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Aalto Online Learning - Online Hybrid Lab

Online Hybrid Lab collection

The collection of articles written by Online Hybrid Lab members around topic of online and blended learning and teaching.

Books

Design Education Across Disciplines book, Photo by Valeria Azovskaya, 2023

Design Education Across Disciplines: the new book from Aalto University experts has been published!

The new book by Miikka J. Lehtonen, Tomi Kauppinen and Laura Sivula shares and discusses a diverse range of inclusive methods for how design engages learners.

News

Articles

In this paper we present a 360° production pipeline supporting educators.

We report the different elements and phases of the pipeline, resources needed and elements to consider such as funding, equipment and platforms. We further present two cases that have been our pilots for understanding what such a 360° production pipeline should include. We also outline the research and development agenda for the years to come as part of the Online Hybrid Lab activities and Unite! Virtual Campus, a task force of the European University alliance of nine partners.

360 camera operated by Sofia Sevon and Taija Votkin_photo is taken by Valeria Azovskaya at Aalto campus in August 2022

In this paper, we explore a teaching experiment utilizing expert-driven online game jams in the context of game design education. For the purpose of evaluating the format, we collected the experiences of the jammers and the experts in addition to observing the events. In this short paper, we concentrate only on the experiences of the experts.

Screenshots of jam games from GNOJs that the Experts considered exemplary: 1) surprising use of constraint or unique gameplay (e.g. Merchant Street MAYHEM!, Monastic Rule Board Game and Pouching Possums), 2) games that personally appealed to them (90s shoebox: keep it or throw it away and Goodbye, plant), 3) games that had elegant design (Quarantine Qualms), and 4) games that were polished (e.g. Pâtissier, Ryoshiban and Quantum Cube)

In this paper, we reflect upon the development process of three videogame 'promotypes', prototypes designed to promote the game production pipeline service in development at Aalto University. In the process of developing example games for potential internal clients of the university, we aimed to set out realistic project goals for given resources to better communicate the scope and potential level of the delivered outcomes.

Cost driver, game screenshot. For more information please see Game prototypes by Online Hybrid Lab

In this paper, we describe the initial process of developing what we call the Game Production Pipeline (GPP), an effort to assist and guide educators in making educational games within higher education.

Game Production pipeline process_Ylva Grufstedt_illustration by Solip Park

This paper explores how to design virtual toolboxes to engage and guide educators when creating online learning. Conducting a design science research project, we propose theory-grounded design principles and instantiate them in an interactive toolbox.

Learningtoolbox screenshot of the preloved practices. Learn more at https://learningtoolbox.aalto.fi/recommendations-and-pre-loved-practices/

Recent addition:

  1. G.Zimmermann, D.Derichs, T.Votkin and T.Kauppinen. Making 360-Degree Interactive Content Less Inaccessible–Authoring Guidelines and Lessons Learned. In Proceedings of AAATE 2023, Assistive Technology: Shaping a sustainable and inclusive world, Paris, France, August, 2023.
  2. T.Rizzi, T.Kauppinen (2024). Learning from anywhere with augmented reality (AR). Cyber-Physical Learning Journal. Singapore University of Technology and Design. Singapore. 
  3. E.Morrell, V.Kankainen, A.Kultima and T.Kauppinen. There’s More than One Way to Skin a Game: Templating Game-Based Learning. ECGBL - 18th European Conference on Games Based Learning Aarhus University, Denmark on 3-4 October 2024
  4. T.Metsäkoivu, T.Kauppinen. The effects of listening context on the retention and application of information from a podcast. STE 2024, The 4th International Conference on Science and Technology Education STE 2024, October 2024 . FEUP, Porto, Portugal.
  5. J.Tavaila, T.Kauppinen. What makes students motivated and engaged in online courses? STE 2024, The 4th International Conference on Science and Technology Education STE 2024, October 2024 . FEUP, Porto, Portugal.
  6. T.Rizzi (University of Trento, Italy), T.Kauppinen. Learn from anywhere with augmented reality (AR). STE 2024, The 4th International Conference on Science and Technology Education STE 2024, October 2024 . FEUP, Porto, Portugal.
  7. T.Kauppinen, T.Metsäkoivu, T.Rizzi, J.Tavaila, V.Azovskaya, V.Kankainen, J.Angouri. Designing sustainable online communities for higher education. STE 2024, The 4th International Conference on Science and Technology Education STE 2024, October 2024 . FEUP, Porto, Portugal.
  8. T.Rizzi and T.Kauppinen. Learn from Anywhere with Augmented Reality (AR). IFE Conference Proceedings, Monterrey, Mexico, January, 2024.

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