso aberto Revisado por pares

Carita Kiili, Leena Laurinen, Miika Marttunen,

The Internet is a significant information resource for students due to the ease of access it allows to a vast amount of information. As the quality of the information on the Internet varies, it is important that students are able to evaluate such information critically. The aim of the study was to investigate how students evaluate Internet sources in an authentic learning task. Upper secondary school students ( n = 25) were asked to look for source material on the Internet in order to write an essay. ...

Tópico(s): Library Science and Information Literacy

2008 - SAGE Publishing | Journal of Educational Computing Research

Artigo Revisado por pares

Harri Ketamo, Kristian Kiili,

Tópico(s): Educational Games and Gamification

2010 - | Journal of educational multimedia and hypermedia

Artigo Revisado por pares

Kristian Kiili, Jari Multisilta, Marko Suominen, Harri Ketamo,

In this paper, we describe how a mobile social video application (MoViE) was used to teach HCI concepts. The aims of the study were to study the success factors of mobile video blogging and future expectations of mobile video blogging in education. The learning activities in this experiment were analysed using the shared experience and activity framework. The results indicated that video blogging could be an effective method in HCI education. The students experienced social video services as useful ...

Tópico(s): Digital Storytelling and Education

2010 - Inderscience Publishers | International Journal of Mobile Learning and Organisation

Artigo Acesso aberto Revisado por pares

Kristian Kiili, Harri Ketamo,

The main aim of this paper is to evaluate the problembased gaming model that tries to explain the learning process in educational games. The model was studied through Geometry game aimed for pre-school children (N = 24). The game relays on learning by teaching approach and involves AI-engine modeling the human concept learning structures. The qualitative analyses were used to explore participants learning processes and gaming strategies. The results indicated that the model well describes the problem- ...

Tópico(s): Innovative Teaching and Learning Methods

2007 - Faculty of Electrical Engineering and Computing, University of Zagreb | Journal of Computing and Information Technology

Artigo Revisado por pares

Kristian Kiili,

Abstract Educational games may offer a viable strategy for developing students' problem‐solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem‐based gaming that can be utilised to design pedagogically meaningful games. The proposed model was evaluated through a business simulation game. The interviews indicated that authenticity, collaboration and learning ...

Tópico(s): Intelligent Tutoring Systems and Adaptive Learning

2007 - Wiley | British Journal of Educational Technology

Artigo Acesso aberto

Kristian Kiili, Harri Ketamo,

The main aim of this paper is to evaluate the problem-based gaming model that tries to explain the learning process in educational games. The model was studied through Geometry game aimed for preschool pupils (N=24). The game relays on learning by teaching approach and involves Al-engine modeling the human concept learning structures. The qualitative analyses methods were used to explore participants learning processes and gaming strategies. The results indicated that the model describes well the ...

Tópico(s): Intelligent Tutoring Systems and Adaptive Learning

2007 - Institute of Electrical and Electronics Engineers | ITI ...

Artigo Revisado por pares

Donald J. Leu, J. Gregory McVerry, W. Ian O’Byrne, Carita Kiili, Lisa Zawilinski, Heidi Everett‐Cacopardo, Clint Kennedy, Elena Forzani,

Abstract This commentary explores a central issue for our times, online reading comprehension. It first defines three issues that have largely gone unnoticed as the Internet enters our classrooms: 1) literacy has become deictic; 2) effective online information use requires additional online reading comprehension practices, skills, and dispositions; and 3) misalignments in public policy, assessment, and instruction impede our ability to prepare students for the effective use of online information ...

Tópico(s): Educational Strategies and Epistemologies

2011 - Wiley | Journal of Adolescent & Adult Literacy

Artigo Revisado por pares

Kristian Kiili,

Tópico(s): Educational Tools and Methods

2006 - Springer Science+Business Media | Education and Information Technologies

Artigo Acesso aberto Revisado por pares

Kristian Kiili,

This paper examines the experiences of players of a problem-solving game. The main purpose of the paper is to validate the flow antecedents included in an experiential gaming model and to study their influence on the flow experience. Additionally, the study aims to operationalize the flow construct in a game context and to start a scale development process for assessing the experience of flow in game settings. Results indicated that the flow antecedents studied—challenges matched to a player’s skill ...

