Search results for author:"Mete Akcaoglu"
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Educational Technology Research and Development Vol. 62, No. 5 (October 2014) pp. 583–600
Today's complex and fast-evolving world necessitates young students to possess design and problem-solving skills more than ever. One alternative method of teaching children problem-solving or thinking skills has been using computer programming, ...
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 64–69
This experimental study was conducted to determine the effectiveness of inclusion of a storyline, as initiated and progressed by episodic tasks, in, Zon, a language-teaching virtual world. Researchers tested two versions of the platform (with or...
TechTrends: Linking Research and Practice to Improve Learning Vol. 60, No. 2 (2016) pp. 114–123
Design involves solving complex, ill-structured problems. Design tasks are consequently, appropriate contexts for children to exercise higher-order thinking and problem-solving skills. Although creating engaging and authentic design contexts for...
Teaching problem solving through making games: Design and implementation of an innovative and technology-rich intervention
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 597–604
In this paper, I describe the elements of a curriculum designed to teach middle school students how to solve complex problems using digital game-design as the main activity. Based on theories of problem solving and teaching of problem solving, and...
(2013) pp. 1–144
In today`s complex and fast-evolving world, problem solving is an important skill to possess. For young children to be successful at their future careers, they need to have the skill and the will to solve complex...
Contemporary Issues in Technology and Teacher Education Vol. 16, No. 1 (March 2016) pp. 60–81
Engagement in game design tasks can help preservice teachers develop pedagogical and technical skills for teaching and promoting critical thinking and problem-solving skills. Through the design process, preservice teachers not only exercise critical-...
The International Review of Research in Open and Distributed Learning Vol. 17, No. 3 (May 16, 2016)
Social presence is a difficult to achieve, but an imperative component of online learning. In this study, we investigated the effect of group size on students' perceptions of social presence in two graduate-level online courses, comparing small...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (Oct 26, 2009) pp. 2389–2393
The Zon Project is building a multi-user, game-based virtual environment to support learning Chinese language and culture. From its core, Zon is designed to be a multiplayer, online environment facilitating learning through gameplay. A goal of the...
Blending Synchronous Face-to-Face and Computer-Supported Cooperative Learning in a Hybrid Doctoral Seminar
TechTrends: Linking Research and Practice to Improve Learning Vol. 57, No. 3 (March 2013) pp. 54–59
Online education is often assumed to be synonymous with asynchronous instruction, existing apart from or supplementary to face-to-face instruction in traditional bricks-and-mortar classrooms. However, expanding access to computer-mediated...
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 3–7
In this paper, we report the preliminary findings of the first Game Design and Learning Summer Camp, which was held in Istanbul, Turkey for the first time in the summer of 2011. Here we share the first insights we gained from the camp, as well as...
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 4260–4264
The purpose of this research study was twofold. First, we sought to refine a rubric originally created to assess the pre-service teachers' TPACK. Second and in doing the first, we sought to assess lesson plans created by leading technology companies ...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 3889–3891
Technology is rapidly becoming a predominant force for education, and teachers now more than ever have nearly endless technological tools at their disposal. The specific role of technology in education is not always well understood or utilized to...
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 1621–1625
In this descriptive research conducted on middle school students in Istanbul, Turkey, we report the results of two cross-sectional surveys which measured the New Media Literacy (NML) skills (Jenkins et al. 2006) and perceived technology abilities,...
Society for Information Technology & Teacher Education International Conference 2016 (Mar 21, 2016) pp. 355–360
Affinity spaces refer to digital and geographical spaces in which learning can happen, and some of the largest affinity spaces dedicated to education are those that currently exist on Twitter. These spaces are public, largely unmoderated, and...
Topics: Distance/Flexible Education
Technology, Pedagogy and Education Vol. 24, No. 4 (2015) pp. 477–491
Technology has already become an indispensable part of our lives, and nations around the world see schools as the main agents to prepare their youth for a technology-filled future, and invest important amounts of funding to provide hardware to...
The Substitution Augmentation Modification Redefinition (SAMR) Model: A Critical Review and Suggestions for Its Use
TechTrends: Linking Research and Practice to Improve Learning Vol. 60, No. 5 (2016) pp. 433–441
The Substitution, Augmentation, Modification, and Redefinition (SAMR) model is a four-level, taxonomy-based approach for selecting, using, and evaluating technology in K-12 settings (Puentedura 2006). Despite its increasing popularity among...
Understanding Player Activity in a Game-based Virtual Learning Environment: A Case for Data-Driven Instructional Design
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2010 (Oct 18, 2010) p. 763
When constructing game-based virtual learning environments, developers face considerations that differ from the concerns instructional designers raise for traditional learning scenarios. Absent are the physical world cues that teachers use to...
Society for Information Technology & Teacher Education International Conference 2017 (Mar 05, 2017) pp. 283–286
Communication in online settings can occur at the same time (synchronously) or at different times (asynchronously). A new form of online learning in which teachers communicate both at the same time and at different times is through social media...
Topics: Distance/Flexible Education