Sürdürülebilir Kalkınma Amaçları
Yayınlar
- MakaleAçık Erişim2021The evaluation of collaborative synchronous learning environment within the framework of interaction and community of inquiry: An experimental study
Aslan, Alper
This study aims to investigate a collaborative synchronous learning environment in terms of students‟ community of inquiry perceptions (cognitive, social, and teaching presences) and interaction levels. This quantitative study was conducted with the participation of fifty-nine freshmen (twenty-nine in the control group and thirty in the experimental group) in the department of Information Technologies at a university. The study lasted nine weeks, including two weeks of data collection and seven weeks of implementation procedure. After the implementation, the Community of Inquiry Scale and the Online Course Interaction Level Determination Scale were administered to the participants. The results revealed that co-operative synchronous learning experiences positively influenced students‟ community of inquiry perceptions and interaction levels in the experimental group. Further results and implications are discussed at the end.
AtıfScopus17OpenAlex21İncele
- MakaleYalnız künye2021Scopus SJRQ1Factors affecting ICT integration in TURKISH education: a systematic review
Turgut, Yigit Emrah; Aslan, Alper
This research aims to reveal factors affecting Information and Communication Technologies (ICT) integration in learning environments in Turkey. The meta-synthesis method is used to make in-depth analysis and to interpret qualitative research findings on this issue. Through inclusion and exclusion criteria, 60 studies among 907 candidate studies accessed from databases named Web of Science, Education Resource Information Center (ERIC) and the Turkish Academic Network and Information Center (ULAKBIM) are included in this research. As a result of analyses, it is revealed that ICT integration into learning environments in Turkey is affected by five factors; students, educational material, infrastructure, management, and teachers. Considering these factors, it has been found that certain factors become prominent namely: the ICT and pedagogy competence of teachers; students’ ICT competence; a lack of technical equipment and technical support; a lack of educational materials; the attitudes of school administrators; and the quality and lack of in-service training for ICT. It is concluded that the factors affecting the ICT integration in education are directly or indirectly related to each other, and that ICT integration should be addressed with all its stakeholders and phases as a whole.
AtıfScopus38WoS28OpenAlex51İncele
- MakaleAçık Erişim2020Kitlesel açık çevrimiçi derslere katılan bireylerin dersleri tamamlama durumlarının çeşitli değişkenlere göre incelenmesi
Aslan, Alper; Göktaş, Merve; Atıcı, Bünyamin
Kitlesel açık çevrimiçi dersler internet kullanımının\ryaygınlaşması ile birlikte daha geniş kitleler tarafından tercih edilmeye\rbaşlanmıştır. Eğitimciler tarafından önümüzdeki yıllarda daha fazla tercih\redileceği düşünülen kitlesel açık çevrimiçi derslerde dersi yarıda bırakması\rönemli bir sorundur. Gerçekleştirilen araştırmada kitlesel açık çevrimiçi\rderslere katılan bireylerin dersleri tamamlama durumları cinsiyet, yaş,\rmezuniyet türü, sistem kullanım durumu, katılma nedenleri ve özerk öğrenme\rpotansiyeli değişkenlerine göre incelenmesi amaçlanmıştır. Bu araştırmada nicel\raraştırma yöntemlerinden betimsel tarama modeli kullanılmıştır. Araştırmanın\rörneklemi 63 erkek ve 64 kadın olmak üzere toplam 127 kişiden oluşmaktadır.\rÖrneklem seçiminde amaçsal örnekleme yöntemlerinden ölçüt örneklem\rbenimsenmiştir. Katılımcıların kitlesel açık çevrimiçi ders almış olmaları\rölçüt olarak belirlenmiştir. Veri toplama aracı olarak araştırmacılar\rtarafından hazırlanan kişisel bilgi formu ile Arslan ve Yurdakul (2015) tarafından\rgeliştirilen Özerk Öğrenme Ölçeği kullanılmıştır. Verilerin analizinde\rkestirimsel analiz yöntemlerinden Ki-kare testi, point-biserail korelasyon\ranalizi ve bağımsız gruplar t-testi kullanılmıştır. Araştırma sonuçları\rbireylerin kitlesek açık çevrimiçi dersleri tamamlama oranlarının cinsiyet\rdeğişkenine göre erkeklerin lehine, yaş değişkenine göre 25-44 yaş aralığı\rlehine, mezuniyet türüne göre lisans ve lisansüstü mezunların lehine anlamlı\rbir şekilde yüksek olduğu tespit edilmiştir. Sistem kullanma durumlarına ve\rözerk öğrenme potansiyellerine göre ise anlamlı bir farklılık bulunamamıştır.\rBunun yanı sıra bireylerin kitlesel açık çevrimiçi derslere katılma nedenleri\rarttıkça dersi tamamlama oranlarının arttığı görülmüştür.
- MakaleYalnız künye2020Scopus SJRQ2Evaluation of mobile games in the context of content: What do children face when playing mobile games?
