Digital Solutions in Pedagogy - Häme University of applied sciences
Digital Solutions in Pedagogy
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Digital Solutions in Pedagogy

Digital solutions to support continuous learning

The research area Digital solutions in pedagogy produces research-based data on the use of digitalisation in higher education, vocational education, and working life. In the future, technology will play an increasingly important role in teaching and education activities. VR and AR technologies are some of the most important innovations in the field of technology. Our activities aim to develop and study the use of new technologies in education and to assess the development of competence and learning experience through a diverse use of research methods. In all projects, particular emphasis is placed on learning analytics. We carry out research and development in close cooperation with the HAMK Edu Research Unit. The research area has launched its activities in autumn 2020. Its aim is to combine the strong expertise of HAMK Edu in professional education and continuous learning with HAMK Smart’s expertise in technology, particularly game engines.

The activities and results of the research area will benefit learners, teachers, educators and leaders in higher education institutions, vocational education institutions, cities, municipalities and companies at both national and international level.


Research Findings - In Virtual Reality, learning experiences are individual and powerful. Especially immersion created by the virtual gear has an essential impact on the overall experience, says Jaana-Maija Koivisto, Principal Research Scientist, HAMK Smar Research Unit
Read more: Salovaara-Hiltunen, M., Heikkinen, K., & Koivisto, J.-M. (2019). User experience and learning experience in a 4D virtual reality simulation game. International Journal of Serious Games, 6(4), 49 – 66.


The Mystery 24/7 project is developing a virtual escape game to support the vocational rehabilitation of young people and young adults. The game offers an opportunity to practice the key skills required in working life. The game can be used by the organisers of vocational rehabilitation services for young people. In addition, the game can be used in educational institutions. Rehabilitation specialists benefit from the game as it offers an innovative digital tool to support rehabilitation.

The purpose of the NUOTTI coaching study is to investigate the implementation, benefits and effects of NUOTTI coaching from the perspective of young persons, NUOTTI coaches and the party guiding the customer to vocational rehabilitation. NUOTTI coaching is provided by the Rehabilitation services of the Social Insurance Institution of Finland (KELA). The aim is to further develop the NUOTTI coaching to better meet the needs of the target group.

The SotePeda 24/7 project has produced digital learning material for the development of digitalisation competence in the social and health care sector. The project was funded by the Ministry of Education and Culture. The materials can be found at and DigiCampus.

In the VATTU project, a VR training application has been developed with the help of game engine technology and the 3D CAD models of a customer company. The study produces information on user experiences related to the VR training application and its acceptability as a method for teaching maintenance procedures. In the development of a VR training application, it is important to understand the customer’s perspective to ensure that the product responds to customer needs. End-users’ experiences regarding the usability and usefulness of the application can be employed in order to develop the product further.



Rosqvist, K., Koivisto, J-M., Vierula J. & Haavisto, E. (2022) Instrumets Used in Graduating Nursing Students’ Exit Exams: An Integrative Review. Contemporary Nurse, DOI: 10.1080/10376178.2022.2085593

Juvonen, S., Koivisto, J-M., Toiviainen, H. 2022. Knowledge creation for the future of integrated health and social services: Vague visions or an expansion of activity? Learning, Culture and Social Interaction.

Koivisto, J-M., Haavisto, E., Kaipia, A. J., Saarinen, I. H., & Multisilta, J. 2022. The Effects of Gamification on Nurse Work Motivation. In O. Bernardes, V. Amorim, & A. Moreira (Ed.), Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations (pp. 262-276). IGI Global.

Korhonen, A-M., Koivisto, J-M. & Ryymin, E. (2021). Vocational Student Teachers’ Perspectives of Pedagogical Infrastructure Components of First Aid Simulation Games. HAMK Unlimited Journal, 10.12.2021.

Koivisto, J-M., Nykänen, K. & Romppanen, T. (2021). Designing and developing virtual escape game for vocational rehabilitation. The 26th Finnish National Conference on Telemedicine and eHealth “eHealth in a Lifecycle” 7. – 8.10.2021, Oulu, Finland.

Koivisto J-M., Multisilta, J. & Haavisto, E. 2021. Surgical nurses’ experiences with intrinsic work motivation: a focus on autonomy, competence and relatedness. Hoitotiede, 33(2), 102-111.

Havola, S., Haavisto, E., Mäkinen, H., Engblom, J. & Koivisto, J-M. (2021). The effects of computer-based simulation game and virtual reality simulation in nursing students’ self-evaluated clinical reasoning skills.  Computers, Informatics, Nursing.

Koivisto, J-M., Rosqvist, K., Buure, T., Engblom, J. & Haavisto, E. 2020 The effectiveness of a simulation game on nursing students’ self-evaluated clinical reasoning skills: A quasi-experimental study. Hoitotiede, 32 suppl, 36-45.

Mäkinen, H., Haavisto, E., Havola, S& Koivisto J-M. 2020 User experiences of virtual reality technologies for healthcare in learning: An integrative review. Behaviour & Information Technology.

Talman, K., Vierula, J., Kanerva, A-M., Virkki, O., Koivisto, J-M. & Haavisto, E. 2020 Instruments for assessing reasoning skills in higher education: a scoping review. Assessment and Evaluation in Higher Education.

Havola, S., Koivisto, J-M., Mäkinen, H. & Haavisto, E. 2020 Game elements and instruments for assessing nursing students’ experiences in learning clinical reasoning by using simulation games: An integrative review. Clinical Simulation in Nursing, 46, 1-14.

Salovaara-Hiltunen, M., Heikkinen, K. & Koivisto, J-M. 2019 User experience and learning experience in a 4D virtual reality simulation game. International Journal of Serious Games, 6(4), 49-66.

Koivisto J-M. 2019 Digital simulations for healthcare education. Encyclopedia of Education and Information Systems. Springer, Cham. Online ISBN 978-3-319-60013-0

Koivisto, J-M. 2019 Simulation games and virtual reality promoting safe patient care. HAMK Unlimited Journal 6.5.2019. This article was originally published as Simulaatiopelit ja virtuaalitodellisuus potilasturvallisuuden edistäjinä in Finnish in April 2019.

Ahonen, O., Id-Korhonen, A., Juvonen, S., Kinnunen, U-M., Koivisto, J-M., Koski, A., Koskinen, R., Laakkonen, T., Paldanius, M., Poikela, P., Pöyry-Lassila, P., Rajalahti, E., Romppanen, T., Sanerma, P., Sirviö, T., Säätelä, S., Vesterinen, O. & Värri, A. 2018 Health and Social Care Needs Multidisciplinary Competences. Laurea Journal 29.10.2018.

  • Jessi Maunula
  • Jessi Maunula
  • Software Developer
  • Tel. +358 50911 4034
  • Game design, application development and application testing by end-users of digital solutions in pedagogy

In cooperation with HAMK Edu