Jari Laru

Jari Laru
University of Oulu · Department of Educational Sciences and Teacher Education

PhD in Education

About

50
Publications
16,382
Reads
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691
Citations
Introduction
Dr. Jari Laru (Ph.D, M.Ed.) works as a University Lecturer (tenured) and Educational Technologist in a Faculty of Education, University of Oulu, Finland, Europe. Dr. Laru is a member of Learning and Educational Technology Group (LET). His current interests are focused on computational thinking, digital fabrication, makers education and technology enhanced learning in general
Additional affiliations
August 2013 - present
University of Oulu
Position
  • University Lecturer (tenured, Technology enhanced learning)
September 2010 - July 2013
University of Oulu
Position
  • University teacher (ICT on Education)
January 2004 - August 2010
University of Oulu
Position
  • Doctoral student (multiple positions)
Description
  • 2009-2010 One year research grant 2006-2009 Multidisclipnary Research School on Learning Environments 2005-2006 One year research grant 2004-2005 Mobile Support for Integrated Learning --project, EU FP6 IST Kaleidoscope NoE 2003-2004 Rotuuari --project
Education
January 2004 - October 2013
University of Oulu
Field of study
  • Educational technology (Educational Sciences)
September 1997 - May 2003
University of Oulu
Field of study
  • Faculty of Educational Sciences, Technology Oriented Teacher Education Programme

