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Jarkko Suhonen

Biographic Data

ID6771360
NAMEJarkko Suhonen
GIVEN NAMESJarkko
FAMILY NAMESuhonen
SIGNATURESUHONEN J
AFFILIATIONSUniversity of Eastern Finland
ORCID0000-0002-3501-6286
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS0
AUTHOR COUNT4
EDITOR COUNT0
FIRST PUBLICATION YEAR2014
LATEST PUBLICATION YEAR2023
H-INDEX0
  • Design, development, and evaluation of a virtual reality game-based application to support computational thinking

    Open Access•Friday Joseph Agbo, Solomon Sunday Oyelere et al.•ARTICLE•Educational Technology Research…•2023

    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 implementing a virtual reality (VR) game-based application (iThinkSmart) to support CT knowledge. The study…

  • Critical events and pivotal factors as tools for analyzing the sustainability of online study programs

    Open Access•Jarkko Suhonen, Erkki Sutinen•ARTICLE•Educational Technology Research…•2022

    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 using a four-pillar sustainability model, which consisted of the economic, social, environmental, and …

  • Application of Virtual Reality in Computer Science Education

    Open Access•Friday Joseph Agbo, Ismaila Temitayo Sanusi et al.•ARTICLE•Education Sciences•2021

    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 to conduct the bibliometric analysis. Furthermore, content analysis was conducted on 39 articles th…

  • The Four Pillar Model -Analysing The Sustainability Of Online Doctoral Programmes

    Open Access•Jarkko Suhonen, Erkki Sutinen•ARTICLE•TechTrends•2014•References: 1

No prominent works on this page.

  • The Four Pillar Model -Analysing The Sustainability Of Online Doctoral Programmes

    Open Access•Jarkko Suhonen, Erkki Sutinen•ARTICLE•TechTrends•2014•References: 1

  • Application of Virtual Reality in Computer Science Education

    Open Access•Friday Joseph Agbo, Ismaila Temitayo Sanusi et al.•ARTICLE•Education Sciences•2021

    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 to conduct the bibliometric analysis. Furthermore, content analysis was conducted on 39 articles th…

  • Critical events and pivotal factors as tools for analyzing the sustainability of online study programs

    Open Access•Jarkko Suhonen, Erkki Sutinen•ARTICLE•Educational Technology Research…•2022

    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 using a four-pillar sustainability model, which consisted of the economic, social, environmental, and …

  • Design, development, and evaluation of a virtual reality game-based application to support computational thinking

    Open Access•Friday Joseph Agbo, Solomon Sunday Oyelere et al.•ARTICLE•Educational Technology Research…•2023

    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 implementing a virtual reality (VR) game-based application (iThinkSmart) to support CT knowledge. The study…

Computer Science (4 works) · Knowledge management (3 works) · Political science (3 works) · Psychology (3 works) · Educational Games and Gamification (2 works) · Engineering (2 works) · Human–computer interaction (2 works) · Pillar (2 works) · Public relations (2 works) · Sociology (2 works)

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