Tópico(s): Virtual Reality Applications and Impacts

2006 - University of Jyväskylä | Human Technology

Artigo Acesso aberto Revisado por pares

Kristian Kiili, Sara de Freitas, Sylvester Arnab, Timo Lainema,

Educational games have to be well designed to incorporate learner engagement, an integral component of educational effectiveness. One foundation of designing educational engagement is flow theory. This article presents a flow framework that describes the building blocks of flow experience that can be used to design appealing and effective educational games for formal and informal learning contexts. The framework provides the principles for good educational game design, based upon associative, cognitive ...

Tópico(s): Virtual Reality Applications and Impacts

2012 - Elsevier BV | Procedia Computer Science

Artigo Acesso aberto Revisado por pares

Carita Kiili,

Abstract This study explored how the construction of an argument graph promotes students' collaborative online reading compared to note‐taking. Upper secondary school students ( n = 76) worked in pairs. The pairs were asked to search for and read source material on the Web for a joint essay and either construct an argument graph or take notes during online reading. The data consist of transcription protocols of student pairs' discussions and joint essays. The study indicated that argument graphs may ...

Tópico(s): Online and Blended Learning

2012 - Wiley | Journal of Computer Assisted Learning

Artigo Acesso aberto Revisado por pares

Carita Kiili, Leena Laurinen, Miika Marttunen, Donald J. Leu,

This study examines how students in Finland (16-18 years of age) constructed meaning and knowledge in a collaborative online reading situation. Student pairs ( n = 19) were asked to write a joint essay on a controversial issue. First, the pairs discussed the topic freely to activate their prior knowledge. Next, they gathered source material on the Internet. Finally, they composed a joint essay. The data were collected using an interaction approach to verbal protocol data, along with video screen captures. ...

Tópico(s): Impact of Technology on Adolescents

2012 - SAGE Publishing | Journal of Literacy Research

Artigo Revisado por pares

Pauline Rooney,

... two fields of practice: pedagogy and game design (Kiili, 2005; Seeney & Routledge, 2009). Additionally, with the advent ...

Tópico(s): Virtual Reality Applications and Impacts

2012 - IGI Global | International Journal of Game-Based Learning

Artigo Revisado por pares

Jyrki T. Kuikka, M. Tenhunen, Jukka S. Jurvelin, H. KIILI NEN,

We evaluated physical performance of the new Siemens MultiSPECT 3 gamma camera. The camera is a triple-headed, large detector system dedicated to multislice single photon emission tomographic (SPET) imaging over all the human body. A triangular aperture up to 60 cm in diameter and a patient couch with low gamma-ray attenuation allow all patients to be studied without exception. The patient is easily, quickly and reproducibly positioned. Collimator change is rapidly and semiautomatically performed. ...

Tópico(s): Radiation Dose and Imaging

1993 - Lippincott Williams & Wilkins | Nuclear Medicine Communications

Artigo Acesso aberto Revisado por pares

Kristian Kiili,

<span>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 multimedia learning can be defined as learning with systems that enable learners to produce part of the learning materials themselves. The aim of the model is to represent the human information processing system more exhaustively than its predecessor, ...

Tópico(s): Visual and Cognitive Learning Processes

2005 - Australasian Society for Computers in Learning in Tertiary Education | Australasian Journal of Educational Technology

Artigo Revisado por pares

Kristian Kiili,

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 paper an experiential gaming model that is based on experiential learning theory, flow theory and game design is presented. The model stresses the importance of providing the player with immediate feedback, clear goals and challenges that are matched to ...