Publications

Publications (50)
Article
In this single-case study, small groups of learners were supported by use of multiple social software tools and face-to-face activities in the context of higher education. The aim of the study was to explore how designed learning activities contribute to students' learning outcomes by studying probabilistic dependencies between the variables. Explo...
Article
Full-text available
In this paper, the Gartner Group’s hype cycle is used as the basis for categorizing and analyzing research on the educational use of ubiquitous computing. There are five phases of the hype cycle: the technology trigger, the peak of inflated expectations, the trough of disillusionment, the slope of enlightenment, and the plateau of productivity. Res...
Article
Full-text available
Technological innovations, such as social networking systems, games for learning, and digital fabrication, are extending learning and interaction opportunities of people in educational and professional contexts. These technological transformations have the ability to deepen, enrich, and adaptively guide learning and interaction, but they also hold...
Article
Full-text available
Interests in Maker Education have been increasing among K-12 educators. In this study, we focused on one of the contexts of Maker Education, digital fabrication activities, at a makerspace in Finland. We aimed to explore: 1) the potentials and the factors to develop twenty-first century skills and computational thinking practices through digital fa...
Article
In makerspaces, such as Fab Labs, students have opportunities to participate in activities where they can engage in exploring, inventing, and realizing abstract ideas and creating tangible artifacts with digital technology. Often, the participating students do not have previous knowledge and experience in digital fabrication. Being aware of how peo...
Article
Full-text available
There is an increased interest to integrate STEAM methodologies and digital fabrication processes into formal education. However, teachers have repeatedly reported a set of impediments that hampers them to succeed. This integration requires a set of changes in the school organization, resourcing and a proper teacher training. A Community of Practic...
Conference Paper
Full-text available
This paper presents the preliminary study of integrating computational thinking (CT) into K-12 education. In order to successfully integrate CT into school curriculum, we need to enhance teachers' understanding on CT. In this paper, we explore the possibilities for widening teacher's CT understanding by merging CTPACK framework, which combines CT i...
Conference Paper
The concept of interactive visible light communications (iVLC) is introduced and discussed in this paper. iVLC exploits a matrix of solid-state light luminaries in multiple ways, namely providing lighting and wireless communications as well as supporting visual signaling and interaction. Every individual element of the light matrix can be exploit...
Preprint
Full-text available
Useimmissa koululuokissa on oppilas, jolla on lukivaikeus (LukiMat 2019). Oppimateriaalin eriyttäminen ja lukivaikeuksiin liittyvä yksilöllinen oppimisen tuki asettavat opettajille jatkuvan haasteen. Teknologian kehittymisen ja koulujen kasvavien laiteresurssien myötä opettajilla on yhä paremmat mahdollisuudet tehdä oppimateriaalista saavutettavaa...
Technical Report
Full-text available
This report is aimed at presenting the results of the project LEA and providing some suggestions about Living Labs on learning technologies. LEA School Labs are classrooms across Europe open for learntech testing affiliated by LEA project. Currently LEA School Labs operate in Finland, Sweden, Germany, Spain, Portugal and Italy in real classroom env...
Chapter
Digitaaliset sovellukset ja välineet ovat nykyajan ihmiselle elintärkeitä työkaluja niin kotona, koulussa kuin työpaikallakin. Ohjelmointiosaamista ja tietotekniikan hallintaa pidetään jo tämän vuosisadan yhtenä ydintaitona ja yritysten kilpailukyvyn takaajana. (Fayer ym. 2017). Esi- ja alkuopetuksen kontekstissa tulevaisuuden työvoimatarpeet eivät...
Presentation
Värkkäämö on Oulussa Yli-Iin koululla kehitetty oppimisympäristö ja tapa oppia, jossa tavoitteena on teknologiaa hyödyntäen löytää oppilaiden vahvuuksia, innostaa heitä tieteen ja tekniikan pariin, tukea itsetuntoa, luovuutta ja tiimityötaitoja sekä parantaa opiskelumotivaatiota. Värkkäämön pedagogiikka on yhdistelmä STEAM ideologiaa sekä Makersp...
Presentation
Full-text available
Pre-service teachers confidence, their readiness to use ICT in education have been studied using various theoretical frameworks such as Technological Pedagogical Content Knowledge (TPACK) by Mishra and Koehler (2006), Theory of Planned Behaviour (TPB) by Aijzen (1991), Technology acceptance model (TAM) by Davis (1989) and several others. Quantitat...
Conference Paper
This study focuses on pre-service teachers’ experiences with the strategies used in teacher education to support their readiness to use Information and Communication Technology (ICT) for teaching and learning. The study is grounded in the SQD model by Tondeur et al. (2012). The SQD model defines six core strategies for supporting pre-service teache...
Conference Paper
Full-text available
This paper presents a study of developing computational thinking (CT) practices through digital fabrication activities, such as creating tangible artefacts with digital tools. The aim of the study was to explore the potential of digital fabrication activities for developing CT practices. We investigated three cases of school visits where the studen...
Poster
Full-text available
The aim of this study is to explore how the game adventure in Minecraft promote computational thinking in the context of after-school K-12 programming club.Earth 2.0 map was designed to include problem-based puzzles and engaging post-apocalyptic game narrative (see tasks section). Earth 2.0 was tested in the authentic context with 60 pupils and fiv...
Conference Paper
Full-text available
The pressures of digitalization and computerization mount on our educational systems, but progress is slowed down by a weak research base on integration of the necessary skills into the school subjects. We aim to fill widely recognized gaps in knowledge on how to integrate computational thinking (CT) into school curricula. We merge two popular fram...
Poster
Full-text available
This paper presents a study of developing computational thinking (CT) practices by designing and testing unplugged and plugged coding materials for 1 st and 2 nd grade pupils between the ages of 6 and 8. Materials were used as a tool in unplugged phase of afterschool coding club. Based on the analysis, it is evident that pupils were able to apply t...
Conference Paper
With this poster, we present our goals, methodology and initial findings of the first 7 months of a pilot aiming to integrate STEAM education in formal education by exploiting digital fabrication tools and processes. The success of the pilot is strongly bound to the development of a Community of Practice formed by diverse local stakeholders includi...
Conference Paper
To explore diverse means to apply digital fabrication in formal education, this poster presents an overview of the literature regarding the use of mobile makerspaces in K-12 school contexts. Among the reviewed literature, mobile makerspace activities were integrated with school curriculums, especially in STEM fields, and teachers were highly involv...
Conference Paper
Planning and facilitating digital fabrication activities, where students engage in creating tangible artefacts with digital technology, requires knowledge on both technology and pedagogy. We noticed that, currently, most of the studies see facilitators of digital fabrication activities as technology experts and there are only few studies which rega...
