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[{"key": "dc.contributor.advisor", "value": "K\u00e4\u00e4nt\u00e4, Leila", "language": "", "element": "contributor", "qualifier": "advisor", "schema": "dc"}, {"key": "dc.contributor.author", "value": "R\u00e4s\u00e4nen, Janne", "language": "", "element": "contributor", "qualifier": "author", "schema": "dc"}, {"key": "dc.date.accessioned", "value": "2019-05-20T07:20:21Z", "language": null, "element": "date", "qualifier": "accessioned", "schema": "dc"}, {"key": "dc.date.available", "value": "2019-05-20T07:20:21Z", "language": null, "element": "date", "qualifier": "available", "schema": "dc"}, {"key": "dc.date.issued", "value": "2019", "language": "", "element": "date", "qualifier": "issued", "schema": "dc"}, {"key": "dc.identifier.uri", "value": "https://jyx.jyu.fi/handle/123456789/64067", "language": null, "element": "identifier", "qualifier": "uri", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Videopelien hy\u00f6dynt\u00e4minen opetusk\u00e4yt\u00f6ss\u00e4 on yksi n\u00e4kyvimmist\u00e4 tuoreista tutkimusaiheista viime vuosina. T\u00e4m\u00e4 tutkimus keskittyy videopelien mahdollisuuksiin englannin opetuksessa, painottaen motivaation ja autenttisen kielenk\u00e4yt\u00f6n eroja luokkahuoneessa ja videopeliymp\u00e4rist\u00f6ss\u00e4 tapahtuvan oppimisen v\u00e4lill\u00e4. Keskeisen\u00e4 ajatuksena on selvitt\u00e4\u00e4, voivatko n\u00e4m\u00e4 oppimiskontekstit t\u00e4ydent\u00e4\u00e4 toisiaan ja miss\u00e4 m\u00e4\u00e4rin videopelej\u00e4 voitaisiin hy\u00f6dynt\u00e4\u00e4 englannin oppimisessa luokkahuoneessa. \n\nTutkimusaineisto ker\u00e4ttiin k\u00e4ytt\u00e4en puolistrukturoitua haastattelua aineistonkeruumenetelm\u00e4n\u00e4. Aineisto koostui yhteens\u00e4 nelj\u00e4st\u00e4 (4) haastattelusta, joiden yhteiskesto oli yhdeks\u00e4nkymment\u00e4kaksi (92) minuuttia. Analyysivaiheessa hy\u00f6dynnettiin sis\u00e4ll\u00f6nanalyysia tutkimusmetodina. \n\nTutkimuksesta ilmenee, ett\u00e4 videopeleist\u00e4 saavutettu hy\u00f6ty keskittyy jokaisen haastateltavan kohdalla p\u00e4\u00e4osin sanastoon. Videopelit koettiin my\u00f6s motivoiviksi kielenoppimisalueiksi, vaikka luokkahuoneoppimisen t\u00e4rkeytt\u00e4 painotettiin sen selvien tavoitteiden vuoksi. Tutkimuksen pohjalta kumpikaan edelt\u00e4vist\u00e4 kielenoppimisalueista ei osoittautunut selke\u00e4sti toistaan motivoivammaksi. \n\nEri\u00e4vi\u00e4 mielipiteit\u00e4 ilmeni liittyen luokkahuoneoppimisen tarjoamiin mahdollisuuksiin hy\u00f6dynt\u00e4\u00e4 Englantia tosiel\u00e4m\u00e4n tilanteissa. Lis\u00e4ksi verrattaessa luokkahuoneoppimisen ja videopeliymp\u00e4rist\u00f6ss\u00e4 tapahtuvan englannin oppimisen autenttisuutta ei l\u00f6ytynyt selv\u00e4\u00e4 yhdenmielisyytt\u00e4. Vaikka haastatteluista ilmeni, ett\u00e4 englannin oppiminen koulukontekstissa ei v\u00e4ltt\u00e4m\u00e4tt\u00e4 heijasta aitoja kielenk\u00e4ytt\u00f6tilanteita, kukaan haastateltavista ei l\u00f6yt\u00e4nyt ongelmakohtia luokkahuoneoppimisesta.\n\nJokainen haastateltava koki videopelien tarjoavan kielenoppimismahdollisuuksia, vaikka luokkahuoneoppiminen koettiin t\u00e4rke\u00e4ksi pohjaksi kielenoppimisen kannalta. Haastateltavat olivat yht\u00e4 mielt\u00e4, ett\u00e4 videopelit voisivat t\u00e4ydent\u00e4\u00e4 luokkahuoneoppimista, etenkin sanastollisesti. N\u00e4in voidaan olettaa, ett\u00e4 aiheesta tulisi tehd\u00e4 laajamittaisempaa tutkimusta, jotta voitaisiin selvitt\u00e4\u00e4 konkreettisia tapoja hy\u00f6dynt\u00e4\u00e4 videopelej\u00e4 englannin oppimisessa ja opetuksessa.", "language": "fi", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Submitted by Paivi Vuorio (paelvuor@jyu.fi) on 2019-05-20T07:20:21Z\nNo. of bitstreams: 0", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Made available in DSpace on 2019-05-20T07:20:21Z (GMT). No. of bitstreams: 0\n Previous issue date: 2019", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.format.extent", "value": "29", "language": "", "element": "format", "qualifier": "extent", "schema": "dc"}, {"key": "dc.language.iso", "value": "eng", "language": null, "element": "language", "qualifier": "iso", "schema": "dc"}, {"key": "dc.rights", "value": "In Copyright", "language": "en", "element": "rights", "qualifier": null, "schema": "dc"}, {"key": "dc.subject.other", "value": "English teaching", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "authentic language", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.title", "value": "Finnish young adults\u2019 views about the possibilities to utilize video games in English learning in the classroom", "language": "", "element": "title", "qualifier": null, "schema": "dc"}, {"key": "dc.type", "value": "bachelor thesis", "language": null, "element": "type", "qualifier": null, "schema": "dc"}, {"key": "dc.identifier.urn", "value": "URN:NBN:fi:jyu-201905202682", "language": "", "element": "identifier", "qualifier": "urn", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Bachelor's thesis", "language": "en", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Kandidaatinty\u00f6", "language": "fi", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Humanistis-yhteiskuntatieteellinen tiedekunta", "language": "fi", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Faculty of Humanities and Social Sciences", "language": "en", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Kieli- ja viestint\u00e4tieteiden laitos", "language": "fi", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Department of Language and Communication Studies", "language": "en", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "Jyv\u00e4skyl\u00e4n yliopisto", "language": "fi", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "University of Jyv\u00e4skyl\u00e4", "language": "en", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Englannin kieli", "language": "fi", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "English", "language": "en", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "yvv.contractresearch.funding", "value": "0", "language": "", "element": "contractresearch", "qualifier": "funding", 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"dc.subject.yso", "value": "videopelit", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "kielen oppiminen", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "content analysis", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "motivation (mental objects)", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "English language", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "video games", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "language learning", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.rights.url", "value": "https://rightsstatements.org/page/InC/1.0/", 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