Digitaalisten oppimispelien opetuksellisen hyödyn arviointi

Tutkielman tavoitteena oli selvittää konstruktiivisen menetelmän avulla, miten oppimispelit opettavat ja toimivat ja muodostaa tämän pohjalta malli, jolla kaikenlaisten pelien opetuksellisuutta voitaisiin arvioida. Parhaimmillaan opetuspelit käyttävät samoja keinoja kuin kaupalliset pelit ja ovat im...

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Main Author: Varjosalo, Jeri
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Master's thesis
Language:fin
Published: 2021
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/75814
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author Varjosalo, Jeri
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Varjosalo, Jeri Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Varjosalo, Jeri Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Varjosalo, Jeri
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description Tutkielman tavoitteena oli selvittää konstruktiivisen menetelmän avulla, miten oppimispelit opettavat ja toimivat ja muodostaa tämän pohjalta malli, jolla kaikenlaisten pelien opetuksellisuutta voitaisiin arvioida. Parhaimmillaan opetuspelit käyttävät samoja keinoja kuin kaupalliset pelit ja ovat immersiivisiä kokemuksia, joissa oppiminen on tutkivaa ja sidottua pelin maailmaan. Pelit ovat entistä näkyvämpi osa niin koulujen opetussuunnitelmia kuin oppilaiden arkea, mutta niiden käyttöönottoon liittyy monia ongelmia. Pelejä voi olla vaikea hankkia, opettajien osaaminen voi olla puutteellista tai voi olla vaikea selvittää, mitkä pelit voisivat olla soveltuvia opetuskäyttöön. Avuksi tähän muodostettiin heuristinen VaJe-arviointimalli, jonka tarkoituksena on arvioida opetuspelien opetuksellisuutta tutkimalla pelien eri osa-alueita. Mallin tyyli ja rakenne pohjattiin edeltäviin tutkimuksiin, jonka lisäksi mallia testattiin ulkoisilla testaajilla. Sen jälkeen mallia paranneltiin tulosten ja palautteen pohjalta. Luotu malli vaikuttaisi olevan toimiva väline auttamaan pelien arvioinnissa ja tulevaisuudessa sitä voitaisiin mahdollisesti laajentaa entistä kattavammaksi. Lisäksi mallin avulla voitaisiin helpottaa pelien käyttöönottoa opetustilanteissa ja ylipäätään rakentaa parempaa kuvaa hyvistä oppimispeleistä. The goal of this thesis was to find out how educational games work and how they teach. Based on the findings an evaluation model for evaluating educational games was created. The best educational games use the same fundamentals as commercial games. They are immersive experiences where learning is a part of the game world and naturally occurring through experimentation. Games are an ever-growing presence in today’s schools and form a major part of students’ daily lives, but there are some problems involved in introducing games to schools. Games can be hard to procure, teachers may lack experience and it can be hard to find out what games are suitable for learning. The VaJe model was created to alleviate these problems. With the VaJe model, people can evaluate different aspects of all kinds of games. The style and inner workings of the model are based on previous studies. An experiment to test the model was conducted with an outsider evaluator group. After the experiment, utilising results and feedback, the VaJe model was improved even further. The VaJe model appears to be a promising tool for evaluating games and in the future its scope could be broadened. By using the VaJe model, one can attempt to alleviate problems with using digital games in different learning environments and overall create a better overview of excellent educational games.
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spellingShingle Varjosalo, Jeri Digitaalisten oppimispelien opetuksellisen hyödyn arviointi opetuspeli DBGL opettaminen Tietotekniikka Mathematical Information Technology 602 pelit tietokonepelit oppimispelit oppiminen arviointi heuristiikka pelillistäminen hyötypelit opetus
title Digitaalisten oppimispelien opetuksellisen hyödyn arviointi
title_full Digitaalisten oppimispelien opetuksellisen hyödyn arviointi
title_fullStr Digitaalisten oppimispelien opetuksellisen hyödyn arviointi Digitaalisten oppimispelien opetuksellisen hyödyn arviointi
title_full_unstemmed Digitaalisten oppimispelien opetuksellisen hyödyn arviointi Digitaalisten oppimispelien opetuksellisen hyödyn arviointi
title_short Digitaalisten oppimispelien opetuksellisen hyödyn arviointi
title_sort digitaalisten oppimispelien opetuksellisen hyödyn arviointi
title_txtP Digitaalisten oppimispelien opetuksellisen hyödyn arviointi
topic opetuspeli DBGL opettaminen Tietotekniikka Mathematical Information Technology 602 pelit tietokonepelit oppimispelit oppiminen arviointi heuristiikka pelillistäminen hyötypelit opetus
topic_facet 602 DBGL Mathematical Information Technology Tietotekniikka arviointi heuristiikka hyötypelit opettaminen opetus opetuspeli oppiminen oppimispelit pelillistäminen pelit tietokonepelit
url https://jyx.jyu.fi/handle/123456789/75814 http://www.urn.fi/URN:NBN:fi:jyu-202105203076
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