Bilgisayar ve Öğretim Teknolojileri Eğitimi Bölümü: Recent submissions
Now showing items 41-60 of 185
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Çevrimiçi Öz-Düzenlemeli Öğrenme Süreci ve Üstbilişsel Yargı Eğitiminin Performans ve Üstbilişsel Yargılara Etkisi
(Eğitim Bilimleri Enstitüsü, 2021-07-26)Metacognition is being aware of and controlling one's own learning processes and knowledge. Metacognitive judgment is a tool that enables individuals to make evaluations by monitoring and reflecting their cognitive activities ... -
Dönüt Türünün İçsel Motivasyon, Performansa Yönelik Öz-Yeterlik ve Dönüte Yönelik Yarar Algısı Üzerine Etkisi
(Eğitim Bilimleri Enstitüsü, 2021)This study examines the effect of elaborated feedback and elaborated feedback provided with affective feedback in formative assessment on situational intrinsic motivation, perceived usefulness of feedback, and perceived ... -
Oyunlaştırılmış İşe Özgü Çevrimiçi Öğrenme Ortamının Geliştirilmesi ve Etkisinin Değerlendirilmesi: İş Sağlığı ve Güvenliği Örneği
(Eğitim Bilimleri Enstitüsü, 2021)The research’s aim is developing a gamified online occupational health and safety learning environment. Design-based research method was followed. First, the online learning readiness and expectations of the train shunters ... -
Üniversite Öğrencilerinin Öğretim Programı Dışı Etkinliklere Yönelik Deneyimlerinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2021)In this study, the students’ views towards the use of extracurricular activities in programming were examined. In this research, the sequential transformational design method, in which qualitative and quantitative techniques ... -
Creating Infographics Based On The Bridge21 Model For Team-Based And Technology-Mediated Learning
(2019)Aim/Purpose The main aim of this study was modeling a collaborative process for knowledge visualization, via the creation of infographics. Background As an effective method for visualizing complex information, creating ... -
Moodleminer: Data Mining Analysis Tool For Moodle Learning Management System
(2019)The purpose of this study is to develop a tool by which non-experts can carry out basic data mining analyses on logs they obtained via the Moodle learning management system. The study also includes findings obtained by ... -
Reconsidering The Motivation Of Learners In Educational Computer Game Contexts
(2019)The purpose of this study was to identify motivational elements of an online multi-player educational computer game that uses a 3D multi-user environment to immerse children ages 9-12 in educational tasks. The methodological ... -
Gamification Of Library Orientation: An Application Proposal
(2019)The aim of this study is to develop a gamified library orientation mobile application. The study is conducted with design based research method. Considering the “Analysis and Exploration” and “Design and Construction” ... -
Examining Pre-Service Teacher Opinions On Using A Teacher Training Simulation
(2019)The purpose of this study is to figure out the views of pre-service teachers on the usability of three-dimensional simulation-based teacher training simulations. For this purpose, the opinions of pre-service teachers ... -
The Effects Of 3D Multi-User Virtual Environments On Collaborative Learning And Social Presence
(2019)Three-dimensional Multi-User Virtual Environments (MUVEs) are being increasingly used in many areas, and they are becoming more and more integrated with learning and teaching. MUVEs can be used in learning and teaching to ... -
Validation Of Pre-Adolescent Decision-Making Competence In Turkish Students
(2019)The objective of this study was to adapt the Pre-Adolescent Decision-Making Competence Test to Turkish, which was originally developed in English by Weller, Levin, Rose and Bossard (2012) for assessing decision-making ... -
A Norm Study Of Computerized Sustained Attention Test Among University Students
(2019)Sustained attention can be defined as being a basic component of attention and being ready for stimuli that develop frequently and unexpectedly over long periods of time. It is important to investigate sustained attention ... -
An Examination Of Digital Footprint Awareness And Digital Experiences Of Higher Education Students
(2019)Rapid changes are occurring in life owing to information and communication technologies. During this change period, digital identities have begun to emerge. These identities are associated with actions that users perform ... -
Using Learning Analytics To Develop Early-Warning System For At-Risk Students!
(2019)In the current study interaction data of students in an online learning setting was used to research whether the academic performance of students at the end of term could be predicted in the earlier weeks. The study was ... -
Programlama Öğretiminde Bilgisayımsal Düşünme Becerilerinin Geliştirilmesine Yönelik Oyun Tabanlı Bir Tasarım Modeli Önerisi
(Eğitim Bilimleri Enstitüsü, 2020-12-18)The aim of this research is to design, implement and evaluate a learning environment based on game programming activities for the development of computational thinking skills of middle school students and to produce design ... -
Video Dönüt Uygulamasının Algılanan Dönüt Kalitesi, Dönüt Kullanım Düzeyi ve Motivasyona Etkisi
(Eğitim Bilimleri Enstitüsü, 2020)This study investigates the effect of video feedback implementation on students' perceived feedback quality, feedback use level and motivation. The study was carried out in the spring semester of the 2019/2020 academic ... -
Öğretmenler İçin Bilgi İşlemsel Düşünmeye Özelleşmiş Bir Çevrimiçi Öğrenme Ortamının Tasarımı
(Eğitim Bilimleri Enstitüsü, 2020-12-28)The aim of this study is to design an online learning environment which has been specialized for computational thinking of teachers. An opportunity has been provided related to experiencing a process with the development ... -
Yabancı Dil Eğitimi İçin Geliştirilmiş Bir Mobil E-Kitabın Kullanılabilirlik Durumunun Hedef Kitle Deneyimi Üzerinden İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2020-09-11)This study aims to comprehensively examine the usability of an e-book used in foreign language education and user satisfaction. 16 volunteer students studying English from a foundation university in Ankara and an e-book ... -
Dikkat Ağlarının ve Göz Hareketlerinin Hata Ayıklama Performansı Üzerine Etkisinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2020)The purpose of this research is to determine the effects of ... -
Oyunlaştırılmış İngilizce Dersinde Başarı, Tutum ve Motivasyon Değişkenlerinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2020)Gamification can be defined as using game design elements in non-game contexts. Although most of the studies indicate that gamification has a positive impact on achievement, some of them claim that the effect is not ...