Arif C Topuz
Ardahan University, Computer Programming, Faculty Member
- Instructional Design, öğretim Teknolojileri, Computer Programming, Education, Computer Science, Research Methodology, and 18 moreEducational Technology, E-learning, Human Computer Interaction, Educational Research, Science Education, Distance Education, Online Learning, Learning and Teaching, Instructional Technology, Distance Learning, Game studies, Training and Development, Computer-Based Learning, Computer Supported Cooperative Work (CSCW), Computer and Instructional Technology, Computer Education and Instructional Technology, Technology, and Artificial Intelligenceedit
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.
Research Interests:
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...
Research Interests:
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...
Research Interests:
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...