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Tansel Tepe
  • Kilis, Kilis, Turkey
Purpose: This study describes the design of the Basic English 1 and Basic English 2 courses taught in the Foreign Languages School (FLS) of a large public university in Turkey as blended learning in a mostly distance education system.... more
Purpose: This study describes the design of the Basic English 1 and Basic English 2 courses taught in the Foreign Languages School (FLS) of a large public university in Turkey as blended learning in a mostly distance education system. Research Method: This study was structured as a case study describing an instructional design effort. The study used the ADDIE instructional design model to convert these courses into the distance education format. In the analysis phase, the designers held discussions with the FLS lecturers to determine their needs and contextual limitations. These discussions revealed the knowledge and skills of the FLS students, the expectations of the lecturers and students, and the course objectives. The design process focused on determining Basic English 1 and 2 learning activities and presentation formats for these activities. Each course has a duration of 15 weeks and includes the skills of grammar, reading comprehension, writing, listening comprehension, and sp...
Bu calismada Malatya Kervansaray tarihi mekâninin ve diger bazi mekânlarin uc boyutlu sanal gerceklik ortaminda gezilmesinin ardindan bu sanal gerceklik ortamlarina yonelik kullanici goruslerinin alinmasi amaclanmistir. Calismanin bir... more
Bu calismada Malatya Kervansaray tarihi mekâninin ve diger bazi mekânlarin uc boyutlu sanal gerceklik ortaminda gezilmesinin ardindan bu sanal gerceklik ortamlarina yonelik kullanici goruslerinin alinmasi amaclanmistir. Calismanin bir diger amaci sanal gerceklik uygulamalarinda ortaya cikabilecek problemleri belirlemek ve bu problemlere cozum onerileri sunabilmektir. Calismaya bir devlet universitesinin farkli bolumlerinde okumakta olan 20 ogrenci katilmistir. Calismaya katilan her bir kullanici sanal gerceklik gozlugu kullanarak sanal gerceklik ortaminda en az 10 dakika zaman gecirerek bir deneyim yasamistir. Calismada bicimlendirici arastirma teknigi kullanilmistir. Calismadaki veriler arastirmacilar tarafindan gelistirilen “Sanal Gerceklik Ortamlari Degerlendirme Gorusme Formu” ile elde edilmis, veriler icerik analizi yapilarak yorumlanmistir. Calisma sonunda kullanicilar sanal gerceklik ortamlarinin potansiyel avantajlarini ve sanal gerceklik ortamlarinda ortaya cikabilecek pota...
Bu calismada basa takili goruntuleyiciler icin gelistirilmis sanal gerceklik uygulamalarinin etkili bir ders destek materyali olma potansiyeli incelenmistir. Calismada bicimlendirici arastirma yonteminin tasarim vakasi alt yontemi... more
Bu calismada basa takili goruntuleyiciler icin gelistirilmis sanal gerceklik uygulamalarinin etkili bir ders destek materyali olma potansiyeli incelenmistir. Calismada bicimlendirici arastirma yonteminin tasarim vakasi alt yontemi kullanilmistir. Calisma iki pilot uygulama ve bir nihai uygulama olmak uzere uc asamada gerceklestirilmistir. Birinci pilot uygulamada Oculus Rift DK2, ikinci pilot uygulamada Samsung Gear VR SM-R323, nihai uygulamada ise Oculus Rift DK2 ve VR Box 2.0 sanal gerceklik gozlukleri kullanilmistir. Her birine bes olmak uzere pilot uygulamalara toplam 10 ogrenci katilmistir. Iki deney (deney 1 ve deney 2) ve bir karsilastirma grubunun her birine 32 olmak uzere nihai uygulamaya toplam 96 ogrenci katilmistir. Bunun yaninda ilk pilot uygulamaya bir, nihai uygulamaya uc ogretim elemani dâhil olmustur. Deney 1 grubu kuramsal ders anlatimi ve sanal gerceklik uygulamalarina, deney 2 grubu sadece sanal gerceklik uygulamalarina, karsilastirma grubu ise sadece kuramsal de...
