Learning objects, which are available in almost every context, are very useful for teachers who h... more Learning objects, which are available in almost every context, are very useful for teachers who have trouble with preparing web-based or computer-based instruction. In this study, pre-service teachers created their web based content with learning objects and an authoring environment to arrange their learning objects. Researchers investigated how pre-service teachers select learning objects, and how they sequence and arrange the content in platform. Results showed that pre-service teachers reflected traditional lesson habits in their web based content. Also there are some troubles with learning objects in terms of interactivity level and format.
As the use of ontologies expands, their visualizations are becoming more important. In this study... more As the use of ontologies expands, their visualizations are becoming more important. In this study, an ontology browser for visualizing the Trajectory Simulation ONTology (TSONT) was evaluated in terms of usability by utilizing eye-tracking technology. The methodology of evaluating an ontology browser is reported along with the results of the current evaluation. The TSONT Browser is a tree type ontology browser created to allow developers to visualize TSONT. Six flight simulation programmers with at least one year of experience participated in the study. Participants were given usability tasks, and their voices and eye movements were recorded by sound recorder and eye-tracker, respectively. Data were analyzed against usability and functionality criteria. Results showed that guidance and terminology influence the efficiency, effectiveness, and user satisfaction of ontology browsers. The results reveal important insights to requisites of general usability, even in simple text-based interfaces.
This chapter aims to examine the practices and potential of Activity Theory (AT) for educational ... more This chapter aims to examine the practices and potential of Activity Theory (AT) for educational technology research (ETR). AT provides a framework within which to understand object-oriented, collective, and social environments (Engestrom, Perspectives in activity theory (pp. 19–38). Cambridge: Cambridge University Press, 1999). Activity systems provide flexible frameworks that can be modified according to the nature of the context. In ETR, AT has been used as a tool to analyze and design complex learning situations as well as to analyze the contradictions and barriers in technology integration and to describe the dynamics of organizational knowledge creation. In this chapter, the basics of AT are presented and the available research using AT as a methodological tool in ETR is examined. The use of AT as a metaphorical tool in learning design and artifact development, as an analytic tool in an innovation study, and as a descriptive and prescriptive tool in a knowledge management study is explained. I also refer to the potential use of Actor Network Theory (ANT) as a possible third generation AT (Engestrom, Journal of Education and Work 14(1):134–156, 2001) that can be used to understand the symmetrical relationship between multiple activity systems.
Öğretim tasarımı, hızla büyüyen, değişen ve gelişen bir alan olup, öğretim tasarımcılarının eğiti... more Öğretim tasarımı, hızla büyüyen, değişen ve gelişen bir alan olup, öğretim tasarımcılarının eğitimi de çok yönlü, gerçek hayatla uyumlu, sürece odaklı ve güncel bir eğitim anlayışı gerekmektedir. Bu durum çalışmasında, yoğun bir tasarım süreci içeren çoklu ortam tasarımı dersini alan, Bilgisayar ve Öğretim Teknolojileri Eğitimi bölümü 3. Sınıf öğrencilerinin, öğretim tasarımı alanı ile ilgili elde ettikleri kazanımlar incelenmiştir. Bir öğretim dönemi boyunca, iki projeyi kapsayan tasarım dersinde her iki projede takım oluşturma stratejisi, projenin doğası, danışmanlar gibi unsurlar değişmiştir. Çalışmanın asıl katılımcılarını dersi alan 47 öğrenci (acemi öğretim tasarımcıları) oluştururken, 16 mezun ve 10 bir önceki yıldan aynı dersi alan öğrenci ile de sonuçların teyit edilmesi adına görüşmeler yapılmıştır. Çalışmada mevcut öğrencilerin öğrenme çıktılarını ölçmek için ön ve son test şeklinde uygulanan bir anket kullanılmıştır. Proje grupları ile yapılan görüşmeler ve bireysel görü...
