Haku
Viitteet 1001-1010 / 1150
Picture-based recognition of smokers: A novel visual method
(Wrocław University of Economics, 2020)
It is important to obtain a deeper understanding of the social context of smoking, which may
support finding new ways to hinder the development of a smoker’s identity. The authors developed
the Picture Based Recognition ...
Close Collaboration with Parents intervention improves family-centered care in different neonatal unit contexts: a pre–post study
(Springer Science and Business Media LLC, 2020)
Background
The quality of family-centered care and parental participation in care in neonatal units differ widely across the world. Appropriate education might be an effective way to support medical staff in neonatal units ...
Predictive modeling for trustworthiness and other subjective text properties in online nutrition and health communication
(Public Library of Science, 2020)
While the internet has democratized and accelerated content creation and sharing, it has also made people more vulnerable to manipulation and misinformation. Also, the received information can be distorted by psychological ...
The Definition of Informatics Competencies in Finnish Healthcare and Social Welfare Education
(IOS Press, 2020)
Finland is a world leader in the use of public electronic services. Continuous improvement to competencies is a prerequisite for the success of digitalisation in the service development sector. ...
Incorporating Service Design into Education of Future Managers
(European Academy of Management, 2019)
The goal of management education is to prepare the master’s students to the role of the future manager. Therefore, the management education indisputably shapes the future profession. However, the manager’s profession is ...
INTEGRATING TEACHING AND R&D IN HIGHER EDUCATION - THE WELIVE PROJECT
(International Academy of Technology, Education and Development, 2015)
In order to respond to the challenges posed by digitalisation, new competence and operating models are required in the working life. This, on the other hand, requires developing the content and methods of higher education. ...
TradeAway learning game project : A fun and collaborative way of learning game design and development, international business and entrepreneurial mindset in innovative knowledge communities
(Tampereen yliopisto, 2017)
Learning games and game-based learning have been taken into use in various fields of education. Even though the use of learning games has been widely studied, not enough is known about how to pedagogically ...
Dimensions of likelihood to recommend an online course
(Human and Social Sciences at the Common, 2017)
In this paper, we examine how the course experience, delivery mode and instructor experience relate to the likelihood of recommending online courses to other students. The course experience, delivery mode related perceptions ...
Forming multidisciplinary master's degree student teams by means of gamification case : the WeLive design game
(International Academy of Technology, Education and Development, 2017)
New innovations arise as a result of dialogue between multidisciplinary design team and end users. Interaction among designers and users, where the most collaborative and descriptive methods and tools are used to achieve ...
Open Innovation Camp (OIC) – A Tool For Solving Complex Problems Rapidly
(European Network of Living Labs, 2019)