Tuija Heikura | University of Helsinki (original) (raw)

Papers by Tuija Heikura

Research paper thumbnail of Managing Open Innovation Technologies

Research paper thumbnail of The QUARTIC Process Model to Support Serious Games Development for Contextualized Competence-Based Learning and Assessment

Handbook of Research on Serious Games as Educational, Business and Research Tools

This chapter presents the QUARTIC process model for developing contextualized, competence-based e... more This chapter presents the QUARTIC process model for developing contextualized, competence-based educational games. Parallel streams of pedagogy and game development have been married to streamline the process of deriving appropriate educational games from client requirements. Furthermore, the authors describe two methodologies to improve the complementarity of the streams: one for building contextualised narrative, and one for describing competences applied in context. This increases the applicability of learning outcomes and allows the simultaneous assessment of learning while gaming. The work presented is a part of the European research project TARGET aimed at rapid competence development for knowledge workers.

Research paper thumbnail of Living labs sustainability strategies and rural development policies

eChallenges, 2010

Abstract: The objective of this paper is to analyze the strategies for sustainability of rural li... more Abstract: The objective of this paper is to analyze the strategies for sustainability of rural living labs that were established in the c@R project, and to identify their strengths and wea%nesses in the context of rural development and innovation policies. Based on six living labs case ...

Research paper thumbnail of Knowledge management framework to drive efficiency in collaborative innovation networks

ispim.org

Taken from The Proceedings of The XXI ISPIM Conference 2010 Bilbao, Spain - 6-9 June 2010 ISBN 97... more Taken from The Proceedings of The XXI ISPIM Conference 2010 Bilbao, Spain - 6-9 June 2010 ISBN 978-952-214-926-8. The full paper and/or presentation is available to current members of ISPIM who must log in to the Members Section of http://www.ispim.org to gain access.

Research paper thumbnail of Knowledge transfer and management in networked open innovation environments: innovation management from the viewpoint of a company

Research paper thumbnail of Barriers of change in the socio-technical regime of construction and the built environment

Research paper thumbnail of International Society for Professional Innovation Management Innovation Symposium (ISPIM) - Sustainability in Innovation: Innovation Management Challenges, Hamburg, Germany, 12-15 June, 2011

Research paper thumbnail of International Conference on Innovation through Knowledge Transfer 2009, RESEARCH WITH IMPACT, London, UK, 2 December, 2009

Research paper thumbnail of Overcoming Industrial Inertia by Use of Open Innovation Technologies

Managing Open Innovation Technologies, 2012

Industries develop at different paces. The constant environmental flux of information and communi... more Industries develop at different paces. The constant environmental flux of information and communication technology companies becomes especially clear when comparing them with more traditional industries, in our case, the Finnish construction industry. The sector is dominated by a number of large industrial actors with established positions operating predominantly in the domestic or Scandinavian market. Based on our literature review and a round of key person interviews, this chapter categorises the different sources of institutional inertia in this particular industry. We build a research framework for defining the requirements for creating open innovation technologies that could accelerate structural changes in a traditional industry. First, sources of inertia are identified empirically. Second, we discuss a set of requirements for an open innovation technology which would be needed to overcome this inertia.

Research paper thumbnail of Developing a Participatory Innovation Approach to Accelerate Construction Industry Innovations

ispim.org

The construction industry and the built environment is used here as an empirical case to depict t... more The construction industry and the built environment is used here as an empirical case to depict the barriers of change which stand in the way of responding to changes in the landscape, eg global warming, scarcity of natural resources and globalization. These landscape ...

Research paper thumbnail of Living labs sustainability strategies and rural development policies

eChallenges, 2010

The objective of this paper is to analyze the strategies for sustainability of rural living labs ... more The objective of this paper is to analyze the strategies for sustainability of rural living labs that were established in the C@R project, and to identify their strengths and weaknesses in the context of rural development and innovation policies. Based on six living labs case studies including analysis of the rural policy environments, the paper describes how public-private partnership structures enable rural living labs to become better integrated in policies and instruments for rural and regional development, achieving an impact in terms of dimensions of rural livelihoods.