This descriptive study aims to identify children’s information disclosure tendency in social netw... more This descriptive study aims to identify children’s information disclosure tendency in social network environments, their social network use habits and potential risky behaviors. The study was conducted in Turkey's three largest cities (Istanbul, Ankara, and Izmir), and data were gathered with survey through face-to-face meetings with randomly selected 524 children between 9 and 16 years old who used social networks, and their parents. The survey consisted total of 38 Likert-type questions that 25 of them were asked to child in order to learn about their social network memberships and habits, and 13 of them were asked to parents in order to collect data about their demographics. Data were analyzed to make descriptive and comparative analysis to see tendencies of children while using SNs and some factors influencing information disclosure. Results show that as children’s age increases, the amount of Internet usage also increases. The most frequently used social network site is Fac...
Bu calismanin amaci teknoloji kullaniminin yayginlasmasi ve bilgisayar ortamlarinda gorselligin a... more Bu calismanin amaci teknoloji kullaniminin yayginlasmasi ve bilgisayar ortamlarinda gorselligin artmasinin uzamsal beceriye olan etkisini incelemektir. Bu amacla iki farkli universitede ogrenim goren 108’i kadin, 92’si erkek toplam 200 ogrenciden veri toplanmistir. Veri toplama araci olarak demografik bilgilerin toplandigi ve Zihinsel Dondurme Testi (ZDT) ile Uzamsal Gorsellestirme Testini (UGT) iceren uc bolumluk bir form kullanilmistir. Arastirma sonucunda, uzamsal beceri ile bilgisayar kullanma deneyimi ve oyun oynama deneyimleri arasinda pozitif yonde bir korelasyon oldugu belirlenmistir. Uzamsal becerinin gelistirilmesine yonelik bircok yontem bulundugu ve akademik basari da dâhil olmak uzere bircok beceriye etkisi oldugu icin bu becerinin gelistirilmesinin onemli oldugu soylenebilir. EFFECTS OF GAMING HABITS OF UNIVERSITY STUDENTS ON THEIR SPATIAL SKILLS As spatial skills are being used in many areas effectively ,it is important to develop it.The aim of this work is to study ...
The goal of this study is to determine the effectiveness of mind games played by secondary school... more The goal of this study is to determine the effectiveness of mind games played by secondary school sixth grade students as classroom activities in math and grammar courses on their perceived problem‐solving skills and achievements. In the quantitative part of the study, the nonequivalent groups pre‐test–post‐test control group design from single‐factor quasi experimental designs was used. Qualitative data collection and analysis approaches have also been used to support and explain quantitative data. The study's sample group, which was formed using a convenience sampling method, consisted of 48 sixth grade secondary school students who studied in a moderately developed city center in Turkey and their teachers. An achievement test, perceived problem‐solving skills scale and semistructured interview guide were used as the data collection tools. According to the findings, the students in the experimental group who played mind games showed development in their perceived problem‐solvi...
2015 9th International Conference on Application of Information and Communication Technologies (AICT), 2015
The popularity of virtual worlds has increased in recent years, as they have begun to feature a t... more The popularity of virtual worlds has increased in recent years, as they have begun to feature a three-dimensional (3D) environment, avatars, and synchronous and asynchrounous communication. However, to successfully use virtual world platforms in different disciplines, certain limitations and potential difficulties of these platforms must be overcome. The purpose of this study was both to determine technical problems encountered by practitioners and designers who create environments in 3D virtual worlds and to suggest solutions for these problems. In the study, designers experimented with two different 3D virtual world platforms for one year, to design and create learning environments. The case study method was used as a research model. To collect the research data, interview records and documents in which the designers and practitioners noted problems that they encountered were used. The results indicate that the technical problems influenced the pedagogical effectiveness of the environments. Our findings should be beneficial both to virtual world designers and to users who wish to use these environments in different fields.
