Ilkka Jormanainen

Ilkka Jormanainen
University of Eastern Finland | UEF · School of Computing

Doctor of Philosophy

About

71
Publications
8,855
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533
Citations
Introduction
Senior researcher of educational technology and computing education, including educational data mining and educational robotics, learning analytics. Great passion for ICT4D as well.

Publications

Publications (71)
Article
Full-text available
In the current knowledge-driven global economy, higher education and research institutions are taking a leading role as the hubs for knowledge creation and sharing. In contribution to the needed coordination of the efforts, this paper presents a guiding model thorough assessment of the prevailing status of knowledge resources sharing and collaborat...
Article
Full-text available
Tekoälyn ja erityisesti uudet koneoppimisen tekniikat ovat teknologisen murroksen keskeisiä ajureita. Tänä päivänä koneoppiminen on myös yhä enemmän sulautumassa osaksi kehollista ja materiaalista maailmaa sekä vuorovaikutusta. Antureiden, verkkoyhteyksien ja tietokoneohjelmistojen kautta rakennukset, esineet ja tekstiilit ovat muuttumassa älykkäid...
Article
Full-text available
This paper explores the prevailing higher education environment in Eritrea as a case study, with the aim of identifying factors influencing knowledge sharing and collaboration in the community both within and across the institutions. The research is based on qualitative data from semi-structured interviews with seven respondents: leaders and senior...
Article
Full-text available
Over the past decades, numerous practical applications of machine learning techniques have shown the potential of data-driven approaches in a large number of computing fields. Machine learning is increasingly included in computing curricula in higher education, and a quickly growing number of initiatives are expanding it in K–12 computing education...
Article
In the prevailing knowledge-driven economic society and increasingly digitizing world, knowledge as the very important resource claims a key position in the success of companies and institutions. It is even more so in the knowledge-intensive institutions like in higher education. Its proper management incorporates three main components, namely Peop...
Preprint
Full-text available
Over the past decades, numerous practical applications of machine learning techniques have shown the potential of data-driven approaches in a large number of computing fields. Machine learning is increasingly included in computing curricula in higher education, and a quickly growing number of initiatives are expanding it in K-12 computing education...
Article
An entire generation of children is growing up with machine learning (ML) systems that are greatly disrupting job markets as well as changing people’s everyday lives. Yet, that development and its societal effects have been given minor attention in computing education in schools, which mainly focuses on rule-based programming. This article presents...
Chapter
Digital society demands professionals prepared for the current landscape. It is necessary to teach current students how to employ and solve problems related to this constantly changing context. This requires new learning approaches that facilitate developing computational thinking skills by learning programming and applying STEAM disciplines. Howev...
Conference Paper
This systems short paper presents the design and implementation of an escape room game for practicing computational thinking (CT) skills in the primary school. The game, which can be packed into two small suitcases and set up anywhere, combines physical and virtual elements in order to engage learners into exploring the room. Aural elements with sp...
Conference Paper
This innovative practice full paper is grounded in the societal developments of computing in the 2000s, which have brought the concept of information literacy and its many variants into limelight. Widespread tracking, profiling, and behavior engineering have set the alarms off, and there are increasing calls for education that can prepare citizens...
Conference Paper
This Research to Innovative Practice Full Paper presents a multidisciplinary, design-based research study that aims to develop and study pedagogical models and tools for integrating machine-learning (ML) topics into education. Although children grow up with ML systems, few theoretical or empirical studies have focused on investigating ML and data-d...
Conference Paper
Educational robotics and physical computing have proved to be good sources of motivation for students of all ages and school levels. We conducted a series of workshops in the primary schools of city of Joensuu in eastern Finland, focusing on training the fundamental computational thinking (CT) skills by using a programmable and interactive Teddy Be...
Conference Paper
Various educational robotics (ER) initiatives have been carried out worldwide to motivate learners at different levels to learn by working with robotics equipment. A data extraction form was used in this study to review ten ER projects and initiatives, published between 2018 and 2020. A survey was also carried out to gather data regarding electroni...
Chapter
In the context of the digital society, educational systems should prepare the students to succeed in a really volatile environment. In order to do so they require to acquire some specific competences that use to be related to STEAM Education. However, integrating STEAM is hard and requires of new methodologies and tools. RoboSTEAM is an Erasmus+ pr...
Conference Paper
A workshop on educational robotics introduced (mostly) undergraduate students to basic robotics and sensor technology skills. Creative robotics projects were developed using sensor technologies. At the beginning of the workshop, the participants indicated that they were excited about the workshop. This was confirmed by the data analyzed with the In...
Conference Paper
In this study, we developed a machine learning method for object recognition that can be implemented using knowledge that high school students attain during their normal math and IT classes. We then tailored a two-hour interactive lesson in which the students were divided into groups to implement solutions to six distinct problems required by the m...
Conference Paper
We live in a digital society that needs new better prepared professionals for the new challenges and opportunities provided by the ICT. Students must learn how to deal with all the issues that emerge in this new context. They should acquire computational thinking skills by integrating STEAM, however this needs for changes in current learning curric...
Conference Paper
In the prevailing knowledge-driven economic society and increasingly digitizing world, knowledge as the very important resource claims a key position in the success of companies and institutions. It is even more so in the knowledge-intensive institutions like in higher education. Its proper management incorporates three main components, namely Peop...
Conference Paper
This research was set out to explore and analyze the status of integration of Information and Communications Technology (ICT) into teacher education and development programs in the context of a developing country, Eritrea. It based its investigation on the requirements of teacher professionalism in contemporary learning environments, where teachers...
