Pirkko Tellervo Siklander

Pirkko Tellervo Siklander
University of Oulu · Faculty of Education, LET

PhD (education), Adjunct Professor

About

65
Publications
20,485
Reads
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574
Citations
Introduction
Dr. Signe Pirkko Siklander, earlier Hyvönen, Associate Professor in early childhood education at University of Oulu, Faculty of Education and Adjunct Professor in technology-enhanced learning at University of Lapland
Additional affiliations
August 2017 - August 2017
University of Oulu
Position
  • Professor
October 2007 - July 2015
University of Oulu
Position
  • PostDoc Position
October 2007 - March 2015
University of Oulu
Position
  • PostDoc Position

Publications

Publications (65)
Article
This study attempts to provide an in-depth understanding of the influence of collaborative digital gameplay on students’ behavioural, emotional and cognitive engagement in mathematics. This mixed-method study used pre- (N = 45) and post-test (N = 43) engagement surveys and photo-elicitation interviews (N = 6) to investigate how a six-day experiment...
Article
Full-text available
Nature play with young children has been criticized for lacking the transformative power necessary for meaningfully contributing to sustainability issues. The purpose of this systematic review was to identify outcomes associated with young children’s nature play that align with Education for Sustainability outcomes, toward addressing the question o...
Chapter
Higher education (HE) is required to educate educational experts who can design teaching and learning processes, which trigger students’ interest, motivate and engage them. Although research has shown the importance of triggers, particularly in challenging situations, academics still lack practical and theoretical examples on how to design inspirin...
Chapter
Full-text available
Työpeda-hankkeessa Oulun yliopiston Oppimisen ja koulutusteknologian tutkimusyksikkö (LET) pilotoi osaamismerkkejä arvioinnin menetelmänä osana kansainvälisten maisteriopiskelijoiden yhteisölliseen ongelmanratkaisuun keskittyvää opintokokonaisuutta. Pilotin aikana opintojakson rakenne purettiin edelleen opintojakson prosessimallin mukaiseksi kritee...
Book
Full-text available
Tervetuloa tutustumaan työelämäpedagogiikan moninaisuuteen! Tämä kirja on toteutettu opetus- ja kulttuuriministeriön tukeman Työelämäpedagogiikka korkeakoulutuksessa (Työpeda) -hankkeen lopputuotoksena. Tarkoituksena on jakaa hankkeessa pilotoituja toimintatapoja, välineitä ja malleja kaikkien korkeakoulujen käyttöön. Työelämäpedagogiikka on määrit...
Article
Full-text available
The present study explores approaches to teacher scaffolding in digital game-based learning in primary mathematics classrooms as well as the effects on students' perceptions of learning in a digital game in which scaffolding was provided. A total of 141 primary school students and four mathematics teachers participated in the experiment, and qualit...
Conference Paper
Full-text available
New national core curricula call for the use of diverse indoor and outdoor environments. Learning must be based on problem-solving, playful activities, and the use of all senses and the entire body. We designed a playful making process using three environment types: indoor in the kindergarten, outdoor in the forest, and indoor in the FabLab maker s...
Article
Full-text available
Oppimisen ekosysteemin käsitettä on alettu käyttää viime aikoina yhä useam-min puhuttaessa koulutuksen ja työelä-män yhteistyöverkostoista. Ekosystee-min määrittely jää kuitenkin usein avoi-meksi. Tarkoituksemme on tässä artikke-lissa kartoittaa 'oppimisen ekosysteemi'-käsitteen historiaa, taustaa ja siihen liit-tyviä lähikäsitteitä sekä käsitteen...
Article
Play types and play environments often are influenced by adults, with children having little agency in organizing their own play. This is particularly illustrated in the context of rough and tumble play (RT), which is a type of play pursued by children, but often discouraged by adults. When adults prohibit RT play, they limit opportunities for chil...
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
Background: Digital open badges support competence-based professional development and criteria-based assessment of competences in digital environments. As the use of digital badges is growing rapidly, there is a need for in-depth pedagogical understanding to enable effective classroom application. Purpose: This study seeks to examine the stages of...
Article
Full-text available
This study aimed to find out the ways in which teachers' and students' agency emerge in outdoor learning and in which ways students' agentic engagement could be promoted and supported. Outdoor learning is defined here as cognitive, emotional, social, physical and educational processes designed for and taking place in natural contexts. The study was...
Article
This paper analyses the interactions between pupils and between pupils and their teacher, and the teacher's strategies in an inclusive classroom while pupils enrolled at a primary school work collaboratively on laptops. Video observation data collected from 21 s-grade pupils, one teacher, and her assistant, along with qualitative questionnaire data...
Article
Full-text available
Student engagement in traditional learning environments is in decline resulting in decreased learning results and lack of engagement. Gamification is one option to trigger interest and enhance engagement in learning activities. Aim of this study was to investigate the potential of gamified course design in language learning from students’ perspecti...
Article
Full-text available