Handbook of Research on Educational Communications and Technology, 2013
This chapter aims to examine the practices and potential of Activity Theory (AT) for educational ... more This chapter aims to examine the practices and potential of Activity Theory (AT) for educational technology research (ETR). AT provides a framework within which to understand object-oriented, collective, and social environments (Engestrom, Perspectives in activity theory (pp. 19–38). Cambridge: Cambridge University Press, 1999). Activity systems provide flexible frameworks that can be modified according to the nature of the context. In ETR, AT has been used as a tool to analyze and design complex learning situations as well as to analyze the contradictions and barriers in technology integration and to describe the dynamics of organizational knowledge creation. In this chapter, the basics of AT are presented and the available research using AT as a methodological tool in ETR is examined. The use of AT as a metaphorical tool in learning design and artifact development, as an analytic tool in an innovation study, and as a descriptive and prescriptive tool in a knowledge management study is explained. I also refer to the potential use of Actor Network Theory (ANT) as a possible third generation AT (Engestrom, Journal of Education and Work 14(1):134–156, 2001) that can be used to understand the symmetrical relationship between multiple activity systems.
Learning objects, which are available in almost every context, are very useful for teachers who h... more Learning objects, which are available in almost every context, are very useful for teachers who have trouble with preparing web-based or computer-based instruction. In this study, pre-service teachers created their web based content with learning objects and an authoring environment to arrange their learning objects. Researchers investigated how pre-service teachers select learning objects, and how they sequence and arrange the content in platform. Results showed that pre-service teachers reflected traditional lesson habits in their web based content. Also there are some troubles with learning objects in terms of interactivity level and format.
As the use of ontologies expands, their visualizations are becoming more important. In this study... more As the use of ontologies expands, their visualizations are becoming more important. In this study, an ontology browser for visualizing the Trajectory Simulation ONTology (TSONT) was evaluated in terms of usability by utilizing eye-tracking technology. The methodology of evaluating an ontology browser is reported along with the results of the current evaluation. The TSONT Browser is a tree type ontology browser created to allow developers to visualize TSONT. Six flight simulation programmers with at least one year of experience participated in the study. Participants were given usability tasks, and their voices and eye movements were recorded by sound recorder and eye-tracker, respectively. Data were analyzed against usability and functionality criteria. Results showed that guidance and terminology influence the efficiency, effectiveness, and user satisfaction of ontology browsers. The results reveal important insights to requisites of general usability, even in simple text-based interfaces.
This chapter aims to examine the practices and potential of Activity Theory (AT) for educational ... more This chapter aims to examine the practices and potential of Activity Theory (AT) for educational technology research (ETR). AT provides a framework within which to understand object-oriented, collective, and social environments (Engestrom, Perspectives in activity theory (pp. 19–38). Cambridge: Cambridge University Press, 1999). Activity systems provide flexible frameworks that can be modified according to the nature of the context. In ETR, AT has been used as a tool to analyze and design complex learning situations as well as to analyze the contradictions and barriers in technology integration and to describe the dynamics of organizational knowledge creation. In this chapter, the basics of AT are presented and the available research using AT as a methodological tool in ETR is examined. The use of AT as a metaphorical tool in learning design and artifact development, as an analytic tool in an innovation study, and as a descriptive and prescriptive tool in a knowledge management study is explained. I also refer to the potential use of Actor Network Theory (ANT) as a possible third generation AT (Engestrom, Journal of Education and Work 14(1):134–156, 2001) that can be used to understand the symmetrical relationship between multiple activity systems.
Öğretim tasarımı, hızla büyüyen, değişen ve gelişen bir alan olup, öğretim tasarımcılarının eğiti... more Öğretim tasarımı, hızla büyüyen, değişen ve gelişen bir alan olup, öğretim tasarımcılarının eğitimi de çok yönlü, gerçek hayatla uyumlu, sürece odaklı ve güncel bir eğitim anlayışı gerekmektedir. Bu durum çalışmasında, yoğun bir tasarım süreci içeren çoklu ortam tasarımı dersini alan, Bilgisayar ve Öğretim Teknolojileri Eğitimi bölümü 3. Sınıf öğrencilerinin, öğretim tasarımı alanı ile ilgili elde ettikleri kazanımlar incelenmiştir. Bir öğretim dönemi boyunca, iki projeyi kapsayan tasarım dersinde her iki projede takım oluşturma stratejisi, projenin doğası, danışmanlar gibi unsurlar değişmiştir. Çalışmanın asıl katılımcılarını dersi alan 47 öğrenci (acemi öğretim tasarımcıları) oluştururken, 16 mezun ve 10 bir önceki yıldan aynı dersi alan öğrenci ile de sonuçların teyit edilmesi adına görüşmeler yapılmıştır. Çalışmada mevcut öğrencilerin öğrenme çıktılarını ölçmek için ön ve son test şeklinde uygulanan bir anket kullanılmıştır. Proje grupları ile yapılan görüşmeler ve bireysel görü...
