Haku
Viitteet 1961-1970 / 2335
The effectiveness of digital gaming on the functioning and activity of older people living in long-term care facilities: a systematic review and meta-analysis
(Springer Science and Business Media LLC, 2023)
Background
The population is aging globally. Older people living in long-term care facilities have many functional impairments, such as mobility problems and depression. Digital games and so-called exergames can offer a ...
The Impact of Remote Work on Organizational Knowledge Creation
(Association for Information Systems, 2023)
The COVID-19 pandemic caused most companies and organizations to start utilizing remote work.
Naturally, this gave rise to many issues regarding employee performance, communication, and
collaboration, especially in the ...
Printed electronics as an enabling technology ‒ introduction to printed electronics
(Oulun ammattikorkeakoulu, 2022)
Printed electronics is a combination of conventional printing techniques used with functional materials in ink or paste format. Technology has been around us already for decades. There are several commercially available ...
Student teachers’ views of competence goals in vocational teacher education
(Routledge, 2020)
Competence-based education (CBE) is an international educational trend and a core issue in developing Finnish vocational upper secondary and higher education. The theory and practice of the competence-based approach should ...
Towards competence-oriented higher education: a systematic literature review of the different perspectives on successful exit profiles
(Emerald Publishing Limited, 2021)
Purpose –The twenty-first century education system seeks to meet the societal demands of economic
effectiveness and the unique professional development needs of individuals. This paper aims to discuss the qualities of ...
The MR-Linac : using the new technology in lung cancer radiation therapy
(Suomen röntgenhoitajaliitto, 2021)
Associations between digital gaming behavior and physical activity among Finnish vocational students
(Springer, 2022)
Digital gaming is considered to be a major sedentary lifestyle among youth. The time spent on digital gaming may also affect the physical behavior of young adults.
Objective
This study aimed to investigate the ...
Agency, expertise and working life skills : students' conceptions of the generic competences required in the world of work
(Open Access Publishing Group, 2021)
Fundamental changes in working life highlight the demands on the co-operation between
the educational sector and working life, that should contribute to students’ employability. In addition to discipline-specific ...









