Pauliina Tuomi

Pauliina Tuomi
Tampere University | UTA · TUT Game Lab, Pori unit

PhD (Digital culture)

About

67
Publications
9,251
Reads
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292
Citations
Introduction
Working as a postdoctoral researcher at Tampere University, Gamification Group, in Pori unit. In projects dealing with game-based learning, serious games + education, Coding skills, future school 2030 etc. Postdoctoral research on the provocative television production. Today’s television needs to be somewhat shocking in order to attract viewers. I have launched a term, provocative television production, which simply refers to content that is in some way disturbing the common values, norms, and even morality. The focus is on the different values and attitudes TV contents project to the society through different discourses. Finished my doctoral thesis on interactive, participatory and social television in 2015.
Additional affiliations
July 2015 - present
Tampere University
Position
  • PhD Student
October 2008 - December 2015
Tampere University
Position
  • Researcher

Publications

Publications (67)
Conference Paper
Full-text available
This work-in-progress paper presents a study on mature toy players and their gamified activities related to production of serial narratives of toy characters shared on social media platforms, Facebook and Instagram. Our research builds on two case studies of doll-dramas, or visually and socially shared toy stories, demonstrating how Barbie dolls ar...
Conference Paper
Full-text available
This paper explores the activity of coding with smart toy robots Dash and Botley as a part of playful learning in the Finnish early education context. The findings of our study demonstrate how coding with the two toy robots was approached, conducted and played by Finnish preschoolers aged 5-6 years. The main conclusion of the study is that preschoo...
Chapter
It is argued that we are witnessing a paradigmatic shift toward constructionist gaming in which students design games instead of just consuming them. However, only a limited number of studies have explored teaching of educational Game Design (GD). This paper reports a case study in which learning by designing games strategy was used to teach differ...
Article
Many education systems have recognized the importance of computational thinking and coding skills and are implementing curricular changes to introduce coding into formal school education. A necessary and critical success factor involves the preparation of and support for teachers to teach coding. Thus, understanding the perceptions of teachers towa...
Article
Full-text available
Pakko katsoa?! Nykypäivän provokatiivinen televisiotuotanto mediateollisuuden muotonaMediakulttuuri on tulvillaan niin viihteellisiä kuin vakavia mediasisältöjä, joiden tarkoituksena on provosoida ja synnyttää tunteita. Nykypäivän televisiotarjonta ja ohjelmasisällöt tuntuvat pyrkivän kerta toisensa jälkeen shokeeraamaan ja härnäämään katsojan tele...
Article
Nykypäivän televisiotarjonta ja ohjelmasisällöt pyrkivät kerta toisensa jälkeen shokeeraamaan ja härnäämään katsojan televisioruudun ääreen. Ilmiönä provokatiivinen televisiotuotanto tarkoittaa yksinkertaisimmillaan TV-sisältöjä, jotka ovat jollakin muotoa yleisiä arvoja, normeja ja jopa moraalikäsityksiä ravistelevia. Normien keikuttamisen keinoin...
Article
Full-text available
Digitalization is one of the most promising ways to increase productivity in the public sector and is needed to reform the economy by creating new innovation related jobs. The implementation of digital services requires problem solving, design skills, logical thinking, an understanding of how computers and networks operate, and programming competen...
Book
This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selecte...
Article
The entertaining elements implemented in a serious game are key factors in determining whether a player will be engaged in a play-learn process and able to achieve the desired learning outcomes. Thus, optimization of subjective playing experience is a crucial part of a game design process. Flow theory can be adopted for measuring user experience an...
Article
Game-based learning solutions provide possibilities to teach conceptual number knowledge in engaging ways. The evaluation of user experience and error-proneness of the user interface are crucial in the educational game development process and game-based assessment. In the present study, we investigated how two different user interfaces of the ratio...
Conference Paper
Research has shown that students struggle to learn fractions with current instructional methods. The subject is important, because the previous research has shown that the extent to which students master fractions is a strong predictor of future success in mathematics. Therefore, significance of this study lies on developing an engaging and effecti...
Chapter
The process of digitalization has detached television content from the television screen with a tendency of media convergence. In the twenty-first century social mobile media and the Internet with the help of different mobile devices have gained more and more ground in TV-production. In this chapter the media convergence(s) taken place around telev...
Article
Full-text available
One problem with most education systems is that learning and (summative) assessment are generally treated as quite separate things in schools. We argue that video games can provide an opportunity to combine these processes in an engaging and effective way. The present study focuses on investigating the effectiveness and the assessment power of two...
Thesis
The television and the ways it has invited the audience to take part have been changing during the last decade. Today’s interaction, or rather participation, comes from multiplatform formats, such as TV spectacles that combine TV and web platforms in order to create a wider TV experience. Multiplatform phenomena have spread television consumption a...
Chapter
Full-text available
With the rapid social, economic, and technological changes currently taking place in our society, collaboration skills and creativity are nowadays seen as basic survival and success factors. Technology-driven changes are also generating new challenges in the knowledge society. For example, the widening gap between daily information-centered activit...
Chapter
Full-text available
With the rapid social, economic, and technological changes currently taking place in our society, collaboration skills and creativity are nowadays seen as basic survival and success factors. Technology-driven changes are also generating new challenges in the knowledge society. For example, the widening gap between daily information-centered activit...
Chapter
In this chapter, the focus falls on integrating mobile learning, digital storytelling, and social media into vocational learning practices. The literature review introduces the development of mobile learning and digital storytelling and presents ways in which these concepts can piggyback the interactive features of social media. A case study during...
Article
Television viewing has fragmented to several platforms and the use of web elicits new uses of TV & audience behaviors. Audiences are combining different mediums and content in order to gather a coherent media experience. In this paper the role of the online websites as a platform for TV-related content is analyzed trough a case study. The Finnish T...
Conference Paper
Full-text available