This descriptive study aims to identify children’s information disclosure tendency in social netw... more This descriptive study aims to identify children’s information disclosure tendency in social network environments, their social network use habits and potential risky behaviors. The study was conducted in Turkey's three largest cities (Istanbul, Ankara, and Izmir), and data were gathered with survey through face-to-face meetings with randomly selected 524 children between 9 and 16 years old who used social networks, and their parents. The survey consisted total of 38 Likert-type questions that 25 of them were asked to child in order to learn about their social network memberships and habits, and 13 of them were asked to parents in order to collect data about their demographics. Data were analyzed to make descriptive and comparative analysis to see tendencies of children while using SNs and some factors influencing information disclosure. Results show that as children’s age increases, the amount of Internet usage also increases. The most frequently used social network site is Fac...
Bu calismanin amaci teknoloji kullaniminin yayginlasmasi ve bilgisayar ortamlarinda gorselligin a... more Bu calismanin amaci teknoloji kullaniminin yayginlasmasi ve bilgisayar ortamlarinda gorselligin artmasinin uzamsal beceriye olan etkisini incelemektir. Bu amacla iki farkli universitede ogrenim goren 108’i kadin, 92’si erkek toplam 200 ogrenciden veri toplanmistir. Veri toplama araci olarak demografik bilgilerin toplandigi ve Zihinsel Dondurme Testi (ZDT) ile Uzamsal Gorsellestirme Testini (UGT) iceren uc bolumluk bir form kullanilmistir. Arastirma sonucunda, uzamsal beceri ile bilgisayar kullanma deneyimi ve oyun oynama deneyimleri arasinda pozitif yonde bir korelasyon oldugu belirlenmistir. Uzamsal becerinin gelistirilmesine yonelik bircok yontem bulundugu ve akademik basari da dâhil olmak uzere bircok beceriye etkisi oldugu icin bu becerinin gelistirilmesinin onemli oldugu soylenebilir. EFFECTS OF GAMING HABITS OF UNIVERSITY STUDENTS ON THEIR SPATIAL SKILLS As spatial skills are being used in many areas effectively ,it is important to develop it.The aim of this work is to study ...
The goal of this study is to determine the effectiveness of mind games played by secondary school... more The goal of this study is to determine the effectiveness of mind games played by secondary school sixth grade students as classroom activities in math and grammar courses on their perceived problem‐solving skills and achievements. In the quantitative part of the study, the nonequivalent groups pre‐test–post‐test control group design from single‐factor quasi experimental designs was used. Qualitative data collection and analysis approaches have also been used to support and explain quantitative data. The study's sample group, which was formed using a convenience sampling method, consisted of 48 sixth grade secondary school students who studied in a moderately developed city center in Turkey and their teachers. An achievement test, perceived problem‐solving skills scale and semistructured interview guide were used as the data collection tools. According to the findings, the students in the experimental group who played mind games showed development in their perceived problem‐solvi...
2015 9th International Conference on Application of Information and Communication Technologies (AICT), 2015
The popularity of virtual worlds has increased in recent years, as they have begun to feature a t... more The popularity of virtual worlds has increased in recent years, as they have begun to feature a three-dimensional (3D) environment, avatars, and synchronous and asynchrounous communication. However, to successfully use virtual world platforms in different disciplines, certain limitations and potential difficulties of these platforms must be overcome. The purpose of this study was both to determine technical problems encountered by practitioners and designers who create environments in 3D virtual worlds and to suggest solutions for these problems. In the study, designers experimented with two different 3D virtual world platforms for one year, to design and create learning environments. The case study method was used as a research model. To collect the research data, interview records and documents in which the designers and practitioners noted problems that they encountered were used. The results indicate that the technical problems influenced the pedagogical effectiveness of the environments. Our findings should be beneficial both to virtual world designers and to users who wish to use these environments in different fields.