Research paper thumbnail of Learning loops - interactions between guided reflection and experience-based learning in a serious game activity

In a study on experience-based learning in serious games, 45 players were tested for topic compre... more In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game with a 3-min half-time break to complete an affect self-report form while 25 also participated in a 20-min reflective group discussion during their half-time break. During the discussion, they were asked by an experimenter to reflect on a set of topics related to the game. We present the analysis of the questionnaires, which illustrates that contrary to our expectations the reflection period had a negative effect on the learning of the players as judged by their performance on closed-form questions at levels 1–5 (out of 6) on the Bloom taxonomy of learning outcomes. The questionnaire also included a few open questions which gave the players a possibility to display deep (level 6) learning. The players did not differ significantly between conditions regarding the questions measuring deep learning.

Research paper thumbnail of Contextually enriched competence model in the field of sustainable manufacturing for simulation style technology enhanced learning environments

In order to remain competitive, engineers need to acquire competences necessary to attain the sus... more In order to remain competitive, engineers need to acquire competences necessary to attain the sustainability objectives that are emerging in the manufacturing industry. The training of current and future engineers needs to achieve two criteria: the learners need to be able to apply the learning into complex, life-like situations and the learning outcomes need to be achieved rapidly. Competence-based and technology-enhanced learning (TEL) in general and serious games and simulations in particular have recently attracted a great deal of attention as they have the potential to deliver on both accounts. Designing learning content for simulation style competence-based TEL environments places special demands on competence modelling. Competences are traditionally defined and modelled using internal-to-individual factors such as knowledge, skills and attitudes. However, designing simulation style competence-based TEL environments, such as serious games, cannot be based solely on these factors. In work situations competences are performed neither in solitude nor isolation. Contextual factors such as organization processes, laws and norms, the market and available technologies significantly influence competence performance. As the simulations in question need to be life-like constructions of work situations the role of contextual factors is heightened. In addition, the content area of sustainable manufacturing is novel, which adds to the challenge. The two main innovative contributions that are presented in this paper are: (1) an enhanced competence modelling methodology which aids in identifying and structuring relevant contextual factors that have an impact on the performance of the competences in question, and (2) the output of applying this methodology, i.e. a contextually enriched competence model in the field of sustainable manufacturing that can be used to facilitate the design of the TEL content for serious games and simulations. The work presented in the paper is a part of the European Seventh Framework Programme Integrated Project TARGET, the main aim of which is to develop a new genre of TEL environments that can be effectively used in engineering education to support future engineers’ rapid competence development in the field of sustainable manufacturing.

Research paper thumbnail of Systeemisen muutoksen haasteet ja innovaatiotoiminnan mahdollisuudet

Research paper thumbnail of The Effect of Reflection on Learning in a Serious Game Activity

In a study on learning in serious games, 45 players were tested for topic-comprehension by a ques... more In a study on learning in serious games, 45 players were tested for topic-comprehension by a questionnaire administered before and after playing the serious game Peacemaker (Impact Games 2007). This single-player game is designed to raise awareness of the Israel- Palestine conflict. Players were divided into two activity conditions: 20 played a 1 hour game on their own with a 3 minute half-time break to complete some affect self-report items; 25 played their game in the same room as 1 or 2 other players, and at the break the group participated in a 20 minute discursive reflection session. During this session, they were asked by an experimenter to discuss a set of topics related to the game they had just played. We present the analysis of the questionnaires, which illustrates the effect that the reflection period had on the players and their learning performance.