Chapter
Maker culture has expanded from its traditional niches (people with an interest in computers, programming and the digital world in general) to other, more general fields such as education, business and government. However, “despite the interest in the Maker Movement and its connection to formal and informal education, there has been little research...
Conference Paper
In this presentation, we discuss the idea of combining two novel technologies exploiting light, namely smart lighting with visible light communications (VLC). Visible light communications allow transmitting and receiving wirelessly data using light. LED (light emitting diodes) sources are used for that purpose. The same light sources are typically...
Article
The field of computer supported collaborative learning (CSCL) is progressing instrumentally and theoretically. Nevertheless, few studies examine the effectiveness and efficiency of CSCL with respect to cognitive, motivational, emotional, and social issues, despite the fact that the role of regulatory processes is critical for the quality of student...
Chapter
Full-text available
More recently researchers have started to explore how mobile devices, social media or personal learning environments can support or promote self-regulated learning. In continuation of these research efforts we developed a pedagogical framework for seamless learning based on the levels of interactivity and self-regulation of learning that different...
Data
This paper describes a conceptual framework about the exploitation of light in a novel and integrated manner, using a solid-state lighting infrastructure to provide wireless connectivity, illumination as well as advanced ambient intelligence. These capabilities are achieved by using lighting sources made of light emitting diodes (LEDs). The fact th...
Conference Paper
Full-text available
The aim of this paper is to describe how simple SRL tools can be used for supporting collaborative learning in the context of a mathematics education course. In particular, we will first introduce the pedagogical design building on a theoretical framework of socially shared regulation of learning (SSRL) and seamless learning. Second, we will introd...
Conference Paper
Full-text available
This paper describes a conceptual framework about the exploitation of light in a novel and integrated manner, using a solid-state lighting infrastructure to provide wireless connectivity, illumination as well as advanced ambient intelligence. These capabilities are achieved by using lighting sources made of light emitting diodes (LEDs). The fact th...
Conference Paper
Full-text available
learning, collaborative learning, and learning of expertise. Series of workshops were arranged to explore the needs of users. Based on the workshops three different categories of needs were identified: Activity, Space, and Technology. Physical elements of interaction laboratory were connected to users' needs. The agents of the activity category are...
Conference Paper
Full-text available
In this paper, Gartner Group’s Hype Cycle is used as the basis for categorizing and analyzing research on the educational use of ubiquitous computing. There are five stages of the Hype Cycle: technology trigger, peak of inflated expectations, trough of disillusionment, slope of enlightenment, and plateau of productivity. The first decade of researc...
Thesis
Full-text available
The use of mobile devices, including mobile phones and tablets, is a growing trend in education. The practice has been widely technology driven and often justified simply by the importance of using new technology in a classroom and by claiming such devices to be important in reaching something referred to, although not that well defined, as 21st ce...
Article
Full-text available
This study explores how collaborative inquiry learning can be supported with multiple scaffolding agents in a real-life field trip context. In practice, a mobile peer-to-peer messaging tool provided meta-cognitive and procedural support, while tutors and a nature guide provided more dynamic scaffolding in order to support argumentative discussions...
Conference Paper
Full-text available
In this study the dependencies between higher education students' profiles, activities, and learning outcomes in collaborative learning -- as mediated by social software -- were examined. Although the sample size in this study was small (n=22), Bayesian Dependency Modeling method provided statistically viable insight. The results show that learners...
Conference Paper
Full-text available
In this study, learning with mobile technologies is grounded in theories of cognitive tools and distributed scaffolding, which were applied to scaffold collaborative-inquiry learning on a nature trail. The general aim of this study was to design, implement and evaluate the case for collaborative inquiry into learning in the environment. The group (...
Conference Paper
Full-text available
In our recent research we have explored possibilities to scaffold collaborative learning in higher education with wireless networks and mobile tools. The pedagogical ideas are grounded on concepts of collaborative learning, including the socially shared origin of cognition, as well as self-regulated learning theory. This poster will demonstrate how...
Article
Full-text available
The aim of this study was to identify social patterns in mobile technology mediated collaboration among distributed members of the professional distance education community. Ten participants worked for 12 weeks designing a mastertextquoterights programme in information sciences. The participantstextquoteright mobile technology usage activity and in...
Article
Full-text available
In our recent research we have explored possibilities to scaffold collaborative learning in higher education with wireless networks and mobile tools. The pedagogical ideas are grounded on concepts of collaborative learning, including the socially shared origin of cognition, as well as self-regulated learning theory. This paper presents our three de...
Conference Paper
Full-text available
Successful collaboration and creation of opportunities for multiple social interactions are critically important to the future of teaching and learning. People need to learn more in formal educational settings and in informal and to collaborate more often in order to solve problems and construct, share, and create new information. Because individua...
Conference Paper
The benefit of computers in collaborative learning has been broadly researched, but it is still unknown what kind of possibilities the pedagogical use of mobile tools and wireless devices can bring to learning. In this paper we will present some results of two evaluation studies of students' conceptions of mobile devices in learning. The aim of the...
Conference Paper
Full-text available
The aim of the study is to apply the theoretical framework of collaborative learning and distributed cognition for developing mobile tools which scaffolds people's everyday learning and information searching and processing needs. This study includes experimental case studies conducted in natural settings with randomly sampled or conveniently select...
Thesis
Full-text available
Tämän pro gradu –tutkielman tarkoituksena on hahmotella mobiilioppimisen pedagogista mallia sekä tutkia kuinka maantieteellisesti hajautuneen työyhteisön työskentelyä voidaan tukea pedagogisesti perustellun mobiilisovelluksen avulla. Tutkimus toteutettiin toimintatutkimusprojektina, joka huipentui kesäkuussa 2002, jolloin etä- ja monimuoto-opetusta...

