
Jarkko SuhonenUniversity of Eastern Finland | UEF · School of Computing
Jarkko Suhonen
Doctor of Philosophy
About
139
Publications
93,104
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Introduction
I hold a Staff Scientist position at the School of Computing, University of Eastern Finland (UEF). My research interests are online and blended learning in higher education, design research in educational technology, computing education, and ICT4D. I'm the coordinator of the IMPDET (http://www.impdet.org) online doctoral study studies hosted by the Technologies for Learning and Development research group (https://sites.uef.fi/edtech) at the School of Computing, UEF.
Additional affiliations
August 2017 - December 2022
August 2012 - July 2017
August 2007 - July 2012
University of Joensuu/University of Eastern Finland
Position
- Research Assistant
Education
March 2001 - June 2005
University of Joensuu
Field of study
- Computer Science
September 1995 - May 2000
University of Joensuu
Field of study
- Computer Science
Publications
Publications (139)
At a time when students are expecting increasingly more from PhD studies and universities have to deal with declining resources, sustainability has evolved into an essential aspect that needs to be taken into account when designing and running doctoral programmes. We analysed a Finnish doctoral study programme, IMPDET, using a four pillar sustainab...
Learning analytics is an emerging field of research, which deals with collecting and analysing data about learners and their learning context, as well as developing solutions that utilise the analysed data. Traditionally, learning analytics methods focus on the analysis of learners' digital trails or numerical big data, e.g., online material access...
The study focused on the application of the design science research approach in the course of developing a mobile learning application, MobileEdu, for computing education in the Nigerian higher education context. MobileEdu facilitates the learning of computer science courses on mobile devices. The application supports ubiquitous, collaborative, and...
In human culture, storytelling is a long-established tradition. The reasons people tell stories are manifold: to entertain, to transfer knowledge between generations, to maintain cultural heritage, or to warn others of dangers. With the emergence of the digitisation of media, many new possibilities to tell stories in serious and non-entertainment c...
A critical aspect of designing and running online study programs is the identification of factors and elements that could potentially threaten the continuation of studies. In this study, we first identified a set of critical events that occurred in the running of a Finnish online doctoral study program over 16 years. Next, we analyzed the events us...
The need to integrate the teaching and learning of computational thinking (CT) in K-12 education has been on the rise since it was identified as a skill for solving 21st-century problems. The co-design pedagogical approach has shown great potential in promoting effective communication of CT to both university and K-12 students with the support of d...
As initiatives on artificial intelligence (AI) education in K-12 learning contexts continues to evolve, researchers have developed curricula among other resources to promote AI across grade levels. Yet, there is a need for more effort regarding curriculum, tools, and pedagogy, as well as assessment techniques to popularize AI at the middle school l...
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students’ CT learning through knowledge sharing and the creation of ideas...
This case study outlines the development and utilization of a Mobile Augmented Reality (MAR) application to teach an asynchronous online lesson on e-commerce. The MAR technology was leveraged primarily to enhance the presentation of online learning materials, add interactivity to the learning process, and enable students to access the lesson from a...
The students’ assessment regarding collaborative learning and workgroups is being reported as one of the main concerns in higher education. The increased technological evolution leads to adapting novel self and peer assessment methods to e-assessment. This paper reports the results of a study to evaluate students’ opinion about their experience wit...
Researchers' efforts to build a knowledge base of how middle school students learn about machine learning (ML) is limited, particularly, considering the African context. Hence, we conducted an experimental classroom study (N = 32) within the context of extracurricular activities in a Nigerian middle school to discern how students engaged with ML ac...
Machine learning (ML) literacy has recently been identified as one of critical skills students need to succeed as future creators and innovators. While the significance of introducing ML basics at kindergarten to twelfth grade (K–12) levels is increasingly acknowledged, there is limited research that focuses specifically on collaborative design of...
Background and context: Researchers have been investigating
ways to demystify machine learning for students from kindergarten
to twelfth grade (K–12) levels. As little evidence can be found in the
literature, there is a need for additional research to understand and
facilitate the learning experience of children while also considering
the African c...
Despite being a small country, Finland has been highly visible in international Computing Education Research (CER). This is demonstrated by the presence of several important research groups, dozens of graduated PhD students in CER during the last 20 years, and the success of the Koli Calling International Conference of CER, which has been running f...
