Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
With this study, creating interactive story that includes interaction factors was purposed in order to support teaching of the unit of Turks on the Silk Road in Social Sciences course of 6th grades. The research method was defined as Design and Development Research and ADDIE pattern that is one of the teaching design pattern was based while developing interactive story. In accordance with this purpose, subject was defined, acquirements were examined and story process was written a script in line with acquirements. Dubbing, background and animations were created after characters who play a part in the story had been designed. Interactive story was finalized thanks to Actionscript 2.0 language and Adobe Flash program. Expert opinion about created interactive story was taken from training technologies expert and social sciences teacher. Recommended arrangements in accordance with expert opinions were made. Material usage of the group with 28 6th grades students was made available. Interactive story was found remarkable and interesting by students. Thus, it was stated that it increases motivational feeling.
5th International Conference on Education and Training Technologies (ICETT 2019)
Mobile Learning via Educational Apps: An Interpretative Study2019 •
This research explains the rationale behind the utilisation of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organised semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their institution. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated together in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skill-sets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.
OpenAG: A Globally Distributed Network of Food Computing
13th International Academy of Technology, Education and Development (IATED2019)
Student Centred Learning Through Serious Games2019 •
This research explores the rationale behind the utilisation of electronic games in education. A qualitative research sheds light on the students’ opinions and perceptions toward the use of serious games in-class. Semi-structured, face-to-face interview sessions among secondary school students suggest that they are acquiring relevant academic knowledge and competences, as the reap motivational and emotional benefits from these learning games. The students reported that their engagement with these games has improved their critical thinking and helped them make evaluative decisions to solve problems. Generally, students were capable of developing their interpersonal skills as they have actively collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of playing serious games at school. This study postulates that the research participants possessed different skill-sets as they exhibited different learning abilities. In conclusion, this paper opens-up some avenues for future research in this field of study.
Green Tourism and Legendary Edible Evergreen Myrtus
Social Sciences Researches in the Glablazing World2018 •
INTRODUCTION Tourism has been evolving to environmental responsibility, local economic vitality, cultural diversity and experiential richness. Due to air pollution, noise, long working hours cause stress, the quality life of the city dwellers has reduced. The side effects of drugs and genetically modified fruits and vegetables have led people to consume healthier and organic nutrition. This sensitivity is also reflected in tourism movements positively. Natural areas are viewed as magnet attracting tourism (Baker, 1986; Driml & Common, 1996). Therefore, tourism could only be tailored to fit the needs and principles of biodiversity conservation if ecological impacts are taken into account, and common policy recommendations about nature protection and cultural values are applied (Catibog-Sinha, 2010; Liu Li, & Pechacek, 2013). These necessities have led to emergence of alternative tourism types such as; ecotourism, wildlife tourism and green urban tourism. To create green urban tourism, some superstructure investments were needed to develop urban tourism in the cities. Although initially investments seem to be made for tourism purposes, it is known that the local people have benefited much more in the end. Meanwhile new concepts and new applications were developed to increase the quality of life in the cities. For example; “green edible infrastructures, edible forest gardens, edible urban forests and edible urban greening and so on”. The objective of this study is to raise awareness and emphasize the knowledge on the importance of urban green tourism and particularly when implementing an edible green plants approach as it can offer improved resilience and quality of life in cities. Within the "green urban tourism” myrtus as an example of having significance of folk culture, historical and legendary back ground. Moreover, to raise awareness the importance of planting local myrtus instead of exported expensive-non-fragrant short-lived plants in urban Mersin landscape. Some aromatic plants play important roles in human life. Aromatic medicinal plants and especially wild species provide an invaluable source of genes for the improvement of cultivated medicinal plants. These plants have been a part of the accumulation of heritage for their legendary, therapeutic and religious uses as well. The objective of the research is to introduce cultural, legendary and aromatic value of the historical fruits of Myrtus in Mersin Province of Turkey. Furthermore, to create awareness about the assessment of the scope 709 of "green urban tourism" is a new trend in urban tourism. Myrtus (Mersin, murt) plant has a pleasant fragrance, bright beautiful leaves flowers fruit and anhydrous dry summers without water. At the present time, cultured easy edible domestic myrtus were also obtained (Karamanoğlu, 1972). When literatures are reviewed, It can be seen most of the studies with this myrtus plant is more biochemical content of fruits. This study is also touch upon the significance of legendary, locally and traditionally importance as well. For centuries, Turkish people have been using herbal medicine for the treatment of some diseases and daily uses. For example; they put myrtus, bay leaves, lavender and jasmine under their winter clothes in summer time, to protect them from harmful insects and keep them nicely smell into the chest. For similar reason they plant aromatic plants to the graveyards and so on. The Taurus Mountains are one of the centers of the Mediterranean Region with rich plant diversity. Accordingly, the traditional herbal medicines are important for the daily life of people. This study was focused on reviewing of the literature botanical, medical, historical and holly use of Myrtus. In addition to obtain information local use of it, face to face interviews was held with local people and folk culture researchers. Natural edible myrtus can also be used for –beautification and improving green urban tourism- in Mersin as well.
