Browsing Bilgisayar ve Öğretim Teknolojileri Eğitimi Bölümü by Title
Now showing items 91-110 of 176
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Learning Programming, Problem Solving and Gender: A Longitudinal Study
(Elsevier Science Bv, 2013)In this study, the differences between gender and general problem solving skills in programming knowledge were investigated. The types of programming knowledge were considered in three groups: conceptual, syntactic, and ... -
Lise Öğrencilerinin Bilgi Güvenliği Farkındalığı ile Dijital Okuryazarlığı Arasındaki İlişkinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2019)The aim of this study is to examine the relationship between high school students' information security awareness and digital literacy and to develop forward-looking recommendations based on the results obtained. The ... -
Logistic Regression Modeling For Predicting Task-Related Ict Use In Teaching
(Natl Taiwan Normal Univ, Taiwan, 2006)The main goal of this study is to estimate the extent to which perceived innovation characteristics are associated with the probability of task related ICT use among secondary school teachers. The tasks were categorized ... -
Maintaining Reading Experience Continuity Across E-Book Revisions
(2018)E-book reader supports users to create digital learning footprints in many forms like highlighting sentences or taking memos. Nowadays, it also allows an instructor to update their e-books in the e-book reader. However, ... -
Mobil Teknoloji Tabanlı Öğrenme Uygulamalarının Bilimsel Düşünme Süreci Üzerine Etkisinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2018)The aim of this research is to determine the effects of mobile technology based learning applications on scientific thinking processes. For this purpose, a mobile application developed and used by the participants to engage ... -
Modeling Of Infographic Generation Process As A Learning Strategy At The Secondary School Level Based On The Educational Design Research Method
(Turkish Education Assoc, 2018)The study aimed to model an infographic design process for the use of infographics as a learning strategy at the secondary school level. A progressive model was suggested in line with a hypothetical perspective regarding ... -
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 ... -
Nesne Tabanlı Programlamaya Yönelik Etkileşimli E-kitap Tasarımı ve Kullanıcı Deneyiminin Değerlendirilmesi
(Eğitim Bilimleri Enstitüsü, 2019)Countries update their development plans to increase welfare levels. Education policies are changed in order to provide individuals with the skills required by the age. In this sense, teaching methods and learning objects ... -
Nesneye Yönelik ve Robot Programlamanın Öğrenci Başarısına, Soyutlamaya, Problem Çözmeye ve Motivasyona Etkilerinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2019)This study comparatively examined the effects of object-oriented (comparison) and robotic (experimental) programming on student achievement, abstraction, problem solving, and motivation. The study included 81 tenth-grade ... -
Okul Öncesine Yönelik Geliştirilen Bilgisayarsız Kodlama Etkinliklerinin Motivasyon, Bilgi İşlemsel Düşünme Ve Problem Çözme Becerilerine Etkilerinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2024)The aim of this research is to examine the effects of electronic material-based unplugged coding activities carried out with preschool children on motivation, computational thinking and problem-solving skills. In the ... -
Okul Sonrası Robotik Kodlama Eğitiminde Öğretmenlerin Rolleri ve Görevlerinin Sosyal Duygusal Öğrenme Temelinde İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2023)The duties and responsibilities of teachers vary depending on the circumstances. The functions and responsibilities of the teacher vary depending on whether formal education in schools or after-school education, one sort ... -
Ontologies For Personalization: A New Challenge For Instructional Designers
(Elsevier Science Bv, 2012)In e-learning environments, instructional design has evolved from "one instructional design for many learners" to "one design for one learner" or "many designs for one learner". By using the capabilities of semantic web, ... -
Ortaokul Öğrencilerinin Web Tabanlı Biçimlendirici Değerlendirme Sistemini Kabul Yapılarının ve Sistemdeki Dönütlerle Etkileşimlerinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2015)In this study, a web-based formative assessment system has been developed for learners to assess themselves and to receive feedback for their performances based on item-based elaborated with test based norm-references, ... -
Ortaöğretim Öğrencilerinin Dijital Ayak İzi Farkındalıkları ve Bilgi Güvenliği Farkındalıkları Arasındaki İlişkinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2022-03-19)The purpose of this study is to develop a digital footprint awareness scale for high school students and to examine the relationship between digital footprint awareness and information security awareness. Digital footprint ... -
Otizm Spektrum Bozukluğu Olan Çocukların Bilişsel Ve Sosyal Becerilerinin Geliştirilmesinde Mobil Sosyal Öykü Haritaları Kullanımı
(Eğitim Bilimleri Enstitüsü, 2019-02)The main objective of this study is to develop a mobile technology-based learning environment that will improve the cognitive and social skills of children with autism spectrum disorder (ASD) and to test its effectiveness. ... -
Oyunlaştırma Özellikleri ve İçsel Motivasyon İlişkisinin Öz Belirleme Kuramı Çerçevesinde İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2023)This study aimed to examine the relationship between gamification features and intrinsic motivation from the perspective of Self Determination Theory (SDT). SDT states that feelings of autonomy, competence and relatedness ... -
Oyunlaştırmada Hikaye Kullanımı İle Oyuncu Türünün Bağlılık ve İngilizce Akademik Yazmadaki Rolü
(Eğitim Bilimleri Enstitüsü, 2024-01-18)Research examines the positive impact of gamification on engagement and academic performance and its impact on different game elements. However, there is little research investigating the impact of the use of stories. ... -
Oyunlaştırılmış E-Değerlendirme Ortamlarında Öğrencilerin Yardım Arama Davranışları
(Eğitim Bilimleri Enstitüsü, 2023)The development of technology has affected learning processes. Assessment systems used for improving or increasing learning have been reshaped with the development of technology and needs. Along with the developing evaluation ... -
Oyunlaştırılmış Bir Öğrenme Ortamının Tasarlanması, Uygulanması ve Çeşitli Değişkenlere Göre İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2017)Aim of this study was to design an online learning environment including different gamification components, to describe flow, emotional engagement, motivation, and achievement of the participants in this environment, and ... -
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 ...