Tópico(s): Virtual Reality Applications and Impacts

2005 - Elsevier BV | The Internet and Higher Education

Artigo Revisado por pares

Kristian Kiili,

Tópico(s): Virtual Reality Applications and Impacts

2005 - Elsevier BV | The Internet and Higher Education

Artigo Revisado por pares

SW Cox, BM Eley, Markus Tapio Kiili, Antti Asikainen, Taina Tervahartiala, Timo Sorsa,

Objective: Several collagenolytic matrix metalloproteinases (MMPs) have recently been identified in gingival fibroblasts, while secreted cysteine proteinases could also participate in connective tissue destruction in periodontitis. To clarify their involvement, we examined enzyme release during collagen breakdown by cultured cytokine‐stimulated fibroblasts. Materials and methods: Gingival fibroblasts were derived from four chronic periodontitis patients and cultured on collagen gels in serum‐free ...

Tópico(s): Peptidase Inhibition and Analysis

2005 - Wiley | Oral Diseases

Artigo Revisado por pares

Kristian Kiili, Harri Ketamo, Antti Koivisto, Enda Finn,

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 world. The game is based on teachable agent approach, which means that in the game players can teach math skills to their game characters. Research focused on evaluating the implementation of the game, exploring players' opinions about the game, and studying ...

Tópico(s): Innovative Teaching and Learning Methods

2014 - IGI Global | International Journal of Game-Based Learning

Artigo Acesso aberto Revisado por pares

Kristian Kiili, Timo Lainema, Sara de Freitas, Sylvester Arnab,

The challenge of educational game design is to develop solutions that appeal to as many players as possible, but are still educationally effective. One foundation for analyzing and designing educational engagement is the flow theory. This article presents a flow framework that describes the dimensions of flow experience that can be used to analyze the quality of educational games. The framework also provides design-support for producing good educational games, because it can be used to reveal ways ...

Tópico(s): Virtual Reality Applications and Impacts

2014 - Elsevier BV | Entertainment Computing

Artigo Acesso aberto Revisado por pares

Kristian Kiili, Harri Ketamo, Michael Kickmeier-Rust,

The challenge of educational game design is to develop solutions that please as many players as possible, but are still educationally effective. How learning happens in games is methodologically very challenging to point out and thus it is usually avoided. In this paper we tackle this challenge with eye tracking method. The aim of this research is to study the meaning of cognitive feedback in educational games and evaluate the usefulness of eye tracking method in game based learning research and ...

Tópico(s): Educational Games and Gamification

2014 - Serious Games Society | International Journal of Serious Games

Artigo Acesso aberto Revisado por pares

Cath Larkins, Johanna Kiili, Kati Palsanen,

The article introduces four case studies from Wales, France and Finland and explores the situated, intergenerational and dynamic nature of collective participation in child welfare settings. Collective participation is conceived of as a process of engagement in which children and young people have some influence over the initiation or direction of a project; and as seeking a product, or outcome. The case studies represent a range of forms of collective engagement and highlight some key resources ...

Tópico(s): Social Work Education and Practice

2014 - Taylor & Francis | European Journal of Social Work

Artigo Acesso aberto Revisado por pares

Kristian Kiili, Arttu Perttula, Antero Lindstedt, Sylvester Arnab, Marko Suominen,

The measurement of the subjective playing experience is important part of the game development process. The enjoyment level that a serious game offers is a key factor in determining whether a player will be engaged in the gameplay and achieve the objectives of the game. In this paper we report the results of a game design process in which two prototypes of a collaborative exergame were studied. The main aim of the paper is to explore to what extend the measurement of flow experience can facilitate ...

Tópico(s): Virtual Reality Applications and Impacts

2014 - Serious Games Society | International Journal of Serious Games

Artigo Acesso aberto Revisado por pares

Carita Kiili, Marita Mäkinen, Julie Coiro,

Abstract This manuscript introduces a multidimensional framework for academic literacies to help instructors become more aware of different aspects of literacies and how they might be used to plan and orchestrate meaningful, multifaceted literacy experiences in their classes. More specifically, this broad framework for literacy and learning explicitly considers the overlapping role of argumentation, digital inquiry, collaboration, and innovation as they are applied to continuously evolving disciplinary ...

Tópico(s): Educational Strategies and Epistemologies

2013 - Wiley | Journal of Adolescent & Adult Literacy