Research paper thumbnail of Learning loops - interactions between guided reflection and experience-based learning in a serious game activity

Journal of Computer Assisted Learning, 2013

In a study on experience-based learning in serious games, 45 players were tested for topic compre... more In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game with a 3-min half-time break to complete an affect selfreport form while 25 also participated in a 20-min reflective group discussion during their half-time break. During the discussion, they were asked by an experimenter to reflect on a set of topics related to the game. We present the analysis of the questionnaires, which illustrates that contrary to our expectations the reflection period had a negative effect on the learning of the players as judged by their performance on closed-form questions at levels 1-5 (out of 6) on the Bloom taxonomy of learning outcomes. The questionnaire also included a few open questions which gave the players a possibility to display deep (level 6) learning. The players did not differ significantly between conditions regarding the questions measuring deep learning.

Research paper thumbnail of Cardiovascular physiology predicts learning effects in a serious game activity

Computers & Education, 2013

This article appeared in a journal published by Elsevier. The attached copy is furnished to the a... more This article appeared in a journal published by Elsevier. The attached copy is furnished to the author for internal non-commercial research and education use, including for instruction at the authors institution and sharing with colleagues.

Research paper thumbnail of The QUARTIC Process Model to Support Serious Games Development for Contextualized Competence-Based Learning and Assessment

This chapter presents the QUARTIC process model for developing contextualized, competence-based e... more This chapter presents the QUARTIC process model for developing contextualized, competence-based educational games. Parallel streams of pedagogy and game development have been married to streamline the process of deriving appropriate educational games from client requirements. Furthermore, the authors describe two methodologies to improve the complementarity of the streams: one for building contextualised narrative, and one for describing competences applied in context. This increases the applicability of learning outcomes and allows the simultaneous assessment of learning while gaming. The work presented is a part of the European research project TARGET aimed at rapid competence development for knowledge workers.

Research paper thumbnail of Modelling project management and innovation competences for technology enhanced learning

This paper describes a means of modelling project management and innovation competences for Techn... more This paper describes a means of modelling project management and innovation competences for Technology Enhanced Learning. Competences are analysed to identify their different components according to individual, theoretical, organizational and environmental factors, and how the competences and associated factors relate to one another. A logical model of competences is presented as a competence cloud. The model is a step towards

Research paper thumbnail of Contextually enriched competence model in the field of sustainable manufacturing for simulation style technology enhanced learning environments

Journal of Intelligent Manufacturing

In order to remain competitive, engineers need to acquire competences necessary to attain the sus... more In order to remain competitive, engineers need to acquire competences necessary to attain the sustainability objectives that are emerging in the manufacturing industry. The training of current and future engineers needs to achieve two criteria: the learners need to be able to apply the learning into complex, life-like situations and the learning outcomes need to be achieved rapidly. Competence-based and technology-enhanced learning (TEL) in general and serious games and simulations in particular have recently attracted a great deal of attention as they have the potential to deliver on both accounts. Designing learning content for simulation style competence-based TEL environments places special demands on competence modelling. Competences are traditionally defined and modelled using internal-to-individual factors such as knowledge, skills and attitudes. However, designing simulation style competence-based TEL environments, such as serious games, cannot be based solely on these factors. In work situations competences are performed neither in solitude nor isolation. Contextual factors such as organization processes, laws and norms, the market and available technologies significantly influence competence performance. As the simulations in question need to be life-like constructions of work situations the role of contextual factors is heightened. In addition, the content area of sustainable manufacturing is novel, which adds to the challenge. The two main innovative contributions that are presented in this paper are: (1) an enhanced competence modelling methodology which aids in identifying and structuring relevant contextual factors that have an impact on the performance of the competences in question, and (2) the output of applying this methodology, i.e. a contextually enriched competence model in the field of sustainable manufacturing that can be used to facilitate the design of the TEL content for serious games and simulations. The work presented in the paper is a part of the European Seventh Framework Programme Integrated Project TARGET, the main aim of which is to develop a new genre of TEL environments that can be effectively used in engineering education to support future engineers’ rapid competence development in the field of sustainable manufacturing.

