
Matti TedreUniversity of Eastern Finland | UEF · School of Computing
Matti Tedre
Doctor of Philosophy
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200
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Introduction
Skills and Expertise
Publications
Publications (200)
Young people are increasingly exposed to adverse effects of data-driven profiling, recommending, and manipulation on social media platforms, most of them without adequate understanding of the mechanisms that drive these platforms. In the context of computing education, educating learners about mechanisms and data practices of social media may impro...
The field of computer engineering has evolved into a separate entity from electrical engineering and computer science. Emerging technologies such as IoT and cloud computing have made their way into computer engineering programs and, as a result, computer engineering education has become increasingly relevant. To ensure that computer engineering stu...
The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus towards early education in machine learning. Limited options for educational tools for teaching novice learners about the mechanisms of machine learning (ML) and data-driven systems presents a recognized challenge in K–12...
This paper, submitted to the special track on resources for teaching AI in K-12, presents an explainable AI (XAI) education tool designed for K-12 classrooms, particularly for students in grades 4-9. The tool was designed for interventions on the fundamental processes behind social media platforms, focusing on four AI- and data-driven core concepts...
In this study the effects of several variables on intrinsic motivation and in-game progression are tested in a serious game that matches bird pictures to names. The first variables are ‘pointification’ rewards (badges and points) and educational rewards (learning materials and bird sounds). Finally, the effect of voluntarily increasing the difficul...
This presentation focuses on the project "Generation AI", funded by the Strategic Research Council (SRC) within the Academy of Finland. This multidisciplinary project addresses the need to develop social practices, pedagogical models, and educational technology for educating the "Generation AI" about the defining technology of their era. The projec...
The study aimed to perform a literature review to identify the trends, impacts, and challenges associated with the integration of microlearning and social media. A total of seven academic databases were used as sources for searching: Scopus, Web of Science, ACM, EBSCOhost, PubMed, ProQuest, and IEEE. A combination of keywords related to microlearni...
Datafication in basic education: protecting children’s personal data while advancing educational objectives
This study examines what kind of protection the General Data Protection Regulation (GDPR) requires for children’s personal data in primary education and how this protection restricts the use of information and communication technology (ICT)...
With the increasing popularity of social media among ever younger children, there is a growing need to educate young learners about the key concepts and mechanisms related to data collection, profiling , and content recommendation on online platforms. This paper presents a gamified K-9 classroom activity where learners analyze data traces to constr...
This study investigates the relationship between students' self-efficacy beliefs, goal-setting, and learning tactics in an online business course. Using sequence analysis and process mining techniques, we analyzed log data from 209 students to identify distinct learning tactics and their association with self-efficacy beliefs, inferred from initial...
This study used a multilayered approach to map the temporal dynamics of online problem-based learning (PBL) and the transition of students’ roles across time over a full year duration. Based on data from 135 dental students across four consecutive courses throughout a full academic year, the students’ discourses were coded based on the community of...
Purpose
In 2022 generative AI took the Internet world by storm. Free access to tools that can generate text and images that pass for human creations triggered fiery debates about the potential uses and misuses of generative AI in education. There has risen a need to check the popular utopian and dystopian narratives about AI against the diversity o...
This paper introduces an AI education tool designed for novice learners to create machine learning (classifier) based applications. Advancing from Google's Teachable Machine 2 and developed using the design science research methodology, the tool is piloted in 36 K-12 classroom sessions with 213 children and allows learners to easily navigate the co...
This paper investigates the potential and validity of ChatGPT as a tool to generate meaningful input for the serious game design process. Baseline input was collected from game designers, students and teachers via surveys, individual interviews and group discussions inspired by a description of a simple educational drilling game and its context of...
An international overview of how policy makers, curriculum developers, and school practitioners can integrate computational thinking into K–12 curricula.
In today's digital society, computational thinking (CT) is a critical component of all children's education. In Computational Thinking Curricula in K–12, editors Harold Abelson and Siu-Cheung Kong...
Despite the growing concerns surrounding algorithmic biases in generative AI (artificial intelligence), there is a noticeable lack of research on how to facilitate children and young people’s awareness and understanding of them. This study aimed to address this gap by conducting hands-on workshops with fourth- and seventh-grade students in Finland,...
