Heli Ruokamo
Biographic Data
| ID | 6508443 |
|---|---|
| NAME | Heli Ruokamo |
| GIVEN NAMES | Heli |
| FAMILY NAME | Ruokamo |
| SIGNATURE | RUOKAMO H |
| AFFILIATIONS | University of Lapland |
| ORCID | 0000-0002-8679-781X |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 9 |
| WORKS AS AUTHOR | 11 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
Conceptualizing a pedagogical model for immersive virtual reality safety training
The potential of immersive virtual reality (IVR) to deliver engaging occupational safety training has been established by previous research; however, to date, there have not been any pedagogical models to guide its implementation. This study’s objective was to conceptualize a pedagogical model for IVR safety training by combining a multidisciplinary theoretical framework with safety trainers’ contextual and pedagogical expertise. The research que…
Competences for the modern designer — Systematic literature review
Higher education institutions offering education in design need to review their teaching content in relation to a changing society and digitalization. In emerging post-digital era higher education is in a state of change. Metacognitive skills and a focus on digitalized world’s competencies are becoming integral components of curricula in modern days. During the 21 st century emphasis in design education has been on design thinking, user-centered …
Game-based features in intelligent game-based learning environments
Intelligent game-based learning environments have developed and created dynamic, effective, and engaging learning experiences, serving as a tutoring framework for students of different educational levels. Although game-based features have recently been shown to have the potential to improve intelligent tutoring systems in these learning environments, there remains some debate and challenges in terms of their benefits for learning. Therefore, in t…
Primary school students' perceptions of scaffolding in digital game-based learning in mathematics
Conceptualizing dimensions and a model for digital pedagogy
The global COVID-19 pandemic has caused a rising interest in the use of digital pedagogies and the need to teach remotely. This article aims to conceptualize the dimensions described below and offer a model for digital pedagogy to provide tools for using digital technologies in teaching. The model for digital pedagogy is discussed in terms of three dimensions: 1) pedagogical orientation; 2) pedagogical practices; and 3) the digital pedagogical co…
Designing a Preliminary Model of Coaching Pedagogy for Synchronous Collaborative Online Learning
In recent years, webinar platforms have been broadly utilized in online learning where students meet one another synchronously online. This research’s underlying value is its recognition of the utmost importance of the awareness that online learning is a social process, as is all learning. This study aims to find out what kinds of synchronous collaborative online coaching pedagogy models have been used in previous research and proceeds to constru…
Exploring learners’ emotions and emotional profiles in simulation-based medical education
Medical education can be emotionally charged for many reasons, while simulation-based activities in particular are designed to generate emotional reactions. However, few studies have concentrated on the relationship between learning and emotions in this field, despite widespread interest in the topic in other areas. The aim of this research was to study the emotional experiences of participants before and after simulation-based teaching and learn…
Teachers' engagement and students' satisfaction with a playful learning environment
Laptop computers and wireless university campus networks
This study explores whether university students find that laptop computers and networks increase flexibility and effectiveness of studying. Special attention has been paid to non-traditional students who have extra commitments, such as taking care of children or term-time employment. Questionnaire data was collected from students who had the opportunity to acquire a laptop partly sponsored by the university. The data was analysed quantitatively. …
The Preliminary Development of the Children’s Overall Satisfaction with Schooling Scale (COSSS)
Towards meaningful learning through digital video supported, case based teaching
This paper reports an action research case study in which a traditional lecture based, face to face Network Management course at the University of Lapland's Faculty of Social Sciences was developed into two different course versions resorting to case based teaching: a face to face version and an online version. In the face to face version, the teacher designed and produced three digital video supported case studies with the students to be used as…
Towards meaningful learning through digital video supported, case based teaching
This paper reports an action research case study in which a traditional lecture based, face to face Network Management course at the University of Lapland's Faculty of Social Sciences was developed into two different course versions resorting to case based teaching: a face to face version and an online version. In the face to face version, the teacher designed and produced three digital video supported case studies with the students to be used as…
The Preliminary Development of the Children’s Overall Satisfaction with Schooling Scale (COSSS)
Laptop computers and wireless university campus networks
This study explores whether university students find that laptop computers and networks increase flexibility and effectiveness of studying. Special attention has been paid to non-traditional students who have extra commitments, such as taking care of children or term-time employment. Questionnaire data was collected from students who had the opportunity to acquire a laptop partly sponsored by the university. The data was analysed quantitatively. …
Teachers' engagement and students' satisfaction with a playful learning environment
Exploring learners’ emotions and emotional profiles in simulation-based medical education
Medical education can be emotionally charged for many reasons, while simulation-based activities in particular are designed to generate emotional reactions. However, few studies have concentrated on the relationship between learning and emotions in this field, despite widespread interest in the topic in other areas. The aim of this research was to study the emotional experiences of participants before and after simulation-based teaching and learn…
Primary school students' perceptions of scaffolding in digital game-based learning in mathematics
Conceptualizing dimensions and a model for digital pedagogy
The global COVID-19 pandemic has caused a rising interest in the use of digital pedagogies and the need to teach remotely. This article aims to conceptualize the dimensions described below and offer a model for digital pedagogy to provide tools for using digital technologies in teaching. The model for digital pedagogy is discussed in terms of three dimensions: 1) pedagogical orientation; 2) pedagogical practices; and 3) the digital pedagogical co…
Designing a Preliminary Model of Coaching Pedagogy for Synchronous Collaborative Online Learning
In recent years, webinar platforms have been broadly utilized in online learning where students meet one another synchronously online. This research’s underlying value is its recognition of the utmost importance of the awareness that online learning is a social process, as is all learning. This study aims to find out what kinds of synchronous collaborative online coaching pedagogy models have been used in previous research and proceeds to constru…
Game-based features in intelligent game-based learning environments
Intelligent game-based learning environments have developed and created dynamic, effective, and engaging learning experiences, serving as a tutoring framework for students of different educational levels. Although game-based features have recently been shown to have the potential to improve intelligent tutoring systems in these learning environments, there remains some debate and challenges in terms of their benefits for learning. Therefore, in t…
Conceptualizing a pedagogical model for immersive virtual reality safety training
The potential of immersive virtual reality (IVR) to deliver engaging occupational safety training has been established by previous research; however, to date, there have not been any pedagogical models to guide its implementation. This study’s objective was to conceptualize a pedagogical model for IVR safety training by combining a multidisciplinary theoretical framework with safety trainers’ contextual and pedagogical expertise. The research que…
Competences for the modern designer — Systematic literature review
Higher education institutions offering education in design need to review their teaching content in relation to a changing society and digitalization. In emerging post-digital era higher education is in a state of change. Metacognitive skills and a focus on digitalized world’s competencies are becoming integral components of curricula in modern days. During the 21 st century emphasis in design education has been on design thinking, user-centered …
Psychology (10 works) · Computer Science (8 works) · Mathematics education (8 works) · Pedagogy (6 works) · Multimedia (5 works) · Educational technology (3 works) · Artificial Intelligence (2 works) · Educational Games and Gamification (2 works) · Human–computer interaction (2 works) · Innovative Teaching and Learning Methods (2 works)