Handbook of Research on Educational Communications and Technology, 2013
This chapter aims to examine the practices and potential of Activity Theory (AT) for educational ... more This chapter aims to examine the practices and potential of Activity Theory (AT) for educational technology research (ETR). AT provides a framework within which to understand object-oriented, collective, and social environments (Engestrom, Perspectives in activity theory (pp. 19–38). Cambridge: Cambridge University Press, 1999). Activity systems provide flexible frameworks that can be modified according to the nature of the context. In ETR, AT has been used as a tool to analyze and design complex learning situations as well as to analyze the contradictions and barriers in technology integration and to describe the dynamics of organizational knowledge creation. In this chapter, the basics of AT are presented and the available research using AT as a methodological tool in ETR is examined. The use of AT as a metaphorical tool in learning design and artifact development, as an analytic tool in an innovation study, and as a descriptive and prescriptive tool in a knowledge management study is explained. I also refer to the potential use of Actor Network Theory (ANT) as a possible third generation AT (Engestrom, Journal of Education and Work 14(1):134–156, 2001) that can be used to understand the symmetrical relationship between multiple activity systems.
Oyun insan hayatında kültürden daha eski olup günümüzde çoğu bireyin hayatında yer almaktadır. Dü... more Oyun insan hayatında kültürden daha eski olup günümüzde çoğu bireyin hayatında yer almaktadır. Dünyadaki en büyük eğlence ve ticari unsurlardan birisi haline gelen bilgisayar oyunlarının oyuncular üzerinde ilgi ve motivasyon artırıcı etkisi olduğu görülmüş ve eğitim ortamlarında sıkça kullanılmıştır. Öte yandan dijital oyunlar eğitimde öğrenci açısından olumlu sonuçlar sağlasa da kullanımının yeterince esnek olmayışı, müfredatlardaki her konunun oyunlara adapte edilemeyişi ve kaliteli eğitsel oyunların az olması sorun teşkil etmektedir. Aynı zamanda bu oyunlar öğrencileri daha da bireyselleştirerek sosyal ortamdan uzaklaştırabilmektedir. Bunun bir getirisi olarak oyun amacı olmayan ortamların oyun amaçlı olarak kullanılması anlamına gelen “ oyunlaştırma” kavramı hem oyunların sağladığı avantajları sağlaması hem de uygulamasının esnek olması sayesinde eğitim ortamları için iyi bir potansiyele sahiptir. Bu bölümde, eğitim alanında yapılan çalışmalara ve oyunlaştırma unsurlarına yönelik bilgiler sunularak, örnek oyunlaştırma uygulamalarındaki sonuçlar, oyunlaştırmaya dahil olacak öğrenen çeşitleri ve oyunlaştırmada hangi unsurların bulunması gerektiğine dair bir çerçeve çizilecektir. Çalışmanın eğitim ortamlarında oyunlaştırma tasarımları yapacak eğitimcilere bir yol haritası çizeceği düşünülmektedir.
Öğretim teknolojilerinin temel konularını derinlemesine inceleyen, olabildiğince açık ve anlaşılı... more Öğretim teknolojilerinin temel konularını derinlemesine inceleyen, olabildiğince açık ve anlaşılır akademik bir dil kullanılarak yazılan bu kitap 42 bölümden oluşmaktadır. Bu bölümler; 27 farklı üniversiteden, alanında uzman 61 yazar tarafından kaleme alınmıştır. Başta BÖTE olmak üzere teknoloji ve eğitimle ilgili tüm bölümlerde öğrenim gören lisans, yüksek lisans ve doktora öğrencilerinin, bu bölümlerde görev yapan öğretim elemanlarının, kısacası eğitim/öğretim ortamlarında teknolojiyi etkin olarak kullanmaya çalışan herkesin temel bilgi ve becerilerine katkıda bulunabilecek bir eserdir.
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gerektiğine dair bir çerçeve çizilecektir. Çalışmanın eğitim ortamlarında oyunlaştırma tasarımları yapacak eğitimcilere bir yol haritası çizeceği düşünülmektedir.