In this study, a virtual reality fire drill application was developed with Head-Mounted Display virtual reality technology for university students. The aim of the study is to evaluate the integration process of this virtual reality... more
In this study, a virtual reality fire drill application was developed with Head-Mounted Display virtual reality technology for university students. The aim of the study is to evaluate the integration process of this virtual reality application into authentic learning environments in terms of student opinions. Case study methodology was used in the study. The results show that this technology provides useful and permanent learning, practice opportunity to students, and this technology increases the motivation and engagement to the courses as well. It has been pointed out by the students that this technology should be used as a practice environment after the theoretical courses in authentic learning environments because this technology can save time and prevent cost lost in addition to avoiding risk factors. The physical environment of the classes can be improved and wireless virtual reality goggles can be used for using this technology, more effectively and efficiently as a course su...
Öz Bu çalışma yansıtıcı düşünme becerilerini harekete geçirecek, becerilerin kullanılmasını ve geliştirilmesini sağlayacak bir çevrimiçi ortam oluşturmak ve bu ortamın etkililiğini incelemek üzere gerçekleştirilmiştir. Sınıf yönetimi ders... more
Öz Bu çalışma yansıtıcı düşünme becerilerini harekete geçirecek, becerilerin kullanılmasını ve geliştirilmesini sağlayacak bir çevrimiçi ortam oluşturmak ve bu ortamın etkililiğini incelemek üzere gerçekleştirilmiştir. Sınıf yönetimi ders içeriğine göre hazırlanan bu araştırmada nicel ve nitel yöntemlerin birlikte kullanıldığı karma desenlerden açımlayıcı sıralı desen kullanılmıştır.
Research Interests:
Problem Durumu: Uzaktan egitim yoluyla yurutulen bir dersin hedeflenen ogrenme ciktilarinin elde edilmesi amaciyla tasarlanmasinda, ogretim tasarimi modellerinden faydalanmak onem tasimaktadir. Bu kapsamda, ogretim tasarimcilari ogretim... more
Problem Durumu: Uzaktan egitim yoluyla yurutulen bir dersin hedeflenen ogrenme ciktilarinin elde edilmesi amaciyla tasarlanmasinda, ogretim tasarimi modellerinden faydalanmak onem tasimaktadir. Bu kapsamda, ogretim tasarimcilari ogretim etkinliklerinin tasarlanmasi icin var olan modelleri kullanmanin yani sira ogrenenlerin bireysel gereksinimlerini karsilamak, etkili ve verimli bir ogretim sureci duzenlemek amaciyla farkli modellere ihtiyac duyabilmektedir. Yuz yuze verilen yabanci dil derslerinin karma ogrenme ortami kullanilarak web tabanli formata donusturulmesinde tasarim surecine iliskin calismalarin azligi goze carpmaktadir. Arastirmanin Amaci: Bu calismada Ankara’da bir Devlet Universitesinin Yabanci Diller Yuksek Okulu’nda (YDYO) yurutulmekte olan Temel Ingilizce I ve Temel Ingilizce II derslerinin ADDIE ogretim tasarimi modeli kullanilarak uzaktan egitim ile verilebilecek bicime donusturulmesi ve web tabanli ortama aktarilmasi amaclanmistir. Web tabanli karma ogrenme ortami...
Tansel Tepe, Devkan Kaleci and Hakan Tüzün Department of Computer Education and Instructional Technology, Muallim Rıfat Education Faculty, Kilis 7 Aralık University, Kilis, Turkey Department of Computer Education and Instructional... more
Tansel Tepe, Devkan Kaleci and Hakan Tüzün Department of Computer Education and Instructional Technology, Muallim Rıfat Education Faculty, Kilis 7 Aralık University, Kilis, Turkey Department of Computer Education and Instructional Technology, Faculty of Education, Inonu University, Malatya, Turkey Department of Computer Education and Instructional Technology, Faculty of Education, Hacettepe University, Ankara, Turkey
Virtual Reality (VR) is a three-dimensional simulation environment where users can feel close to real life experiences in an artificial world developed with different devices and visualization equipment, as well as interacting with other... more
Virtual Reality (VR) is a three-dimensional simulation environment where users can feel close to real life experiences in an artificial world developed with different devices and visualization equipment, as well as interacting with other objects.