ST. KLIMENT OHRIDSKI UNIVERSITY PRESS SOFIA
Green Tourism and Legendary Edible Evergreen Myrtus2018 •
Some aromatic plants play important roles in human life. Aromatic medicinal plants and especially wild species provide an invaluable source of genes for the improvement of cultivated medicinal plants. These plants have been a part of the accumulation of heritage for their legendary, therapeutic and religious uses as well. The objective of the research is to introduce cultural, legendary and aromatic value of the historical fruits of Myrtus in Mersin Province of Turkey. Furthermore, to create awareness about the assessment of the scope 709 of "green urban tourism" is a new trend in urban tourism. Myrtus (Mersin, murt) plant has a pleasant fragrance, bright beautiful leaves flowers fruit and anhydrous dry summers without water. At the present time, cultured easy edible domestic myrtus were also obtained (Karamanoğlu, 1972). When literatures are reviewed, It can be seen most of the studies with this myrtus plant is more biochemical content of fruits. This study is also touch upon the significance of legendary, locally and traditionally importance as well. For centuries, Turkish people have been using herbal medicine for the treatment of some diseases and daily uses. For example; they put myrtus, bay leaves, lavender and jasmine under their winter clothes in summer time, to protect them from harmful insects and keep them nicely smell into the chest. For similar reason they plant aromatic plants to the graveyards and so on. The Taurus Mountains are one of the centers of the Mediterranean Region with rich plant diversity. Accordingly, the traditional herbal medicines are important for the daily life of people. This study was focused on reviewing of the literature botanical, medical, historical and holly use of Myrtus. In addition to obtain information local use of it, face to face interviews was held with local people and folk culture researchers. Natural edible myrtus can also be used for –beautification and improving green urban tourism- in Mersin as well.
In Zheng, R., Cognitive and Affective Perspectives on Immersive Technology in Education. IGI Global, Hershey, USA.
The Use of Mobile Learning Technologies in Primary Education2020 •
This research explains the rationale behind the utilization of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organized semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their primary school. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skillsets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.
British Journal of Educational Technology
Murder on Grimm Isle: The impact of game narrative design in an educational game-based learning environment2010 •
The purpose of this research is to investigate the impact of narrative design in a game-based learning environment. Specifically, this investigation focuses the narrative design in an adventure-styled, game-based learning environment for fostering argumentation writing by looking at how the game narrative impacted player/learner (1) intrinsic motivation, (2) curiosity, (3) plausibility and (4) transference of game-based experiences into prewriting activities. The methodological framework for this qualitative investigation is a case study with grounded theory methodology. The setting is an educational, three-dimensional, immersive game-based learning environment titled Murder on Grimm Isle, used to foster argumentation and persuasion writing for Grades 9–14. The participants included 20 college students. The findings of the investigation reveal that intrinsic motivation, curiosity and plausibility were first supported by the game-like environment, and then sustained through the narrative and the environment. Additionally, game-based experiences were transferred into prewriting activities. Unanticipated findings revealed some student resistance. The goal of this research is to gain a better understanding of narrative design for game-based learning environments.