The term "digital natives" was introduced in 2001 to describe a generation that has grown up surrounded by technology and the internet. The accompanying claims of a new way of thinking among digital natives were influential in shaping educational policy. Still, they were challenged by research that found no evidence of generation-wide cognitive cha...
This article examines the intricate relationship between humans and text-to-image generative models (generative artificial intelligence/genAI) in the realm of art. The article frames that relationship in the theory of mediated action—a well-established theory that conceptualizes how tools shape human thoughts and actions. The article describes genA...
The integration of artificial intelligence (AI) topics into K–12 school curricula is a relatively new but crucial challenge faced by education systems worldwide. Attempts to address this challenge are hindered by a serious lack of curriculum materials and tools to aid teachers in teaching AI. This article introduces the theoretical foundations and...
Talk given at UpCERG seminar in November, 2023
p>This article examines the intricate relationship between humans and text-to-image generative models (genAI) in the realms of art and design. The article frames that relationship in the theory of mediated action—a well-established theory that conceptualizes how tools shape human thoughts and actions. It describes genAI systems as learning, co-crea...
p>This article examines the intricate relationship between humans and text-to-image generative models (genAI) in the realms of art and design. The article frames that relationship in the theory of mediated action—a well-established theory that conceptualizes how tools shape human thoughts and actions. It describes genAI systems as learning, co-crea...
p>This article describes the design science research process involved in developing a new tool for teaching K-12 children about the complete machine learning workflow, specifically with image classifiers. The tool was designed alongside 36 6-hour classroom workshops in 12 schools with 213 4th and 7th grade children, for which research permission wa...
p>This article describes the design science research process involved in developing a new tool for teaching K-12 children about the complete machine learning workflow, specifically with image classifiers. The tool was designed alongside 36 6-hour classroom workshops in 12 schools with 213 4th and 7th grade children, for which research permission wa...
The rise of image-generating artificial intelligence (AI) tools has triggered changes in digital art and graphic design, provoking debates in the creative industry. However, scant research exists about children’s and youths’ insights into and encounters with generative AI. Building on sociocultural and new materialist perspectives, this exploratory...
Previous research on player profiles or types is based on players' in-game behaviors and their motivations to play games. However, there are many other activities related to digital games beyond playing the games properly. Using learning analytics methods, the study investigates the prevalence and interconnections between these different metagame a...
The changing nature of new media ecology has prompted concerns about privacy in social media environments. However, little is known about pre-service teachers' insights into online privacy despite them playing a key role in educating future generations. Drawing on in-depth interviews with Finnish pre-service teachers (N=14), this study addresses th...
The relation between learning strategies and academic achievement has been proven to be strong in multiple studies. Still, the connection between micro-level SRL processes and the academic achievement of business students in learning project management remains unstudied. The current study aims to find how sequence mining can identify students using...
This case study explored the applicability of sequence mining and process mining methods on qualitative video data of a group-based problem-solving situation. For the case study, audio and video data were collected from a pilot experience of an educational escape room, which was designed to practice the application of computational thinking (CT) sk...
Online computer-supported collaborative learning (CSCL) has risen in popularity in knowledge sharing and problem-solving. This research explored students' online activity in online problem-based learning (PBL) using process and sequence mining approaches. Process mining modeled students' time-stamped activities and links between them. Sequence mini...
The year 2022 saw a shift in the potential and popularity of generative text-to-image models-that is, artificial intelligence (AI)-driven programs that visualize user's text prompts as an image. Over the fall 2022, the technology found its way to popular media and compulsory school arts and crafts teachers' discussion boards. This study was designe...
Artificial intelligence (AI) and the automation of creative work have received little attention in craft education. This study aimed to address this gap by exploring Finnish pre-service craft teachers’ and teacher educators’ (N = 15) insights into the potential benefits and challenges of AI, particularly text-to-image generative AI. This study impl...
Several authors of articles in the special issue came together for an asynchronous discussion of the articles, surfacing several tensions and opportunities for future work. This summary of the discussion offers a glimpse into these insights.
ACM’s Special Interest Group on Computer Science Education’s (SIGCSE) Technical Symposium is considered by many to be ACM’s flagship conference for computing educators. SIGCSE Technical Symposium has been held annually since 1970 as an in-person conference, with the exception of 2020, when it was cancelled (with some papers presented in 2021). The...
During the past years scholars have shown an increasing interest in supporting students' self-regulated learning (SRL). Learning analytics (LA) can be applied in various ways to identify a learner’s current state of self-regulation and support SRL processes. It is important to examine how LA has been used to identify the need for support in differe...