Conference Paper
Educational Data Mining (EDM) aims to produce new knowledge from educational settings to support educators, learners and other stakeholders. EDM aims to facilitate the understanding of the educational context by utilizing different methods of statistics and machine learning. Like wise to the current trends in data mining, also EDM approaches have s...
Article
Full-text available
Abstract Educational data mining (EDM) processes have shifted towards open-ended processes with visualizations and parameter and predictive model adjusting. Data and models in hyperdimensions can be visualized for end-users with popular data mining platforms such as Weka and RapidMiner. Multiple studies have shown how the adjusting and even creatin...
Chapter
Full-text available
Effective collaborative learning is rarely a spontaneous phenomenon. In fact, it requires that a set of conditions are met. Among these central conditions are group formation, size and interaction dynamics. While previous research has demonstrated that size might have detrimental effects on collaborative learning, few have examined how social dynam...
Preprint
Full-text available
Abstract. Effective collaborative learning is rarely a spontaneous phenom-enon. In fact, it requires that a set of conditions are met. Among these cen-tral conditions are group formation, size and interaction dynamics. While previous research has demonstrated that size might have detrimental effects on collaborative learning, few have examined how...
Conference Paper
Educational robotics is considered to motivate students to learn principles of computing and computational thinking in many contexts. In this paper, we present the first experiences from our recent multimodal robotics course, that was given to more than 100 computer science major students at the University of Eastern Finland. Preliminary results sh...
Conference Paper
Educational robotics is a widely recognized tool to motivate students and concretize abstract and complex topics, such as artificial intelligence in computing education curricula. Lego Mindstorms series is one of the most popular robotics platform due to its flexibility and relatively cheap price. We used Lego Mindstorms EV3 robots with a novel Ope...
Chapter
The growth of the maker movement has created a demand to include tools for digital fabrication in the school curriculum to foster STEAM education. Yet, the tools used by the maker movement remain sparse and do not exist integrated in the same environment for educational purposes. In this paper, we introduce a smart learning environment that collect...
Chapter
Environmental education is nowadays an important part of school curricula everywhere. We have built a novel learning environment based on Internet of Things technologies, such as sensor networks and cloud storages. Initial tests of the learning environment indicate that local sensor data is an effective way to adapt multidisciplinary projects and s...
Conference Paper
Science, technology, engineering and math education has been expanded by the inclusion of the arts as an integral area. As such, STEAM education is posed to be gender inclusive and accessible for all levels of technical abilities. In this paper, we present our work on the inclusion of the arts into robotics education through the theater robotics co...
Conference Paper
Within TACCLE 3 -- Coding European Union Erasmus+ KA2 Programme project, a review and evaluation of a set of resources that can contribute to teaching programming to younger children has made. This paper presents a survey of this review including the most outstanding products in order to help teachers to introduce programming in pre-university stud...
Technical Report
Full-text available
The rationale for this literature review is to take the main areas of debate surrounding the teaching of coding to primary aged children and examine the polemic and the different positions that writers and practitioners are taking on these issues. This is intended to be a literature review useful to practitioners rather than academics. In that vein...
Conference Paper
Making construals is a new digital skill that complements conventional programming. Its primary focus is on using computer-related technology to stage interactive experience of unprecedented richness and subtlety. This paper is a tutorial on the latest version of an instrument for making construals developed in the ongoing EU Erasmus+ CONSTRUIT! pr...
Chapter
Unlike the usual, administration-led approach to plan and offer ICT training for K12 teachers, an action-driven approach emerges from the school activities at the grassroots level. A Finnish instance of the action-driven K12 teachers’ ICT competence training was designed and implemented in the country’s eastern region around the municipality of Joe...
Conference Paper
The role that computing has come to play in the contemporary world motivates two topical concerns: how to develop and educate the next generation of computing specialists, and how to help computing non-specialists to understand the broader significance of computing in human and social terms. In this short paper, we discuss how research into 'making...
Conference Paper
Theater robotics allows its users to learn by transforming a story into a theatrical performance acted out by robots. A preliminary implementation uses affordable robotics kits controlled by a scripting environment that was designed iteratively by observing the users from the viewpoint of a given set of criteria. The end result facilitates a truly...
Conference Paper
Making a construal is a way of using the computer to help us in making sense of a situation. Its merits as a new digital skill for developing open educational resources in the constructionist tradition are illustrated using a basic construal of shopping activity. Making construals is the central theme of the three year EU Erasmus+ CONSTRUIT! projec...
Conference Paper
The use of mobile technology among churches, congregations and other Christian communities is still in its infancy. However, there are lot of opportunities for educational technology solutions to support informal learning also in religious contexts. We have successfully applied a design research framework to build a cross-platform mobile applicatio...
Article
The Open Monitoring Environment (OME) allows a teacher to monitor, model and, thus, understand, the learning process based on the real data rising from an educational robotics class. The OME uses a novel educational data mining approach where teachers are empowered to create rules to extract pedagogically and contextually meaningful patterns of act...
Thesis
Full-text available
Modern technology-enhanced learning environments raise the need for flexible tools for analysing learning data. This dissertation presents the development of an Open Monitoring Environment, which utilises a novel data mining method for building contextualised models for observing learning processes in educational robotics classes. The results can b...
Conference Paper
Full-text available
