University of Eastern Finland

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    Moulting behaviour of the Saimaa ringed seal : exploration of socio-spatio-temporal fidelity patterns

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    Best Practices for Creating and Conducting Educational Escape Rooms: A Comprehensive Guide for Teachers

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    The objective of this document, titled “Best Practices for Creating and Conducting Educational Escape Rooms: A Comprehensive Guide for Teachers” (or “IGLUE Best Practices” for short), is to present guidelines and recommendations for helping teachers of any educational level and knowledge area to design, build, execute, and evaluate educational escape rooms considering different formats (physical, virtual, and hybrid) and delivery modes (face-to-face and remote). The guidelines and recommendations defined in this document (also referred to as practices) cover the whole life cycle of educational escape rooms and have been organised according to the phases of this cycle: design, build, execution, and evaluation

    Tehostajajaksolla kohdennettu geeniekspressio sydänlihassoluissa

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    Nivelkierukan solujen ympäristön infrapunakuvantaminen

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    The antifungal properties of conifer needle extracts

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    Spectroscopic characterization of brominated flame retardants from plastics

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    Luontoarvopainotteinen metsäsuunnitelma Metsänhoitoyhdistys Etelä-Karjalan toimintaympäristössä

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    Analysing Student Engagement Through the Definition of Educational Escape Rooms

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    Engaging stakeholders is crucial in designing effective educational activities. Research shows that when students are motivated and actively involved in the learning process outcomes improve. Game-Based Learning has emerged as a key approach, using games with specific learning objectives to enhance skills and boost engagement. One notable application of Game-Based Learning is Educational Escape Rooms, which develop soft skills such as communication, creative thinking, and teamwork while fostering knowledge and achieving targeted objectives. This study examines how student engagement can be increased through escape rooms, particularly through the involvement of students in their creation. In an experiment, students designed and participated in escape rooms created by their peers. Engagement was assessed using structured instruments and qualitative feedback. Results showed that escape rooms enhance teaching and learning, significantly boosting engagement. However, while virtual platforms can aid implementation, producing high-quality escape rooms often requires technical expertise that not all educators possess

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