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Veronica Lucia Ahonen; Aleksandra Woszczek; Stefan Baumeister; Ulla T. Helimo; Anne Kristiina Jackson; Maria Kopsakangas-Savolainen; Juha Kääriä; Tommi Lehtonen; Mika Luoranen; Eva Pongrácz; Risto Soukka; Veera Vainio; Sami El Geneidy – International Journal of Sustainability in Higher Education, 2024
Purpose: Calculating an organization's carbon footprint is crucial for assessing and implementing emission reductions. Although Finnish higher education institutions (HEIs) aim for carbon neutrality by 2030, limited research exists on plans to reach a similar target in any country. This paper aims to address the shared and individual challenges…
Descriptors: Foreign Countries, Colleges, Climate, Conservation (Environment)
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Mäkelä, Tiina; Helfenstein, Sacha – Learning Environments Research, 2016
The present study shows how the mixed-methods approach can be used in capturing and organising learning environment (LE) characteristics for the participatory design of psychosocial and physical LEs involving learners. Theoretical constructs were tested and further elaborated on in the analysis of two similar educational design research studies:…
Descriptors: Physical Environment, Educational Environment, Participatory Research, Individual Development
Healthy Schools Network, Inc., 2012
"Ergonomics" is a body of knowledge about human abilities and limitations and how these abilities and limitations should be applied to the design of equipment, machinery, and other devices to ensure safe, comfortable and effective use. Most homes and schools today are equipped with computers for student use. Backpacks have become the…
Descriptors: Foreign Countries, Child Health, Computers, Guidelines
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Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
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Andone, Diana; Dron, Jon; Pemberton, Lyn; Boyne, Chris – Journal of Interactive Learning Research, 2007
While most existing online learning environments cater for needs identified during the 1990s, a new generation of digital students has emerged in the developed world. Digital students are young adults who have grown up with digital technologies integrated as an everyday feature of their lives. Digital students use technology differently, fluidly…
Descriptors: Educational Environment, Young Adults, Foreign Countries, Focus Groups
Morch, Anders; Nygard, Kathrine; Andersen, Renate; Mushtaq, Shazia; Nedic, Damir; Olsen, Espen; Hauge, Trond Eiliv; Vedoy, Gunn; Norenes, Svein Olav; Moen, Anne; Nes, Sturle; Olsen, Dorothy S.; Ludvigsen, Sten; Toiviainen, Hanna; Lallimo, Jiri; Toikka, Seppo; Paavola, Sami; Pohjola, Pasi; Hakkarainen, Kai – Online Submission, 2009
This deliverable has been produced in the context of the Knowledge-Practice Laboratory (KP-Lab) project. KP-Lab focuses on innovative practices of working with knowledge in higher education, teacher training, and workplaces. Participants of WP10 are University of Helsinki, University of Oslo and Poyry Forest Industry representing both researchers…
Descriptors: Foreign Countries, Higher Education, Program Evaluation, Educational Change