The increasing attention to Machine Learning (ML) in K-12 levels and studies exploring a different aspect of research on K-12 ML has necessitated the need to synthesize this existing research. This study systematically reviewed how research on ML teaching and learning in K-12 has fared, including the current area of focus, and the gaps that need to...
Computational thinking (CT) has become an essential skill nowadays. For young students, CT competency is required to prepare them for future jobs. This competency can facilitate students’ understanding of programming knowledge which has been a challenge for many novices pursuing a computer science degree. This study focuses on designing and impleme...
In this study involving blended learning in higher education, a Basics of Law (5 ECTS) course was implemented using a flipped classroom approach and a learning diary. Forty-six (N=46) students participated in a study that evaluated the students’ experience of the course implementation. The specific objective of the study was to analyze students’ op...
The academic world has experienced rapid growth in the adoption of social media that can constructively complement traditional education and even replace it in distance/online learning. Social media is used in many institutions for educational purposes in numerous innovative ways, even to the extent of being utilized in traditional face-to-face cla...
There has been an increased use of workgroups during Problem-Based Learning (PBL) activities, which have implied the emergence of self and peer evaluation practices in education. In turn, these practices have highlighted the importance of e-assessment tools where the collection of feedback is regarded. The consideration of the students’ self and pe...
Understanding the principles of computational thinking (CT), e.g., problem abstraction, decomposition, and recursion, is vital for computer science (CS) students. Unfortunately, these concepts can be difficult for novice students to understand. One way students can develop CT skills is to involve them in the design of an application to teach CT. Th...
This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus databases...
This study examines the research landscape of smart learning environments by conducting a comprehensive bibliometric analysis of the field over the years. The study focused on the research trends, scholar’s productivity, and thematic focus of scientific publications in the field of smart learning environments. A total of 1081 data consisting of pee...
In recent years, universities and other academic institutions have been performing collaborative learning to improve the students' skills, competencies, and learning outcomes. The problem-based learning approach is a learning method where students can work in groups to develop these skills. However, when working in groups, the students are not alwa...
This study evaluated a mobile training pilot prototype designed for micro business owners in Tanzania. The paper focused on the extent to which features of the pilot prototype developed under frugal innovation confirmed the defined user requirements of the mobile training and met usability perception of the potential end users in solving the practi...
This study presents the work-in-progress implementation of a smart learning ecosystem being developed to support learner centered pedagogy such as digital storytelling and recent technologies such blockchain and microsites. The implementation of the ecosystem follows the design science research framework and the universal accessibility guidelines t...
Cultural heritage can provide interesting aspects to computing education. For instance, conceptual understanding of learners can be supported by exemplifying computing concepts with cultural practices. If we are, however, to adapt an indigenously relevant curriculum, then we need to model a learning space that aligns with learners' background in un...
Microfinance institutions (MFIs) play a considerable role in providing capital to micro businesses (MBs) through microcredit services. However, the interplay between MFIs and MB owners has been hindered by several factors, such as challenges with information sharing. The current study aims at identifying the specific challenges of microcredit servi...
Aim/Purpose: The aim of this study is to understand student’s opinions and perceptions about e-assessment when the assessment process was changed from the traditional computer assisted method to a multiple-choice Moodle based method. Background: In order to implement continuous assessment to a large number of students, several shifts are necessary,...
Aim/Purpose: The purpose of this study is to develop an efficient methodology that can assist the evaluators in assessing a variable number of individuals that are working in groups and guarantee that the assessment is dependent on the group members’ performance and contribution to the work developed. Background: Collaborative work has been gaining...
This chapter investigates the role of ICT (by which we refer to tech-nologies such as software and hardware solution in general) as a peda-gogical support tool in the Finnish education sphere. Qualitative research method based on interview was conducted with four (4) experts whose background varied from education to ICT. The result of the content a...
This research paper presents Imikode, a virtual reality (VR)--based learning game to support the teaching and learning of object-oriented programming (OOP) concepts in computing education. The system was implemented using Google Cardboard SDK and works with any Cardboard compatible headset. The teacher can use Imikode to introduce OOP class in an i...
This study examined how computational thinking (CT) has been used to teach problem-solving skills and programming education in the recent past. This study specifically (i) identified articles that discussed CT approach for programming education at higher education institutions (HEIs), (ii) classified the different CT approaches and tools employed f...
This study examined the readiness and prospect of implementing the smart learning environment (SLE) for programming education in the context of Nigeria. An overview of design science research as the methodology for implementing SLE was introduced. Data collection was conducted through a questionnaire, and a descriptive statistic was adopted to anal...