There was no known effective approach to implementing information systems in Tanzanian Higher Education Institutions (HEIs) because the requirements of users change frequently and HEIs vary in their requirements. Theoretically, the agile software development process and Design Science Research (DSR) could deliver software that suits such a context,...
Computerisation and digitalisation are shaping the world in fundamental and unpredictable ways, which highlights the importance of computing education research (CER). As part of understanding the roots of CER, it is crucial to investigate the evolution of CER as a research discipline. In this paper we present a case study of a Finnish CER conferenc...
A rich body of empirically grounded results and a solid theory base have often been viewed as signs of a mature discipline. Many disciplines have frequently debated what they should accept as legitimate kinds of theories, the proper roles of theory, and appropriate reference disciplines. Computing education research (CER) in particular has seen a g...
In this study we provide a new viewpoint on the body of literature regarding rewards in serious and educational games. The study includes a quantitative bibliometric analysis of literature in this context from 1969 to 2020. The dataset from the Scopus abstract and citation database was analyzed with the Bibliometrix R library. The data set was manu...
The need for organized computing education efforts dates back to the 1950s. Since then, computing education research (CER) has evolved and matured from its early initiatives and separation from mathematics education into a respectable research specialization of its own. In recent years, a number of meta-research papers, reviews, and scientometric s...
Supporting teaching and learning with different technologies has a long and broad history. The theories of learning have changed in recent decades, and new technologies have been invented that provide possibilities for supporting learning processes based on different learning theories. Recently, this field has been studied using bibliometric method...
With growing concerns over children’s data agencies, researchers have begun to draw attention to children’s and young people’s privacy practices in social media environments. However, little is known about the experiences of pre-service teachers who play a key role in educating future generations. This study aimed to address this gap by exploring F...
Over the past decade, epistemic network analysis (ENA) has emerged as a quantitative ethnography tool for modeling discourse in different types of human behaviors. This article offers a comprehensive systematic review of ENA educational applications in empirical studies (
$\text{n}=76$
) published between 2010 and 2021. We review the ENA methods t...
Research has shown the value of social collaboration and the benefits it brings to learners. In this study, we investigate the worth of Social Network Analysis (SNA) in translating students' interactions in computer-supported collaborative learning (CSCL) into proxy indicators of achievement. Previous research has tested the correlation between SNA...
The increase in the number of smart mobile devices has led the explosion of a variety of educational and recreational game applications. This study’s purpose is to find common themes in the reward types of the cumulatively most-installed educational and recreational mobile games. The video games were observed by researchers from previously recorded...
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...
Professionals practice a form of computational thinking that is significantly more advanced than popular descriptions suggest.
Abstract—IEEE/ASEE Frontiers in Education turned 50 at the 2020 virtual conference in Uppsala, Sweden. This paper presents an historical retrospective on the first 50 years of the conference from a scientometric perspective. That is to say, we explore the evolution of the conference in terms of prolific authors, communities of co-authorship, cluste...
From its beginning in the 1950s, noncomputing academics were skeptical about computer science because it seemed strong on technology and weak on theory. To answer the critics and shore up their case, computer scientists turned to a rich trove of computationalmethods from logic andmathematics.Computing from ancient times focused on methods of manipu...
This Research Full Paper addresses the definition and implementation of Computational Thinking (CT) in K-12 education. CT is the focus of ongoing debate about the future of computing in schools, and this poses a number of challenges. Early discussions on the topic were plagued by vague and all-encompassing definitions of the term, which raised awar...
In Tanzania, street traders face the challenge of limited markets caused by employing weak marketing and promotion strategies. This study developed a mobile application to solve the problem addressed using participatory design. Qualitative data were collected using focus group discussions and brainstorming from 80 respondents involving both street...
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...
Over its short disciplinary history, computing has seen a stunning number of descriptions of the field's characteristic ways of thinking and practicing, under a large number of different labels. One of the more recent variants, notably in the context of K-12 education, is "computational thinking", which became popular in the early 2000s, and which...
Gamer rage, rage induced by digital games, is an understudied area, especially from children’s perspective. This study explores children’s stories of the reasons and manifestations of their gamer rage. Data consisted of 31 children’s essays which were analyzed using qualitative content analysis. The results show that children explain their own in-g...