Göksu, İdris; Aslan, Alper; Turgut, Yiğit Emrah
The aim of this study is to examine mobile games in the context of their content and to evaluate the situations faced by children through document analysis in terms of age-rating, game score, access permissions, the inclusion of advertisements, in-game purchases, encouraging consumerism, the inclusion of violence, bad habits, and educational value. The review and rating data of the games which can be found in Common Sense Media and Google Play Store were included in the study. These data were analyzed by descriptive content analysis using frequency (f) and percentage(%) values. According to our findings, it was revealed that 92% of the games involved in the study included in-game purchases and 75% of them included advertising. As a result of the investigations, it was also found that mobile games requested a lot of access permissions during installation. In addition, it was concluded that 90% of mobile games encouraged consumerism and 50% contained violence and fear elements. We think that the results are important in the way that they reveal the possible risks encountered by young people while they are playing mobile games and also in terms of increasing the awareness on the subject for both the users and their parents.
AtıfScopus5WoS7OpenAlex13İncele
- MakaleYalnız künye2019Examining Children's Media Literacy Levels and Usage Habits in Terms Of Demographic Variables
Göksu, İdris; Turgut, Yiğit Emrah; Aslan, Alper; Aslan, Seda Akti
In this study, it is aimed to reveal the media usage habits of secondary school children and their media literacy levels according to various variables. The study data were collected in 2017. It was determined that two of every three children used mobile internet, watched television for 1-2 hours daily and used the internet. The most popular activity among children was found to be watching television, followed by these activities: listening to music, using social networks, mobile phones, and the internet usage by one of every two children. According to demographic characteristics of children, it was found that while the media literacy level of men was significantly lower than women regarding gender, the same was valid for the children living in the South-eastern Anatolia region compared to those living in other regions regarding geographical regions. Moreover, it was determined that children’s media literacy level increased as their grades increased. According to children's media usage habits, it was revealed that while media literacy level of children not using mobile internet was significantly higher than those using mobile internet, the same was true for children watching television for 1-2 hours daily compared to those watching 7-8 hours.
AtıfTR Dizin9
İncele - MakaleAçık Erişim2019Game, Environment and Peer Effect on Children on the Digital Gaming Habits in Game Arcades
Turgut, Yiğit Emrah; Yılmaz, Turkan Karakuş; Aslan, Alper
Game arcades that have turned into an important socialization area forchildren in Turkey, can affect children in many ways. The aim of thestudy is to investigate the factors that affect the digital game habits ofchildren and young people in game arcades. In this context, the effect ofgame, environment and peers on the habits of children that are gamingin game arcades were investigated. Qualitative research method waspreferred in the study. The study group consisted of 50 male and 2female participants randomly selected from four game arcades. Semistructured interview form was developed as a data collection tool andindividual interviews were conducted with the children participatingin the research. The findings show that children prefer digital gamesbecause they find it amusing, fun, enjoyable and exciting. Togetherwith the changing game structure, it has emerged that multi-playeronline games affect the usage of game arcades of children. Childrenstated that they prefer to play in game arcades because they can be withtheir friends and there is no parental supervision. It was determinedthat children knew these environments through their friends andwould not prefer these environments without their friends. Based onthese findings, it was concluded that multi-player online games had aneffect on the habits of children on using game arcades due to its facilityof socialization with friends and playing without any restrictions.
AtıfOpenAlex13TR Dizin5
İncele - MakaleYalnız künye2017Practices developed towards safer internet use in turkey
Yılmaz, Türkan Karakuş; Aslan, Alper
In many countries, studies and practices have been developed to minimize the Internet risks for children and at the same time maximize the opportunities presented by the Internet. In Turkey, many studies and practices have been done for safe internet use. It is important to evaluate the studies carried out together, in order to obtain the desired results from studies. In this context, the studies on safe Internet use in Turkey have been tried to be classified. Thus, it is aimed to establish an important point of reference in the planning of similar practices planned to be done with a general perspective of the studies carried out. Qualitative research methods were utilized in the study. During the data collection process, document review and individual interviews were conducted. At the end of the document review, awareness raising seminars, activities, awareness and promotion campaigns, printed and visual materials, notice lines, technical and legal measures are the practices made in order to ensure safe internet use of especially children and young people in Turkey. The studies carried out are usually performed within a single institution or organization. In addition, studies are carried out across the country in a number of specific regions or pilot provinces.
AtıfTR Dizin11
İncele - MakaleYayıncıda açık erişim2017Scopus SJRQ2The Native Symbols Engaging Turkish Players to Digital Games in a Playability Perspective
Aslan, Alper; Coban, Murat; Karakus Yilmaz, Turkan; Goktas, Yuksel
Background. The satisfaction of a player’s gaming experience has a great impact on their game preferences. The goal of this study was to investigate the opinions and experiences of Turkish players of computer games in order to examine the effects of native symbols on their game preferences. Method. The data collection tools were games developed in Turkey, websites for these games, user comments made on the video records of the games, online forums, and an open-ended questionnaire. Results. The results indicate that although native symbols from the players’ home society play a role in shaping the users’ playability perception, it cannot be argued that they change the game preferences. These results may be applied to computer games’ designs, development strategies, and advertising methods to attract all players.
AtıfScopus4WoS3OpenAlex3İncele
- MakaleYalnız künye2016Evaluating the Attitudes of University Students about Scientific Research
İlhan, Aziz; Çelik, H. Coşkun; Aslan, Alper
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AtıfTR Dizin5
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