The current trend of tablet computers as learning tools in the classroom places extra demands on the teacher. Learning environments are needed which enable the teacher to monitor the progress of their students and to receive alerts when particular students are encountering difficulties. In this paper we develop a support environment for teachers us...
Article
The open monitoring environment (OME) uses a novel data-mining approach to enhance teachers' pedagogical interventions in a robotics class. According to earlier studies, decision trees resulting from an open and semi-automatic data-mining process are practically useful when classifying subsequently data arising from a robotics class. The current st...
Article
Following students' progress in robotics classes is difficult because student groups usually take different and unpredictable paths in problem solving. To improve teachers' possibilities for intervention at the right time, Open Monitoring Environment allows the teacher to monitor and model the learning process based on the data rising from the curr...
Article
SciFest is a festival of science, technology, and environmental issues. It attracts annually 6000 school children, student, teacher, and public audience to learn and make innovations together with experts from various fields. Workshops from Computer Science and other IT-related fields have been very popular in science festivals, and this provides p...
Conference Paper
Modern teaching tools, such as educational robotics, require new learning environments. The teacher especially needs to be supported in novel ways. Conflative learning environment is based on the agents collecting data from the learning process. The teacher can build a support environment based on his or her empirical observations from the classroo...
Conference Paper
The paper introduces an example of a 'distributed tangible technology' as a new type of technology that enables children in different physical locations to engage in physical interaction. A virtual tug of war game is an example of a distributed tangible technology that is played by groups of children pulling a rope from two separate locations. The...
Conference Paper
Full-text available
Based on results from the technologies for children with individual needs project and two case projects, we propose a new multidisciplinary framework for research between computer science, educational technology, and special education. The framework presents a way to conduct research that aims at developing new methods for technology-enhanced speci...
Conference Paper
Teachers working in robotics classes face a major problem: how to keep track on individual students' or even small groups' progress in a class of 30-40 students. A multi-agent environment to help teachers with this problem is based on having pedagogical agents to monitor students' interaction, robots' movements, and the construction and programming...
Conference Paper
Full-text available
Teachers working in robotics classes face a major problem: how to keep track of individual students' or even small groups' progress in a class of 30-40 students. A multi-agent environment to help teachers with this problem is based on having pedagogical agents to monitor students' interaction, robots' movements, and the construction and programming...
Article
Full-text available
Although computer-assisted interview tools have much potential, little empirical evidence on the quality and quantity of data generated by these tools has been collected. In this study we compared the effects of using Virre, a computer-assisted self-interview tool, with the effects of using other data collection methods, such as written responding...
Conference Paper
Teachers working in robotics classes face a major problem: how to keep track on individual students' or even small groups' progress in a class of 30-40 students. An agency approach to this problem is based on having sensors to monitor students' interaction, robots' movements, and the construction and programming process of robots. The design can be...
Conference Paper
Full-text available
Kids' Club, a university-based technology club, and a company, Abloy Oy, created an intelligent door system in a collaborative innovation creation project. The model applied in the project, that works between school students and the company, is a combination of modern learning concepts and a model for a software project. The model is proposed espec...
Article
Full-text available
The observation of Kids' Club process indicates the development in methods, activities and tools from the beginning of Kids' Club in 2001 to the present activities. The key elements of Kids' Club that were presented at the first stage are still valid, but the activities have received novel forms, emphases and working tools as a result of action res...
Article
Full-text available
Virtual Reflecting Tool (Virre) was developed to support children's reflection process and tutors' data gathering in Kids' Club technology club. Returning back to learning process by reflecting strengthens one's self-guidance and learning. This is realized in Kids' Club and with school students by using Virre. According to Kids' Club tutors' experi...
Article
This paper presents work-in-progress on developing an environment to support the teacher in educational robotics classes. Building on previous research that implemented an agent architecture to collect information about the interactions between student and robot, we explore approaches that the teacher can use to observe and to decide when and how t...
Article
Full-text available
Robotics is a functional approach for learning basic concepts of computing. In this role, it has been successfully used in introductory classes of Computer Science and Information Technology from primary to higher education. In a typical scenario, learners design and program robots in small groups that comprise between 2 and 4 students. Although su...
Article
The idea of the study Concretisations of Empirical Modelling (EM) is to transfer the EM mod-els that appear on the screen based, to the concrete objects, namely concretisation tools. This is an unique approach, which can be used, for example, when teaching physics, computer science or other sciences. With the approach of the concretisation of EM, i...
Article
Full-text available
This paper illustrates, compares and contrasts a variety of different constructions that can be viewed as serving a role in concretisation - the process of developing concrete artefacts to support a learner in understanding abstract concepts. Our illustrative examples are based around the theme of introducing simple number-theoretic notions by repr...
Article
Full-text available
We propose a novel approach to support teacher's work in an unpredictable learning environment, such as a robotics class. The Conflative Learning Environment (CLE) approach blends the roles of the student, the teacher, and the software developer by taking the diverse users of the learning environments beyond their traditional, fixed roles and blend...
Article
Abstract Algorithm visualization is an efficient way to teach program ming. Several different visu- alization techniques have been developed in the past decades. The Concretization Envi- ronment Framework, CEF, combines algorithm visualization with concrete objects (e.g. Lego Mindstorms robots). CELM, Concretization Environment for Lego Mindstorms...