Italian Journal of Educational Technology
Development and usability of a gamified app to help children manage stress: an evaluation studyChildren generally have difficulty managing stress. As a result, stress may escalate to anxiety. Informal-learning, stress prevention interventions that are easily accessible on mobile devices could be one way for children to learn how to manage stress before it reaches the levels of anxiety. There are less than a handful of stress management apps targeting children presently available and these do not combine gamification techniques with behavior change theory. This study describes the design and development of a gamified interactive storytelling mobile app to teach young children how to manage stress through relaxation exercises. It evaluates the app’s usability using learning analytics data and the SUS usability scale. The gamified app called Kids’ Stress Relief received a satisfactory usability score (73.55) and was well accepted by a sample of 71 children (5-12 years old). It may have the potential to support children in learning how to perform stress relief techniques as a stand-alone application. Instructional and design implications, of interest to developers of psychology-based apps, are drawn.
Aspera Annual Conference, Bond University, 21-23 June, 2017.
The Evocation of Memory: Personal Storytelling with SmartphonesABSTRACT Using smartphones to create photographs and video content has become a routine practice as people go about the process of making and sharing the digital representations of the world around them. Unlike traditional film and photographic cameras, the smartphone requires no specialized skill and provides users with a simple means of creating high-resolution digital media content. But smartphone technology is arguably doing much more than simplifying image-making processes, smartphones are changing our understanding of the ways that visual media can be used to construct, share and screen a wide range of personal narratives. As we use smartphones to collect traces of the everyday, we are also engaging in memory making and storytelling practices. The photographs and videos that we take using smartphones arguably play an important role in understanding our place in the world, both at the moment of capture, and in the future revisiting of these mediated memories. Van Dijck observes that: Media technologies are not just a method of building up a stockpile of personal memories, but their function is concurrently formative, directive and communicative. They enable the self to grow and mature, to give meaning and direction to one’s past and present. (2007, p. 171, Van Dijck, J. Mediated Memories in the Digital Age. California: Stanford University Press.). In this paper, I suggest that the digital media we collect on our smartphones may unlock a remembrance of the people, places and events that occupy the past? I propose that the personal photographs and videos we capture on smartphones provide artists and filmmakers with an opportunity to create innovative modes of visual storytelling that highlight the tensions that exist between the past and present, history and memory
ASPERA Conference 2017, What Excites You?
Solving Creative Research puzzles with a ‘Rubik’s Cube’ analogy2017 •
2012 •
Jaroslav Veteška (ed.). Adult Education 2018 – Transformation in the Era of Digitization and Artificial Intelligence. Praha/Prague
Flipped learning, digital storytelling as the new solutions in adult education and school pedagogy2019 •
ACM SIGGRAPH 2006 Educators program on - SIGGRAPH '06
Ninja Looting" for instructional design2006 •
ICT FOR LEARNING AND INCLUSION IN LATIN AMERICA AND EUROPE CASE STUDY FROM COUNTRIES: BOLIVIA, BRAZIL, CUBA, DOMINICAN REPUBLIC, ECUADOR, FINLAND, POLAND, TURKEY, URUGUAY
ICT FOR LEARNING AND INCLUSION IN LATIN AMERICA AND EUROPE CASE STUDY FROM COUNTRIES: BOLIVIA, BRAZIL, CUBA, DOMINICAN REPUBLIC, ECUADOR, FINLAND, POLAND, TURKEY, URUGUAY2019 •
2019 •
2006 •
International Journal of Intelligent Games & Simulation
Video games in education2003 •
In the New Literacies and Digital Epistemologies Series (M. Knobel & C. Lankshear, Eds.)
Critical Digital Literacies as Social Praxis: Intersections and Challenges. Winner: Edward B. Fry Book Award, Literacy Research Association.2012 •
Proceedings of the 12th International Conference on Computer Supported Education (CSEDU 2020) - Volume 2, pages 290-298
Evaluating the Learning Process: The "ThimelEdu" Educational Game Case Study2000 •
British Journal of Educational Technology
Using avatars and virtual environments in learning: What do they have to offer2010 •
Proceedings of the Games+Learning+Society Conference: Vol. 4
Proceedings of the Games+Learning+Society Conference: Vol. 4.2nd International Symposium on Silk Road Academic Studies
TURKISH and BRITISH-AMERICAN CONFLICTS FROM THE SULTAN OSMAN I and THE RESHAD BATTLESHIPS TO THE F 35 AIRCRAFT.pdfMultiagent Systems, Artificial Societies, and Simulated Organizations
Socially Intelligent Agents2002 •