The digital revolution and globalization have a deep influence on education at all levels. Various digital devices do not only provide students’ Internet connections, but also create more opportunities for them to get inspired, motivated, and engaged in learning activities. Recent research shows that triggering interest can enhance students’ self-r...
Article
We need to know what it means to be an expert in working life today. Universities are often accused of neglecting the basic idea that higher education should be relevant to working life, and research on the subject of expertise in today’s workplace is lacking. Thirteen experts from different fields were interviewed and the obtained data were analys...
Article
Full-text available
The digital revolution and globalization have a deep influence on education at all levels. Various digital devices do not only provide students’ Internet connections, but also create more opportunities for them to get inspired, motivated, and engaged in learning activities. Recent research shows that triggering interest can enhance students’ self-r...
Conference Paper
Full-text available
In order to encourage participation of women who are novices in digital fabrication, this poster proposes to pay attention to correlation between learners' interest development and triggers originated from an instructional design and a teacher. Our findings contribute to understanding of triggers and triggering process among women in digital fabric...
Conference Paper
Full-text available
Digital pedagogy means applying new technologies to teaching and learning in online, hybrid and face-to-face learning environments. Digital open badges, a set of micro-credentials, support equal and egalitarian competence-based assessment models. Criterion -based digital badging combined with gamification promise learning solutions that have the p...
Article
Full-text available
Brauer, S., Siklander, P. & Ruhalahti, S. (2017). Motivation in digital open badge-driven learning in vocational teacher education. Ammattikasvatuksen Aikakauskirja, 19(3), 7–23. Available free from: https://akakk.fi/wp-content/uploads/AKAKK-3.2017-NET.pdf Digital open badges, a set of micro-credentials, have recently been introduced as tools for...
Article
Introduction. Teachers in Finland are demanded to develop students’ competencies in information literacy. However, they can meet this demand only by collaborating with public librarians. The aim in this case study was to explore the perspectives of teachers, librarians and students in a problem-based project and to analyse the advantages and challe...
Article
The aim of this mixed-method study was to explore connections between student satisfaction and teacher engagement in a playful learning environment (PLE). Altogether, 331 students and 15 teachers were involved in a playful learning designed to establish a novel learning environment enhanced with the use of digital technologies. The data consisted o...
Conference Paper
Full-text available
Teachers and educators try to do their best for getting students motivated and engaged in learning and interaction. Unmotivated and non-engaged students is a problem in Finland and other countries (Quinn, 2013). Promoting interest and engagement in the online learning environments increases students’ intrinsic motivation to interact, learn and deep...
Conference Paper
Teachers and educators in different domains and educational levels attempt to motivate and engage students through learning and interaction. Teachers and educators often think that students either have interest or not, but they might not recognize that interest can be aroused by features of environments, by designing an array of teaching and learni...
Conference Paper
Full-text available
Teachers and educators in different domains and educational levels attempt to motivate and engage students through learning and interaction. Teachers and educators often think that students either have interest or not, but they might not recognize that interest can be aroused by features of environments, by designing an array of teaching and learni...
Chapter
Chapter objectives Study of this chapter enables the reader to understand that: 5 the aim in playing and learning is to develop competencies 5 children, parents and educators perceive and comprehend play from different perspectives, which should be taken into account when designing a playful learning curriculum 5 educators should reflect their play...
Article
Full-text available
This paper is focused on understanding Internet use and comparing cross-cultural differences according to the contents and preferences of the websites that are most visited by two groups of university students from Finland (n = 30) and Mexico (n = 30). The following research is an exploratory qualitative study with some basic statistics. A question...
Article
Full-text available
Children need support to strengthen their efficacious agency, which, in turn, in-creases their well-being and learning capabilities. Efficacious agency includes the idea of chil-dren’s active participation, and in research, it is necessary to develop multiple methods for a child-centered approach for examining it. In this article, we present two ca...
Conference Paper
This study explores features of successful collaborative learning among university students in a virtual course. The aim was to study what kinds of interactional processes occurred when students collaborated while working in international teams and how pedagogical structuring affected the collaborative processes. The data was collected from the Tec...
Article
The purpose of this quasi-experimental study was to determine the degree that creative and playful learning (CPL) in a technology-enriched playground influences academic achievement of students and what factors are responsible for successes. The participants were 276 students from 12 elementary classrooms in the Netherlands and Finland. The researc...