Mobile phone technology is increasingly being used as a tool for communication among women entrepreneurs in Sub-Saharan Africa. However, little has been done in identifying user requirements for record keeping by the mobile applications among women business in Tanzania. The present study applied the design thinking approach in explored women entrep...
Mobile phone technology is increasingly being used as a tool for communication among women entrepreneurs in Sub-Saharan Africa. However, little has been done in identifying user requirements for record keeping by the mobile applications among women business in Tanzania. The present study applied the design thinking approach in explored women entrep...
There has been minimal investigation into students programming their indigenous projects in relation to blocks of code and mainstream languages in computing education. This study examines high school students' experiences of programming non-western symbols using visual and text-based learning technologies. The high school students were exposed to a...
Smart learning environment (SLE) has been researched to enhance teaching and learning by providing personalised learning, quick feedback, motivation and learning support. This study discusses the features of SLE that are relevant to programming education and the general design features for developing SLEs. In addition, the study provides insights i...
Cultural heritage can provide interesting aspects to computing education. For instance, conceptual understanding of learners can be supported by exemplifying computing concepts with cultural practices. If we are, however, to adapt an indigenously relevant curriculum, then we need to model a learning space that aligns with learners' background in un...
Abstract There is a distinct lack of authentic and relevant learning opportunities for Indigenous learners in formalized educational settings. This is due to multiple factors including the lack of incorporation of Indigenous knowledge into educational curriculum. A significant portion of Indigenous knowledge is in relation to the land and is experi...
Activities of prominent terrorist groups like Boko Haram, Al-Shabaab, Ansaru, and Ansar Dine have left thousands of people dead and properties destroyed for a number of decades in some developing nations. The high level of insecurity occasioned by operations of terror groups has impacted negatively on the socio-economic development of these nations...
Recent research indicates that even though social media networking sites are commonly used in higher education, very little empirical evidence is available concerning the impact of social media use on student learning and engagement. In this chapter, the experience of using Edmodo is analysed as learning aid to support group work in comparison with...
This chapter is part of a series of studies related to the use of social media tools in higher education. In particular, the authors investigate the students' level of familiarity, engagement, and frequency of use of social media technologies. They analyze the experiences of using the Edmodo tool to support PBL, and they relate participants' opinio...
Activities of prominent terrorist groups like Boko Haram, Al-Shabaab, Ansaru, and Ansar Dine have left thousands of people dead and properties destroyed for a number of decades in some developing nations. The high level of insecurity occasioned by operations of terror groups has impacted negatively on the socio-economic development of these nations...
Many Indigenous learners worldwide find the learning materials presented in current educational settings culturally irrelevant. A lack of relevant learning materials within formal education settings subscribing to Western Euro-centric curriculum standards is a key factor. Learning materials provided through modelling, practice, and apprenticeship,...
Understanding of elementary programming concepts, logic, and syntax is a vital part of learning to program. Unfortunately, learning programming is found to be difficult and boring, especially for novices. For example, drill type of exercises designed for learning elementary programming can be very tedious, making it hard to motivate learners. This...
The majority of the existing research regarding mobile learning in computing education has primarily focused on studying the effectiveness of, and in some cases reporting about, implemented mobile learning solutions. However, it is equally important to explore development and application perspectives on the integration of mobile learning into compu...
We describe a study conducted in a Nigerian university for 142 third-year undergraduate students to evaluate how MobileEdu, a mobile learning application, supports the learning outcomes of the students. The research data for the investigation were obtained from pre- and post-quizzes administered to students. The results of the study were very encou...
Today’s educational environment is based on a very Eurocentric approach, which many Indigenous learners find as culturally irrelevant. This paper posits potential uses of information communication technology (ICT) as components of culturally and community relevant, and collaboratively developed learning tools, with the potential to provide authenti...
M-learning plays a progressively significant role in the advancement of teaching and learning in higher education. However, the effective implementation of m-learning in higher education will be based on users' experiences and motivation to use this technology. Though m-learning has become global, developing countries such as Nigeria are yet to enj...
A relevant research area in computing education is to explore aspects that motivate and promote learning in culturally responsive learning environments. This research contributes towards understanding how indigenous knowledge can be used to create a meaningful learning environment for learning object-oriented programming. The aim of research is to...
Mobile devices such as smartphones and tablets are becoming increasing popular among students, setting out a new way to communicate, collaborate and learn. The use of portable devices has the capability to inspire new approaches to learning. It is therefore important to examine the students " viewpoints about the educational use of mobile technolog...
