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Arif C Topuz

Arif C Topuz

Since rapid development of the world; the meeting of the increasing demand for electric power in recent years has faced the problem; thus, countries, to use their energy potential, avoid from conventional sources and turn to renewable... more
Since rapid development of the world; the meeting of the increasing demand for electric power in recent years has faced the problem; thus, countries, to use their energy potential, avoid from conventional sources and turn to renewable energy sources. Therefore, one of the significant alternatives in the solution frame is to get advantage effectively of hydraulic energy potential which is one of the renewable energy sources.
Uzaktan egitimde en onemli konulardan birisi etkilesimdir. Etkilesim sayesinde og- renciler birbirleriyle ve ogreticiyle daha verimli iletisim kurabilirler. Bu calismada 3B senkron ortamlarda ogreticinin ogrencilerle ve ogrencilerin... more
Uzaktan egitimde en onemli konulardan birisi etkilesimdir. Etkilesim sayesinde og- renciler birbirleriyle ve ogreticiyle daha verimli iletisim kurabilirler. Bu calismada 3B senkron ortamlarda ogreticinin ogrencilerle ve ogrencilerin birbirleriyle olan etkilesimi incelenmistir. Bu arastirmanin amaci; ogreticinin 3B senkron ortama canli web kamera goruntusuyle veya avatariyla katiliminin ogrencilerin memnuniyet duzeyine olan etkisini arastirmaktir. Nitel arastirma yontemlerinden durum calismasi modelinin kullanildigi arastirmanin calisma grubunu Ataturk Universitesi Bilgisayar ve Ogretim Teknolojileri Egitimi Bolumu’nde ogrenim goren ucuncu sinif ogrencileri olusturmaktadir. 25 ogrencinin katildigi calisma sonunda rastgele dokuz ogrenci secilmis ve bu ogrencilerle odak grup gorusmesi yapilmistir. Toplanan veriler icerik analizi yontemiyle analiz edilmistir. Elde edilen kod ve temalar betimlenerek ozet tablolarla gorsellestirilmistir. Arastirma sonucunda ogrenciler; ogreticinin ders su...
Bu calismanin amaci; elektronik ve robotik kodlama egitiminde kullanilabilecek, programlanmasi basit, kisa devre korumali, yazarak veya blok tabanli kodlanabilen, modul baglantilarinin kolayca gorulebildigi, lisanslama ve telif hakki... more
Bu calismanin amaci; elektronik ve robotik kodlama egitiminde kullanilabilecek, programlanmasi basit, kisa devre korumali, yazarak veya blok tabanli kodlanabilen, modul baglantilarinin kolayca gorulebildigi, lisanslama ve telif hakki sorunu bulunmayan, dusuk maliyetli, kamu kaynaklarinin disa aktarimini azaltabilecek nitelikte, universitenin kendi robotik egitim setini gelistirmektir. Bu amacla yapilan gelistirme calismasinda robotun nasil tasarlanabilecegi, maliyetinin ne kadar olacagi ve hangi uygulamalarin yapilabilecegine odaklanilmistir. Sistem/Yazilim Proje Yonetim Modellerinden Şelale Modelinin baz alindigi bu calismada Ardunio isimli gelistirme karti kullanilmis ve Arduino destekli toplam 11 modulden olusan bir egitim robotu prototipi uretilmistir. ARUbot ismi verilen bu robot ile uzerindeki modullerin cesitli kombinasyonlarla kullanilmasi neticesinde toplam 2047 farkli kullanim elde edilebilmektedir. Ayrica ARUbot; cizgi izleyebilme, engelden kacabilme, sicaklik ve nemi olcebilme, isik durumunu olcebilme, bluetooth ile kontrol edilebilme, ekranina yazi yazabilme gibi daha bircok islevi bir arada yerine getirebilmektedir. Ustelik boyle bir robotun universite tarafindan uretilmesi sayesinde, maliyetinin emsallerinden yaklasik 8 kat daha dusuk oldugu anlasilmistir. Ulkemizin politika yapicilari ve egitim kurumlari yoneticileri tarafindan bu calisma kapsaminda ortaya koyulan bulgularin dikkate alinmasi sayesinde, yurtdisi menseili robotik kodlama egitim setleriyle kamu kaynaklarinin yurtdisina akmasinin azaltilabilecegi soylenebilir.
The purpose of this research is the determination of the learning theories, which have been built by Web 2.0 applications between 2004 and 2013 as a matter of teaching technology. Science Direct database is investigated and 103 articles... more
The purpose of this research is the determination of the learning theories, which have been built by Web 2.0 applications between 2004 and 2013 as a matter of teaching technology. Science Direct database is investigated and 103 articles are found and analyzed with the document analysis method. According to the results, it is found that the most academic studies on the social network applications have been conducted in Web 2.0 applications. In addition, the most of the academic studies on the constructive, social and situational learning theories have been conducted in those learning theories. It has been determined that the academic studies having Web 2.0 applications were built on the learning theories started by 2008 and most of the studies were made in 2013. With this study, researchers who want to use Web 2.0 applications in learning environments can develop Learning Technologies-oriented perspectives that could be appropriate for study target and scope. Keywords— Web 2.0 applic...
In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused... more
In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused on. For this reason, the eSport applications included in these two platforms constituted the sampling of the present study. A data collection form was developed by the researcher of the study in order to collect the data in the study. This form included the number of the countries, the popularity ratings of the application, the name of the application, the type of it, the age limit, the rating of the likes, the company that developed it, the version and the first appearance date. The study was conducted with the Qualitative Research Method, and the Case Study design was made use of in this process; and the Descriptive Analysis Method was used to analyze the data. As a result of the study, it was determined that the most popular eSport applications a...