Twenty-First Century skills like creativity, problem solving and collaboration are acknowledged as fundamental in the technology-driven knowledge society. Increasingly, education is being called on to support the development of such skills from the earliest years. This paper examines a promising methodology for this purpose, Learners’ Digital Game...
Article
Full-text available
This paper presents an idea on how to utilize mobile phones to support learning in the classroom. The paper also tries to initiate discussion on whether we can create new kinds of learning applications using mobile devices and whether this could be the way we should proceed in developing 21st century learning applications. In this study, a mobile p...
Article
The last decade has witnessed a growing interest in design information technologies and interfaces that support rich and complex user experiences, including satisfaction, joy, aesthetics, and reflection. It is high on the agenda to extend and intensify the overall (user) experiences with the help of appropriate technology. This paper presents two p...
Chapter
In this chapter, the focus falls on integrating mobile learning, digital storytelling, and social media into vocational learning practices. The literature review introduces the development of mobile learning and digital storytelling and presents ways in which these concepts can piggyback the interactive features of social media. A case study during...
Article
Full-text available
Digital media is increasingly finding its way into the discussions of the classroom. The interest lies particularly in mobile learning. Mobile learning means simply learning and teaching practices done with or via different mobile devices. Learning with the help of mobile devices is increasing and it is considered to be one of the 21st century skil...
Conference Paper
In Finland the national broadcaster company YLE has done experiments in creating social TV by combining text TV and social media for a couple of years now. YLE has offered viewers an opportunity to tweet on Twitter via text TV page in real time simultaneously with live TV broadcast. This has been done mainly around different large and nationalistic...
Article
The purpose of this study was to elaborate and analyze the existing linkage between TV and Web content. We focused on mainstream TV broadcasters in Austria and Finland and chose 10 Austrian and 10 Finnish TV program formats that feature convergence with the Web. We conducted a multidisciplinary platform analysis based on a catalog of criteria estab...
Article
Full-text available
Digital media is increasingly finding its way into the discussions of the classroom. The interest lies particularly in mobile learning. Mobile learning means simply learning and teaching practices done with or via different mobile devices. Learning with the help of mobile devices is increasing and it is considered to be one of the 21 st century ski...
Article
Combination of broadcast and digital media is high on the agenda of today's international media industries. Basically this means combining broadcasting with digital platforms. [29] This sort of cross-platform thinking is most common in different real TV-formats that offer interactive audience participation on TV, net and other mediums and/or device...
Article
The last decade has witnessed a growing interest in design information technologies and interfaces that support rich and complex user experiences, including satisfaction, joy, aesthetics, and reflection. It is high on the agenda to extend and intensify the overall (user) experiences with the help of appropriate technology. This paper presents a pil...
Article
Obesity and the lack of exercise are well known problems among the young people nowadays. One solution to the problem lies in games that activate and motivate young people to move under the guise of having fun and playing. Exergames involve physical activity as a means of interacting with the game and the most important outcome for exergaming syste...
Article
The potential use of serious games in educational settings is huge, because a large and growing population is familiar and engaged with playing games. However, the popularity of games has aroused also problems. For example, obesity has recently become a big problem in many countries. The development of motion-based controllers and the concern over...
Article
Full-text available
There are many new forms of entertainment in game industry. Often some of the forms are neglected in academic focus and research. Usually this is the case with marginal game forms. This paper will introduce two different, mobile device based game forms from the 21 st century that are very successful among the users but are left out from the centre...
Article
TV is seen much less active medium than PC or mobile phone and often it is forgotten when social media and its technologies are defined. Usually TV is seen as a passive entertainment device, but TV is a part of active and social gaming experience. A qualitative study of social interaction on the TV-screen was conducted by recording sample of Finnis...
Conference Paper
Interactive TV entertainment has brought to life a new kind of TV game show host culture in Finland. A qualitative study of SMS-to-TV human-hosted interactive TV games, specifically, TV-mobile games and call quizzes, was conducted by recording sample interactive TV programs and corresponding discussion forums on the Internet and analyzing the conte...
Article
Full-text available
Interactive television is becoming more and more socialized and it is no longer just a TV. There are numerous ways and technologies to interact with the TV (Parikka 2004; Jensen & Toscan 1999). There are also different viewpoints regarding what is interactive, what the level of interaction is, and furthermore, where today's television may be locate...

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Projects

Projects (3)
Project
The aim of the study is to find and classify the different approaches and methods of teaching and learning coding skills in Finland and China both in formal and informal settings (i.e. in school and outside school environments). The study done by Tuomi, Multisilta, Saarikoski and Suominen (2016) showed that there are many approaches to teach and learn coding skills both in school and outside school. By studying and classifying the approaches in these two countries, the research study will support the teacher of the Future Schools 2030 to provide high quality teaching and learning on the important 21st Century Skills to the children.
Project
Activating 21st century skills through learners' digital game making - http://tinyurl.com/magicaldoor
Project
The aim of the project is to study how does gamification affect on the facility services jobs. In general, gamification improves the productivity and workplace well-being. Elements from games can be used to increase the motivation on work, and this is called gamification. Better motivation is supposed to lead better results and more enjoyable work. What kind of gamification elements support well-being and productivity in these jobs? Our working environments are full of rich data. There are sensors almost everywhere. Buildings, production processes and machines are all producing so called big data. This data could be used as a basis for producing gamified elements in many workplaces. In our research at Tampere University of technology (Finland) we will be searching the mechanics of taking data for example from buildings and use it as a starting point to gamify the jobs of building management personnel.