This study aimed to analyse the usefulness of educational computer games in teachers’ professional development. The study used the game Atlantis Remixed, which is intended to be a technologically rich and individualized learning... more
This study aimed to analyse the usefulness of educational computer games in teachers’ professional development. The study used the game Atlantis Remixed, which is intended to be a technologically rich and individualized learning environment. The study used formative research to demonstrate what works and what does not work for the use of educational computer games in teachers’ professional development, and improvements to be made for this purpose in learning environments in Turkey, where schools are equipped with technologically rich learning and teaching environments as part of the FATIH (the Movement to Increase Opportunities and Technology) project. The study included ten participants. Of these, five were teachers who participated in the implementation, and five were instructional technology experts. The study found both positive and negative results with respect to the use of Atlantis Remixed for teachers’ professional development and articulates the participants’ opinions and suggestions.
This study aims to determine pre-service elementary teachers' views with regard to evaluating the effectiveness of WebQuest and Wiki activities prepared for general chemistry courses. It also aims to detect the effects of these activities... more
This study aims to determine pre-service elementary teachers' views with regard to evaluating the effectiveness of WebQuest and Wiki activities prepared for general chemistry courses. It also aims to detect the effects of these activities on pre-service elementary teachers' levels of motivation to learn chemistry. For this aim, we used a mixed method research design. Data were gathered using focus group interviews and the 'Chemistry Motivation Questionnaire'. The sample of the study consisted of 111 pre-service elementary teachers from two different universities. The frequency of the pre-service teachers' logging into WebQuest and Wiki activities of the Moodle Learning Management Systems were monitored. The qualitative result of the study shows that both systems made cognitive contributions to pre-service teachers and attracted their interest at the sensory level. As for the quantitative analysis, the results of our study indicate that pre-service teachers had positive views toward using WebQuest or Wiki activities in courses, whereas their motivation to learn chemistry did not increase. A positive, significant relationship but at a low level was observed between pre-service teachers' motivation to learn chemistry and the frequency of logging into Wiki activities.
Research Interests:
Bu çalışmada sanal gerçeklik ortamları hakkında bilgi verilmiş, sanal gerçeklik türlerinden bahsedilmiş ve akıllı cihazlarda kullanılan yeni nesil etkileşimli sanal gerçeklik uygulamaları örnekleri ile sunulmuştur. Ayrıca sanal gerçeklik... more
Bu çalışmada sanal gerçeklik ortamları hakkında bilgi verilmiş, sanal gerçeklik türlerinden bahsedilmiş ve akıllı cihazlarda kullanılan yeni nesil etkileşimli sanal gerçeklik uygulamaları örnekleri ile sunulmuştur. Ayrıca sanal gerçeklik uygulamalarının üstün yönleri ve sınırlılıkları eğitim bağlamında tartışılmış, yeni nesil materyal tasarlamak isteyen araştırmacılar için örnek tasarımlar paylaşılmıştır. Son olarak ise sanal gerçeklik uygulamalarının eğitimdeki kullanım alanları ve eğitimdeki potansiyeli değerlendirilmiştir.Her geçen gün çeşitlenen sanal gerçeklik uygulamaları eğlence, turizm, e-ticaret, tıp, savunma, yapılaşma, üretim ve eğitim alanlarında kendini göstermektedir. Sanal gerçeklik uygulamaları ile öğrenciler eğitim gezileri yapabilmektedir. Böylece sanal olarak gittikleri yerlerde bulunma hissini yaşamakta ve o ortamda yer alan objelerin seslerini duyabilmektedir. Bu tür uygulamalar askeri eğitimde savunma ve saldırı stratejilerinde simülasyonlar desteği ile kullanılmaktadır. Tıp eğitiminde öğrenciler sanal kadavralar veya canlı insan bedeni üzerinde çalışabilmekte ve gerçekçi durumları yaşayabilmektedir. Sanal gerçeklik laboratuvarlarında öğrenciler gerçekleştirilmesi tehlikeli ve maliyetli deneyleri defalarca yapabilme şansı bulabilmektedir. Çevrimiçi çok kullanıcılı sanal gerçeklik uygulamaları yardımı ile her bir kullanıcı farklı sanal gerçeklik cihazları kullanarak aynı sanal ortamlarda birbirlerini görebilmekte, iletişim ve etkileşime geçebilmektedir. Bu tür uygulamalar etkin işbirlikli çalışma faaliyetlerinin yerine getirilmesini sağlamaktadır.