Questions

Questions (5)
Question
I am curious to know, what do you think about affective learning in the context of digital fabrication? Do you have some scientific papers to share or ideas to discuss?
Question
I am curious to know what would be good instruments to measure computational thinking in the context of K-12 education. I have found some papers in the context of scratch programming language etc. but more coverage would be exteremly useful for our research purposes.
Thank you for your contribution!
Question
I want to run longtitudinal measures about computational thinking in the context of higher education.
Could you suggest validated instruments for doing this kind of data collection in the context of computational thinking?
Question
I am puzzling that how to define what is emergent technology / software in the context of pre-service teacher education and what are such examples of technology / software which should be integrated into curricula and instructional practises

Projects

Projects (4)
Project
Metaproject for sharing our publications in the field of computational thinking in education
Archived project
The use of mobile devices, including mobile phones and tablets, is a growing trend in education. The practice has been widely technology driven and often justified simply by the importance of using new technology in a classroom and by claiming such devices to be important in reaching something referred to, although not that well defined, as 21st century skills. This project is one answer to the challenge represented by this development. It brings together theoretical ideas of scaffolding learning with collaborative scripts and the use of mobile devices as cognitive tools in a real life educational settings. This project has constructivist grounds and aims at exploring how to support collaborative learning when students have ill-structured problems and their activities are supported with mobile technologies. The study consists of three case studies, which together form an example of how important it is to design, develop and deliver lightweight digital tools and activities for learners to construct knowledge. Overall, the results of three case studies within this project confirmed that it is a dubious assumption that learners will automatically take appropriate and measured advantage of the affordances of mobile devices and other emergent technologies involved in cognitive activities: rather, these cognitive tools require deliberate attention and effort from learners to make use of the affordances of the tools. Furthermore, results from the case studies revealed that personal factors such as students’ prior knowledge and their metacognitive and collaborative skills, as well as contextual cues such as cultural compatibility and instructional methods, influence student engagement.
Project
DigiFabEdu - Digital Fabrication and Fab Labs in Formal Education This is a meta-project for studies about learning activities in the context of makers' activities, digital fabrication, and Fab Lab Oulu.