Research paper thumbnail of Managing Open Innovation Technologies

Research paper thumbnail of The QUARTIC Process Model to Support Serious Games Development for Contextualized Competence-Based Learning and Assessment

Handbook of Research on Serious Games as Educational, Business and Research Tools

This chapter presents the QUARTIC process model for developing contextualized, competence-based e... more This chapter presents the QUARTIC process model for developing contextualized, competence-based educational games. Parallel streams of pedagogy and game development have been married to streamline the process of deriving appropriate educational games from client requirements. Furthermore, the authors describe two methodologies to improve the complementarity of the streams: one for building contextualised narrative, and one for describing competences applied in context. This increases the applicability of learning outcomes and allows the simultaneous assessment of learning while gaming. The work presented is a part of the European research project TARGET aimed at rapid competence development for knowledge workers.

Research paper thumbnail of Living labs sustainability strategies and rural development policies

eChallenges, 2010

Abstract: The objective of this paper is to analyze the strategies for sustainability of rural li... more Abstract: The objective of this paper is to analyze the strategies for sustainability of rural living labs that were established in the c@R project, and to identify their strengths and wea%nesses in the context of rural development and innovation policies. Based on six living labs case ...

Research paper thumbnail of Knowledge management framework to drive efficiency in collaborative innovation networks

ispim.org

Taken from The Proceedings of The XXI ISPIM Conference 2010 Bilbao, Spain - 6-9 June 2010 ISBN 97... more Taken from The Proceedings of The XXI ISPIM Conference 2010 Bilbao, Spain - 6-9 June 2010 ISBN 978-952-214-926-8. The full paper and/or presentation is available to current members of ISPIM who must log in to the Members Section of http://www.ispim.org to gain access.

Research paper thumbnail of Knowledge transfer and management in networked open innovation environments: innovation management from the viewpoint of a company

Research paper thumbnail of Barriers of change in the socio-technical regime of construction and the built environment

Research paper thumbnail of International Society for Professional Innovation Management Innovation Symposium (ISPIM) - Sustainability in Innovation: Innovation Management Challenges, Hamburg, Germany, 12-15 June, 2011

Research paper thumbnail of International Conference on Innovation through Knowledge Transfer 2009, RESEARCH WITH IMPACT, London, UK, 2 December, 2009

Research paper thumbnail of Overcoming Industrial Inertia by Use of Open Innovation Technologies

Managing Open Innovation Technologies, 2012

Industries develop at different paces. The constant environmental flux of information and communi... more Industries develop at different paces. The constant environmental flux of information and communication technology companies becomes especially clear when comparing them with more traditional industries, in our case, the Finnish construction industry. The sector is dominated by a number of large industrial actors with established positions operating predominantly in the domestic or Scandinavian market. Based on our literature review and a round of key person interviews, this chapter categorises the different sources of institutional inertia in this particular industry. We build a research framework for defining the requirements for creating open innovation technologies that could accelerate structural changes in a traditional industry. First, sources of inertia are identified empirically. Second, we discuss a set of requirements for an open innovation technology which would be needed to overcome this inertia.

Research paper thumbnail of Developing a Participatory Innovation Approach to Accelerate Construction Industry Innovations

ispim.org

The construction industry and the built environment is used here as an empirical case to depict t... more The construction industry and the built environment is used here as an empirical case to depict the barriers of change which stand in the way of responding to changes in the landscape, eg global warming, scarcity of natural resources and globalization. These landscape ...

Research paper thumbnail of Living labs sustainability strategies and rural development policies

eChallenges, 2010

The objective of this paper is to analyze the strategies for sustainability of rural living labs ... more The objective of this paper is to analyze the strategies for sustainability of rural living labs that were established in the C@R project, and to identify their strengths and weaknesses in the context of rural development and innovation policies. Based on six living labs case studies including analysis of the rural policy environments, the paper describes how public-private partnership structures enable rural living labs to become better integrated in policies and instruments for rural and regional development, achieving an impact in terms of dimensions of rural livelihoods.

