Search results for author:"Turkan Karakus Yilmaz"
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The effects of mind games in math and grammar courses on the achievements and perceived problem‐solving skills of secondary school students
British Journal of Educational Technology Vol. 50, No. 3 (May 2019) pp. 1482–1494
The goal of this study is to determine the effectiveness of mind games played by secondary school sixth grade students as classroom activities in math and grammar courses on their perceived problem‐solving skills and achievements. In the...
Designing and Developing Game-Like Learning Experience in Virtual Worlds: Challenges and Design Decisions of Novice Instructional Designers
Contemporary Educational Technology Vol. 7, No. 3 (2016) pp. 206–222
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and...
Computers & Education Vol. 88, No. 1 (October 2015) pp. 256–267
Three-dimensional (3D) virtual worlds hold the users' attention by providing rich interaction in an environment similar to the real world. User engagement duration is known to increase in environments with intense interaction. However, information...
Information Retention's Relationships with Flow, Presence and Engagement in Guided 3D Virtual Environments
Education and Information Technologies Vol. 23, No. 4 (2018) pp. 1621–1637
The purpose of this study was to examine the correlation of different variables with information retention in guided 3D virtual learning environments by employing three experimental designs. In each experiments, different participants were included...
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...