Başlık için Bilgisayar ve Öğretim Teknolojileri Eğitimi Bölümü listeleme
Toplam kayıt 176, listelenen: 54-73
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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 ... -
E-Değerlendirme Ortamında Kullanılan Oyunlaştırma Bileşenlerinin Öğrencilerin Katılımları Üzerine Etkisi
(Eğitim Bilimleri Enstitüsü, 2022)In this study, the effect of gamified e-assessment system on student participation was investigated. For this purpose, a gamified e-assessment system has been designed, which includes leaderboard, badges and leveling ... -
E-Öğrenme Ortamları İçin Sürdürülebilir Dikkat Düzeyi İle Bağlamsal İpucu Kullanımının Örtük Bellek Performansına Etkisi
(Eğitim Bilimleri Enstitüsü, 2013)The aim of this study is to investigate the effect of sustained attention level and usage of different types of contextual cueing on implicit memory performance in e-learning environments. The study group consists of ... -
E-Öğrenme Ortamlarına Yönelik Öğrenme Analitiklerine Dayalı Müdahale Motoru Tasarımı ve Geliştirilmesi
(Eğitim Bilimleri Enstitüsü, 2018)In this study an intervention engine based on learning analytics for e-learning environments was designed. The intervention engine includes instructional, supportive and motivational interventions. The intervention engine ... -
E-Öğrenme Ortamlarında Öğrenme Analitiklerine Dayalı Yardım Arama Panelinin Tasarımı
(Eğitim Bilimleri Enstitüsü, 2023)The aim of this research is to design a help-seeking panel based on learning analytics in e-learning environments. The research was designed according to the developmental research approach. The ADDIE model was used as the ... -
Eğitim Fakültesi Öğrencilerinin Dijital Ürünlerle İlgili Telif Hakları Konusundaki Farkındalık Düzeylerinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2018)The aim of this study is to examine students’ awareness level of copyright issues in relation to digital products. In addition, the divergence between the various demographic characteristics of students, such as socioeconomic ... -
Eğitim Fakültesi Öğrencilerinin Dijital Ürünlerle İlgili Telif Hakları Konusundaki Farkındalık Düzeylerinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2018)The aim of this study is to examine students’ awareness level of copyright issues in relation to digital products. In addition, the divergence between the various demographic characteristics of students, such as socioeconomic ... -
Erken Çocukluk Özel Eğitimi İçin Elektronik Performans Destek Sisteminin Tasarlanması ve Geliştirilmesi
(Eğitim Bilimleri Enstitüsü, 2019)In this research, it is aimed to design and develop an electronic performance support system (EPSS) that can support teachers in the process of monitoring and reporting the development of children between the ages of 0-6 ... -
Erken Ergenlerde Okul, Aile ve Demografik Değişkenlere Göre Akran Zorbalığının İncelenmesi.
(Eğitim Bilimleri Enstitüsü, 2015)The quality of caregiver-child relationship is a vital aspect of desirable developmental outcomes. A host of studies have documented that the lack of such relationship set stage for later psychological issues ranging from ... -
Eşli Programlamada Çeşitli Bireysel Farklılıkların Grup Uyumu, Akış ve Kodlama Performansına Etkisi
(Eğitim Bilimleri Enstitüsü, 2019)In this study, the effect of homogeneous and heterogeneous pairing, in terms of individual differences, in pair programming on group compatibility, flow and coding performance were investigated. In line with this purpose, ... -
Etkili Matematik Öğretimi için Bit Entegrasyonu Model Önerisi
(Eğitim Bilimleri Enstitüsü, 2013)The aim of this study was to examine pre-service teachers realization of ICT integration for effective mathematics instruction in a learning environment prepared according to 5E learning cycle model and ICT integration ... -
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 ... -
Fabl Animasyon İçerikli İşbirlikli E-Kitabın Özel Öğrenme Güçlüğü Olan Öğrencilerin Okuma Performansına Etkisi
(Eğitim Bilimleri Enstitüsü, 2020)In this study is to develop and to investigate effects of a collaborative e-book with fabl animation content that will support reading accuracy, reading speed and reading comprehension performance of students with special ... -
Farklı Öğrenme Analitiği Türlerine Dayalı Öğrenme Panellerinin Tasarımı
(Eğitim Bilimleri Enstitüsü, 2023)This study aims to design a learning analytics dashboard including different analytic types (descriptive, diagnostic, predictive, and prescriptive), to determine learners' tendencies toward its elements in a data-driven ... -
Farklı Soru Biçimlerinin Göz Hareketleri, Başarım ve Cevaplama Süresine Olan Etkilerinin İncelenmesi
(Eğitim Bilimleri Enstitüsü, 2013)The purpose of this study is to examine eye movements during solving questions and to determine whether or not the eye metrics can be used for predicting answers. Furthermore, examining whether question presentation ... -
Frequency And Aim Of Web 2.0 Tools Usage By Secondary School Students And Their Awareness Level Of These Tools
(Elsevier Science Bv, 2012)Web 2.0 tools, such as wikis, blogs, social networks, photograph and video sharing sites, instant messaging, and podcasts provide easy applications to users without having knowledge on computer programming or computer ... -
Gamification From Player Type Perspective: A Case Study
(Natl Taiwan Normal Univ, Taiwan, 2018)Studies highlight the need to consider different player types during gamification design. The aim of the present study was to determine the elements that affect learners showing different player type characteristics in a ... -
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” ...