Research paper thumbnail of Learning loops - interactions between guided reflection and experience-based learning in a serious game activity

In a study on experience-based learning in serious games, 45 players were tested for topic compre... more In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game with a 3-min half-time break to complete an affect self-report form while 25 also participated in a 20-min reflective group discussion during their half-time break. During the discussion, they were asked by an experimenter to reflect on a set of topics related to the game. We present the analysis of the questionnaires, which illustrates that contrary to our expectations the reflection period had a negative effect on the learning of the players as judged by their performance on closed-form questions at levels 1–5 (out of 6) on the Bloom taxonomy of learning outcomes. The questionnaire also included a few open questions which gave the players a possibility to display deep (level 6) learning. The players did not differ significantly between conditions regarding the questions measuring deep learning.

Research paper thumbnail of Contextually enriched competence model in the field of sustainable manufacturing for simulation style technology enhanced learning environments

In order to remain competitive, engineers need to acquire competences necessary to attain the sus... more In order to remain competitive, engineers need to acquire competences necessary to attain the sustainability objectives that are emerging in the manufacturing industry. The training of current and future engineers needs to achieve two criteria: the learners need to be able to apply the learning into complex, life-like situations and the learning outcomes need to be achieved rapidly. Competence-based and technology-enhanced learning (TEL) in general and serious games and simulations in particular have recently attracted a great deal of attention as they have the potential to deliver on both accounts. Designing learning content for simulation style competence-based TEL environments places special demands on competence modelling. Competences are traditionally defined and modelled using internal-to-individual factors such as knowledge, skills and attitudes. However, designing simulation style competence-based TEL environments, such as serious games, cannot be based solely on these factors. In work situations competences are performed neither in solitude nor isolation. Contextual factors such as organization processes, laws and norms, the market and available technologies significantly influence competence performance. As the simulations in question need to be life-like constructions of work situations the role of contextual factors is heightened. In addition, the content area of sustainable manufacturing is novel, which adds to the challenge. The two main innovative contributions that are presented in this paper are: (1) an enhanced competence modelling methodology which aids in identifying and structuring relevant contextual factors that have an impact on the performance of the competences in question, and (2) the output of applying this methodology, i.e. a contextually enriched competence model in the field of sustainable manufacturing that can be used to facilitate the design of the TEL content for serious games and simulations. The work presented in the paper is a part of the European Seventh Framework Programme Integrated Project TARGET, the main aim of which is to develop a new genre of TEL environments that can be effectively used in engineering education to support future engineers’ rapid competence development in the field of sustainable manufacturing.

Research paper thumbnail of Systeemisen muutoksen haasteet ja innovaatiotoiminnan mahdollisuudet

Research paper thumbnail of The Effect of Reflection on Learning in a Serious Game Activity

In a study on learning in serious games, 45 players were tested for topic-comprehension by a ques... more In a study on learning in serious games, 45 players were tested for topic-comprehension by a questionnaire administered before and after playing the serious game Peacemaker (Impact Games 2007). This single-player game is designed to raise awareness of the Israel- Palestine conflict. Players were divided into two activity conditions: 20 played a 1 hour game on their own with a 3 minute half-time break to complete some affect self-report items; 25 played their game in the same room as 1 or 2 other players, and at the break the group participated in a 20 minute discursive reflection session. During this session, they were asked by an experimenter to discuss a set of topics related to the game they had just played. We present the analysis of the questionnaires, which illustrates the effect that the reflection period had on the players and their learning performance.