Article
Full-text available
Creativity is one of the competencies required in order successfully to meet challenges across the life span. After defining the broad concept of creativity and its relevance in education, this paper discusses the outcome of a literature review on creativity in collaborative learning across the different stages of an individual’s development, with...
Article
Full-text available
Playful learning environments (PLEs) have been constructed in schoolyards in Finland with the aim of increasing learning through play in curriculum-based education. In order to better understand and inform this development, the Hyvönen sets out to ascertain how teachers view and use play in kindergarten and elementary education. Fourteen teachers w...
Article
Full-text available
Tietokoneen ja internetin käyttäjämäärien kasvusta sekä Suomen ja Euroopan unionin strategioista huolimatta osa ikääntyneistä ei joko halua tai voi käyttää internetiä. Tässä tutkimuksessa analysoidaan omasta halustaan tietokoneesta kieltäytyvien yli 60-vuotiaiden henkilöiden kertomuksia, joissa he kuvaavat elämäänsä ilman tietokonetta. Tutkimuksess...
Data
Full-text available
Ketkä ovat nykypäivän mediakulttuurin ikääntyneitä: työelämän yli 45-vuotiaat vai työelämästä eläkkeelle siirtyneet? Mielenkiintoinen tutkimusaihe sekin, toteavat artikkelin kirjoittajat. Kirjoittajat luovat katsauksen siihen, miten ikääntyneet ovat edustettuina viimeaikaisessa mediakasvatuskirjallisuudessa ja -tutkimuksessa ja toteavat ikääntyneet...
Article
Full-text available
Ketkä ovat nykypäivän mediakulttuurin ikääntyneitä: työelämän yli 45- vuotiaat vai työelämästä eläkkeelle siirtyneet? Mielenkiintoinen tutkimus- aihe sekin, toteavat artikkelin kirjoittajat. Kirjoittajat luovat katsauksen siihen, miten ikääntyneet ovat edustettuina viimeaikaisessa mediakasva- tuskirjallisuudessa ja -tutkimuksessa ja toteavat ikäänt...
Book
Full-text available
This study investigated the affordances of playful learning environments (PLE) for tutoring, playing and learning in the context of pre-primary and basic education. A PLE is an outdoor construction that provides an additional informal learning environment, with or without technological solutions. Theoretically, this study draws on the sociocultural...
Article
Full-text available
The Finnish educational system and curricula lay emphasis on play, collaboration and equality. Modern educational practices allow the learning environment to be enlarged from indoor classrooms to outdoor playful learning environments (PLEs). PLEs have been constructed in schoolyards in Finland with the goal of increasing learning through play in cu...
Article
Full-text available
THIS STUDy AnSWErS the following questions: ‘In what kinds of environments do preschool children want to play?’ and ‘In what kinds of environments do boys and girls want to play?’ Methodologically, the study draws on grounded theory, with data collected among Finnish preschoolers through 15 creation sessions with 49 children from six to seven years...
Article
THIS STUDY ANSWERS the following questions: ‘In what kinds of environments do preschool children want to play?’ and ‘In what kinds of environments do boys and girls want to play?’ Methodologically, the study draws on grounded theory, with data collected among Finnish preschoolers through 15 creation sessions with 49 children from six to seven years...
Conference Paper
Full-text available
This article aims to analyse the significance of experientiality, emotionality and sensationality in network-based mobile education (NBME). It also looks closely into these concepts as potential affordances in the teaching-studying-learning (TSL) processes. In our previous article (Lehtonen, Hyvönen & Ruokamo, to appear), we demonstrated, on the ba...
Chapter
Full-text available
Tässä artikkelissa tarkastellaan emootioiden merkitystä opetus-, opiskelu- ja oppimisprosesseissa. Tavoitteena on osoittaa sekä teoreettisen tarkastelun että empiirisen aineiston perusteella, että emotionaaliset prosessit ovat keskeisiä ihmisen toiminnassa. Tarkastelemme ensisijaisesti verkko-opetusta, mutta artikkelissa keskustellaan myös joiltain...
Conference Paper
http://epublications.uef.fi/pub/urn_isbn_952-458-655-X/urn_isbn_952-458-655-X.pdf
Article
This paper is a report of research that focuses on children's representations of their ideal playful environments. Methodologically, the study draws on grounded theory, with data collected through creation sessions. The data consist of 15 creation sessions with children from six to seven years of age. Results demonstrate that children's ideal envir...
Article
This paper is a report of ongoing research that focuses on preschool children's representations of everyday life and ideal playful environments. Methodologically, the study draws on grounded theory, with data collected through storycrafting and creation sessions. The data consist of 52 narratives and the output of 15 creation sessions with children...
Article
Full-text available
The aim of this study was to develop a theoretical and pedagogical model for planning and evaluating play and games as learning tools. The model is also useful for evaluating playful learning environments (PLE). This research is a part of the Let's Play project in which purpose is to design and construct playful learning environments for primary sc...
Article
The aim of the paper is to introduce the role of 'intentionality' of students' embodied subjectivity in virtual learning environments. Our intentional stance is a means to interpret the behavior of students. Our empirical material consists of narratives and discussions produced by students in a virtual university course and it gives an authentic vi...