The convergence of Wi-Fi technologies and mobile devices present prospects to design and implement applications that will support learning on the move. Mobile learning (m-learning) is the study and practice of using mobile devices, such as smart phones, mobile phones, tablets, PDAs, MP3s and pocket PCs to support learning for anyone, anytime and an...
Social media technologies have recently gained remarkable popularity in the education sector. Recent research indicated that students rely on social media for educational purposes like social networking, chatting, and knowledge sharing. With social media aiding learning experiences, m-learning is anticipated to improve the application of social med...
Mobile learning (m-learning) is the study and practice of using mobile devices, such as smart phones, mobile phones, tablets, PDAs, MP3s and pocket PCs in learning and teaching. M-learning has become paramount for developing countries such as Nigeria, as many of these countries have the required infrastructure and a rapidly increasing amount of mob...
What solutions are there to universities facing challenges in providing e-learning? E-learning has the potential to provide increased educational opportunities for students and enhance lecturerséffectiveness and efficiency. However, in order to experience the full benefits, factors such as adequate infrastructure, e-learning policy, right attitude,...
Some computing educators, especially in African context, have been interested in pedagogical strategies that cultural heritage can provide viable mental models to enhance teaching and learning in curriculum. Particularly, students from Africa have rich cultural heritage that provides new ways of conceptualising computing principles. It is essential...
Studying programming is complicated and time consuming, especially for beginners. According to our experience, learning programming techniques can be troublesome for many undergraduate engineering, computer science and information technology students. Previous research has shown promising results when using game-based solutions to support learning...
The urge to progressively motivate e-counselling in schools is somewhat dependent on students’ behavioral intention towards the use of the technology. Unified Theory of Acceptance and Use of Technology (UTAUT), a model for predicting behavioral use and acceptance of Information Technology system, was developed through a review and validation of eig...
Integrating high performance computing (HPC) into a Tanzanian computer engineering curriculum poses a number of challenges. Those challenges arise partly from the students' educational background, and the country's educational history. In this research, the challenges of integrating HPC into Dar es Salaam Institute of Technology (DIT) in Tanzania w...
Sub-Saharan Africa (SSA) needs to transform from an information society that consumes information technologies into a knowledge economy that creates technologies. Key domains for transformation include computer science education, research and development. The lack of research culture and support for research activities often results in low research...
There is a lack of a suitable formal standardization for compiling culturally contextual learning materials, creating learning objects from this material, and delivering them to indigenous learners. Indigenous learners in this context may refer to any community that emphasizes ecological and rural associations, referred by many as a holistic way of...
This chapter is part of a series of studies related to the use of social media tools in higher education. In particular, the authors investigate the students' level of familiarity, engagement, and frequency of use of social media technologies. They analyze the experiences of using the Edmodo tool to support PBL, and they relate participants' opinio...
The fast penetration of mobile technologies around the world has engaged stakeholders in education as to how to mainstream mobile learning into the teaching pedagogy to support ubiquitous learning. However, many countries are yet to develop mobile learning educational policy to guide the use of mobile technologies in teaching and learning. The main...
The purpose of this chapter is to investigate students' engagement using Google Educational Applications as educational social media tools to support teamwork. The participants of the study were a cohort of Computer Science students enrolled in the State-of-Art Technologies in Education (SOAT) online course at the University of Eastern Finland. The...
Microblogging, with applications in many domains, including education, is one of the social media technologies with the greatest potential. The features of a microblogging platform vary from sending and receiving messages via the web, SMS, instant messaging clients, and by third party applications. Even though social media networking sites are comm...
Facebook is one of the social media technologies with applications in many domains, including education. This study describes the students' engagement with Facebook as an assisted learning tool in problem-based learning (PBL) cohort in Bahrain. Additionally, we analyse the reception of the students towards Facebook as a learning aid tool. A range o...
Storytelling has a lengthy old tradition, and the reasons why stories have been told are manifold: for entertainment, to transfer knowledge between generations, to keep cultural heritage, or as warnings for others. The emergence of digitalization of media brought many new possibilities to tell stories - also in serious and non-entertainment context...
In this paper we present the design research agenda at the educational technology laboratory (edTech), University of Eastern Finland. This research agenda involves the development of innovative technology that is meaningful to tackle real societal problems. This paper shows some examples of the problems tackled through the implementation of a rigor...