Projects

Projects (3)
Project
The project aims to integrate what was called STEM, explicitly adding the subject of arts and design towards STEAM: Science Technology, Engineering, Arts and Mathematics. Physical computing environments for school use (at pre-university level) are identified in the countries and tested at school. The project will define a methodology and a set of tools that will help learners to develop computational thinking by using/programming PD&R in pre-university education stages. The project will provide a framework for easy STEAM integration in different educational contexts and guidelines for good practices and lessons learned adapted to different contexts.
Archived project
Project
Research The Empirical Modelling project is doing ground-breaking research on developing interactive environments that are unusually open and experiential. Special principles and tools have been developed exclusively at Warwick in recent years with which to construct and explore a wide variety of models. The modeller works rather like an artist with a painting -- she can directly experience and modify the model throughout its construction according to her vision for the model. Applications In contrast to the products of traditional programming the models have an unusual quality of openness and continuous connection with personal experience. Empirical Modelling is not only a different approach to software development but also a kind of 'alternative computing' having significant and complementary contributions to make to many areas such as artificial intelligence, computer graphics, concurrent systems and educational technology. Collaboration The main hub of Empirical Modelling activity is in the Department of Computer Science at the University of Warwick, with both undergraduate and postgraduate students working on projects in a wide range of research areas. However, the nature of Empirical Modelling strongly encourages interdisciplinary research and we welcome collaborations with other researchers.