Questions

Question (1)
Question
There are a vast number of expertise studies, but how expertise looks in working life today seems to be lacking. 

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Projects

Projects (11)
Project
In English -->Roll down. Työelämäpedagogiikka korkeakoulutuksessa -hankkeen tavoitteena on uudistaa korkeakoulutuksen toimintakulttuuria siten, että työelämänäkökulma ja työelämätaitojen kehittäminen ovat luonnollinen osa koulutusta. Tutkimusten mukaan koulutuksen ja työelämän yhteistyö voi parantaa valmistuneiden työllistymismahdollisuuksia ja nopeuttaa siirtymistä työelämään. Korkeakoulutuksessa työelämäkokemusta saadaan kuitenkin usein vasta opintojen lopussa tapahtuvassa, muusta opetuksesta irrallisessa työharjoittelussa. Korkeakouluihin tarvitaankin sellaisia toimintamalleja, joissa korkeakoulut ja työelämä yhdessä luovat oppimisympäristöjä teorian ja käytännön yhdistämiseksi. TYÖPEDA-hankkeen tarkoituksena on yhteistyössä ammattikorkeakoulujen ja yliopistojen kanssa luoda toimintamalleja opiskelijoiden työelämätaitojen kehittämiseen, opetussuunnitelmien uudistamiseen, työelämäpedagogiseen ohjaukseen sekä TKI-toiminnan kytkemiseen korkeakoulutukseen. Hankkeen kivijalkana on tutkimustieto koulutuksen ja työelämän yhteistyöstä sekä työpaikalla oppimisesta. Hanke pohjautuu integratiivisen pedagogiikan malliin, jossa työelämäkokemusta reflektoidaan teoriatiedon valossa. Työkokemuksen opinnollistaminen palvelee tätä tarkoitusta. Tavoitteena on tuottaa asiantuntijuutta, jossa yhdistyvät syvällinen ymmärrys, aktiivinen toimijuus ja monipuoliset taidot. Vaikka työelämätaitoja opitaan parhaiten työelämässä, niitä on mahdollista kehittää myös oppilaitoksen sisällä monipuolisia opetus- ja oppimismenetelmiä hyödyntäen. Tämän vuoksi hankkeessa kehitetään työelämässä tapahtuvan oppimisen lisäksi kampuksella tapahtuvaa opetusta. TYÖPEDA-hanketta rahoitetaan opetus- ja kulttuuriministeriön erityisavustuksella vuosina 2018–2020, ja siinä on mukana yhteensä kymmenen yliopistoa ja kuusi ammattikorkeakoulua. Work-Integrated Pedagogy in Higher Education (WORKPEDA) WORKPEDA is transforming learning The Work-integrated Pedagogy in Higher Education project brings the working-life perspective more strongly into education. Research findings indicate that cooperation between education and the world of work can improve graduates’ employment and speed up their transition to working life. In their work practice periods, students also learn versatile skills, their understanding gains depth and professional identity becomes clearer. Traditionally in higher education, workplace experience has often been offered at the end of the studies only and in the form of work practice periods separate from other tuition. The WORKPEDA project develops operational models where higher education institutes together with the workplace create learning environments in order to integrate theory and practice. Practical periods, project studies, graduation theses, and various workplace contexts are connected with theoretical teaching. Although working –life skills are learnt best at work, these skills can also be developed within educational institutes by means of diverse teaching and learning methods. Therefore, the WORKPEDA project seeks to develop not only workplace learning but also teaching on campus. WORKPEDA creates operational models for the development of students’ working-life skills, for curricular reforms, for work-integrated pedagogy and guidance as well as for the linkage between research, development and innovation (RDI) activities and education. The project is founded on research knowledge about the cooperation between education and the world of work and about learning at the workplace. Further, the project is based on the model of integrative pedagogy, in which working-life experience is reflected on in the light of theoretical knowledge. Taking an educational approach to work experience serves this purpose. The aim is to produce expertise that combines in-depth understanding, active agency, and versatile skills.
Project
Define the structure and process of digital open badge-driven learning.