Kristian Kiili

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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(More)
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(More)
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(More)
The purpose of this paper is to present a participatory multimedia learning model that can be used in designing multimedia learning environments that support an active learning process and creative participation. Participatory multimedia learning can be defined as learning with systems that enable learners to produce part of the learning materials(More)
The technological infrastructure of Finnish schools varies a lot. In some schools there are computers almost for every pupil in the classroom. On the other hand there are also schools with only a few computers in the whole school. The purpose of this paper is to study how teachers from different schools and school levels utilize technological resources in(More)
Some educational communities and organizations have recognized the possibilities of mLearning. mLearning may provide tools to respond to the demands of working life and information society. One way to enhance mLearning is to raise the usability of mobile terminals as good usability is the basis for the meaningful and effective learning. Poor usability(More)
One problem with most education systems is that learning and (summative) assessment are generally treated as quite separate things in schools. We argue that video games can provide an opportunity to combine these processes in an engaging and effective way. The present study focuses on investigating the effectiveness and the assessment power of two different(More)
Childhood obesity and physical inactivity are well-known problems which are typically related with videogames. The goal of this study is to develop digital games which motivate children and adolescents to exercise more, instead. The games are realized in such way that no special game consoles are required. The games can be played with a regular computer(More)