Research paper thumbnail of Learning loops - interactions between guided reflection and experience-based learning in a serious game activity

Journal of Computer Assisted Learning, 2013

In a study on experience-based learning in serious games, 45 players were tested for topic compre... more In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game with a 3-min half-time break to complete an affect selfreport form while 25 also participated in a 20-min reflective group discussion during their half-time break. During the discussion, they were asked by an experimenter to reflect on a set of topics related to the game. We present the analysis of the questionnaires, which illustrates that contrary to our expectations the reflection period had a negative effect on the learning of the players as judged by their performance on closed-form questions at levels 1-5 (out of 6) on the Bloom taxonomy of learning outcomes. The questionnaire also included a few open questions which gave the players a possibility to display deep (level 6) learning. The players did not differ significantly between conditions regarding the questions measuring deep learning.

Research paper thumbnail of Cardiovascular physiology predicts learning effects in a serious game activity

Computers & Education, 2013

This article appeared in a journal published by Elsevier. The attached copy is furnished to the a... more This article appeared in a journal published by Elsevier. The attached copy is furnished to the author for internal non-commercial research and education use, including for instruction at the authors institution and sharing with colleagues.

Research paper thumbnail of The QUARTIC Process Model to Support Serious Games Development for Contextualized Competence-Based Learning and Assessment

This chapter presents the QUARTIC process model for developing contextualized, competence-based e... more This chapter presents the QUARTIC process model for developing contextualized, competence-based educational games. Parallel streams of pedagogy and game development have been married to streamline the process of deriving appropriate educational games from client requirements. Furthermore, the authors describe two methodologies to improve the complementarity of the streams: one for building contextualised narrative, and one for describing competences applied in context. This increases the applicability of learning outcomes and allows the simultaneous assessment of learning while gaming. The work presented is a part of the European research project TARGET aimed at rapid competence development for knowledge workers.

Research paper thumbnail of Modelling project management and innovation competences for technology enhanced learning

This paper describes a means of modelling project management and innovation competences for Techn... more This paper describes a means of modelling project management and innovation competences for Technology Enhanced Learning. Competences are analysed to identify their different components according to individual, theoretical, organizational and environmental factors, and how the competences and associated factors relate to one another. A logical model of competences is presented as a competence cloud. The model is a step towards

Research paper thumbnail of Contextually enriched competence model in the field of sustainable manufacturing for simulation style technology enhanced learning environments

Journal of Intelligent Manufacturing

In order to remain competitive, engineers need to acquire competences necessary to attain the sus... more In order to remain competitive, engineers need to acquire competences necessary to attain the sustainability objectives that are emerging in the manufacturing industry. The training of current and future engineers needs to achieve two criteria: the learners need to be able to apply the learning into complex, life-like situations and the learning outcomes need to be achieved rapidly. Competence-based and technology-enhanced learning (TEL) in general and serious games and simulations in particular have recently attracted a great deal of attention as they have the potential to deliver on both accounts. Designing learning content for simulation style competence-based TEL environments places special demands on competence modelling. Competences are traditionally defined and modelled using internal-to-individual factors such as knowledge, skills and attitudes. However, designing simulation style competence-based TEL environments, such as serious games, cannot be based solely on these factors. In work situations competences are performed neither in solitude nor isolation. Contextual factors such as organization processes, laws and norms, the market and available technologies significantly influence competence performance. As the simulations in question need to be life-like constructions of work situations the role of contextual factors is heightened. In addition, the content area of sustainable manufacturing is novel, which adds to the challenge. The two main innovative contributions that are presented in this paper are: (1) an enhanced competence modelling methodology which aids in identifying and structuring relevant contextual factors that have an impact on the performance of the competences in question, and (2) the output of applying this methodology, i.e. a contextually enriched competence model in the field of sustainable manufacturing that can be used to facilitate the design of the TEL content for serious games and simulations. The work presented in the paper is a part of the European Seventh Framework Programme Integrated Project TARGET, the main aim of which is to develop a new genre of TEL environments that can be effectively used in engineering education to support future engineers’ rapid competence development in the field of sustainable manufacturing.