In this study information about virtual reality environments was given, types of virtual reality were mentioned and new generation interactive virtual reality applications used in smart devices were presented with their examples. Also, advantages and disadvantages of virtual reality applications were discussed in educational contexts and sample designs were shared for researchers, who wants to design new generation materials. Finally, usage area and potential of virtual reality applications in education were evaluated. Virtual reality is an interactive or non-interactive simulation application designed to create a sense of presence in a virtual world created by computer with the help of some wearable technologies and imaging equipment. Human-machine interaction in virtual reality is increased to mislead human emotions. Three important feature of virtual reality are expressed by Pimental and Teixeira (1995) as " three-dimensional graphical world " , " being immersed " and " interaction ". Sherman and Craig (2003) add " emotional return " to these features. Pimental and Teixeira (1995) defined main virtual reality environment as model, computer programs, computer, image builder, position sensors, and interactive tools. The high cost of virtual reality devices, the limited access facilities, requiring expertise in the adaptation into the education sector and long-term use leading to health problems are disadvantages of virtual reality applications. Although virtual reality applications were seen as an expensive technology, virtual reality experience was wanted and desired by everyone recently. Increased interest to virtual reality attracted attention of mobile technology companies and this caused the development of numerous new mobile equipment and applications including components of virtual reality. Especially, by decreasing cost of virtual reality glasses, virtual reality applications for mobile operating systems became reachable and usable. Many free downloadable virtual reality applications in Play Store or App Store became easily reachable for users having smart devices on the behalf of cheap Cardboard glasses developed by Google Company. Another new technology in virtual reality is virtual reality videos formed by jump camera setting. This technology offers the opportunity to watch 360 degree videos to users. Jump camera setting consists of 16 camera modules placed in a circular pattern. Length of this setting and positions of these cameras were optimized to work with Jump compiler program. Jump compiler program converts video images consisting of 16 pieces to stereoscopic virtual reality videos. Thanks to its high-resolution stereoscopic vision technology nearby objects are perceived as nearby, while distant objects are perceived as far. In these devices, in order to obtain a seamless and a panoramic image, 3D alignment method specially developed and integrated into the system is used. Thus, camera images coming from every camera separately and their combined places are not noticed. Designed 3D videos are equivalent to super high resolution images at least five 4K image. This technology is expected to reveal a new trend in cinema and gaming industry. Other new technology “Google Spotlight Stories” interactive videos were designed by Google for smart phones. In these applications when sensors for videos located in certain regions were stimulated, video passes to the other stage through the sensors on smartphones. Each scene is part of the whole videos scenes and so continuity is provided in the video. Users can feel themselves in an interactive virtual reality scenario when they use it with Cardboard glasses. Today, this application is supported by only some Android devices but support for numerous mobile devices was expressed recently by the manufacturer.Every day diversifying virtual reality applications show themselves in areas of entertainment, tourism, ecommerce, medicine, defense, construction, manufacturing, and education. Students can conduct educational trips with virtual reality applications. Thus, they live sense of being there and they virtually go to and can hear voices of objects there. These kinds of applications have been used in military education as defense and attack with support of simulation. In medical education, students can study on virtual cadavers or living human body and live realistic situations. Students will be able to have a chance to perform dangerous and costly experiments repeatedly in virtual realistic labs. Every user can see each other in same virtual environments, communicate and interact by using different virtual reality devices with the help online multiuser virtual reality applications. These kind of applications provide the fulfillment of effective collaborative work activities.