Search results for author:"Hakan Tuzun"
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World Conference on Educational Media and Technology 2002 (2002) pp. 1985–1986
Evaluation is needed to justify the existence of online courses and to provide feedback on the performance of them. In this study, Kirkpatrick's 4-level evaluation model is proposed as a framework for the evaluation of online courses. The model and...
Society for Information Technology & Teacher Education International Conference 2002 (2002) pp. 2410–2411
One of the implications of the information age is the massive information load. To keep up with the skills and knowledge of the information age, teachers can support each other and learn collaboratively in an online learning community. In this paper,...
World Conference on Educational Media and Technology 2002 (2002) pp. 1987–1992
In this study instructor support problems related to the Web-Based Instruction (WBI) were identified after examining their experiences. It was found that the instructors need support in the area of hardware, software, design of the course, and...
Eurasian Journal of Educational Research Vol. 75, No. 1 (2018) pp. 115–136
Purpose: This study describes the design of the Basic English 1 and Basic English 2 courses taught in the Foreign Languages School (FLS) of a large public university in Turkey as blended learning in a mostly distance education system. Research...
World Journal on Educational Technology: Current Issues Vol. 10, No. 4 (2018) pp. 72–78
In this study, a virtual reality (VR) fire drill application was developed with head-mounted display VR technology for university students. The aim of the study is to evaluate the integration process of this VR application into authentic learning...
Developing Critical Implementations of Technology-Rich Innovations: A Cross-Case Study of the Implementation of Quest Atlantis
Journal of Educational Computing Research Vol. 41, No. 2 (2009) pp. 125–153
This study examined the tensions surrounding the implementation of a technology-rich educational innovation called Quest Atlantis (QA) in a local public elementary school. Three qualitative case studies of three classrooms implementing the...
Educational Technology Research and Development Vol. 53, No. 1 (2005) pp. 86–107
This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9-12, in educational tasks. QA combines strategies used in commercial gaming environments ...
Journal of the Learning Sciences Vol. 16, No. 2 (2007) pp. 263–305
Although the work of learning scientists and instructional designers has brought about countless curricula, designs, and theoretical claims, the community has been less active in communicating the explicit and implicit critical social agendas that...
The effects of computer games on primary school students’ achievement and motivation in geography learning
Computers & Education Vol. 52, No. 1 (January 2009) pp. 68–77
The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth...