The developments in science and technology have led to changes in the expectations of countries from the future and the individuals. In the 21st century, focusing on innovative approaches in the education system has become compulsory to raise individuals who question, find rapid and effective solutions to problems and who could think scientifically. One of these approaches is Science, Technology, Engineering and Mathematics (STEM) training. The aim of this study is to evaluate the relationship between STEM and STEM sub-dimensions. The study group consists of 204 teacher candidates from different departments of the Faculty of Education of Sakarya University during the academic year 2018/2019. To collect data, the attitude scale for STEM and the sub-dimensions of STEM were used in the study. One-way ANOVA was used in this correlation for parametric tests. According to the results of the study, there is a positive and significant relationship between STEM and all STEM sub-dimensions based on the data collected from teacher candidates. Keywords: STEM, sub-dimensions, teacher candidates.
<p>The rapidly developing information technologies of our age offer new opportunities in every aspect of our lives. The use of information technologies in educational environments is an important element in creating enriched learning environments. Educational digital games used in teaching-learning environments help students to develop motivation, problem-solving, strategy development skills and creativity. The purpose of this research was to determine the teacher candidates’ state of using digital educational games. The study group of the research consisted of 4th-grade teacher candidates who are studying in the social sciences and classroom teaching departments of Süleyman Demirel University during the 2018/2019 academic year. It has been found that men teacher candidates were more positive than women teacher candidates. Teacher candidates studying social sciences were more positive than those studying classroom teaching. Although teacher candidates were concerned about using educational digital games, they were eager to use these games.</p>
When digital transactions such as official transactions, banking transactions, communication, education, production, shopping are carried out in digital environment, the concept of digital citizenship has emerged. Digital citizenship; it is the person who has the ability to use information technologies appropriately and correctly in areas such as official transactions, social communication, education, and production. As technology improves, problems with its use increases exponentially. So technological behavior or technological citizenship it is clear that the behavior, values, ethical rules and awareness should be created. In this study in order to detection this awareness; it is aimed to determine the digital citizenship levels of university students. For this purpose, 253 students studied in various departments of the Hendek Vocational High School of Technical Sciences in Sakarya university. The research was carried out with the relational scanning model from the quantitative research method. “Digital Citizenship Scale for Youth” was developed by Kus, Gunes, Basarmak and Yakar (2017) the researcher as a data collection tool with permission. The scale has 49 items, the total variance of the scale was determined that the scale had 8-factor structure and was found to be 49,70%. Related dimensions are communication, jus and responsibility, critical thinking, participation, security, digital skills, ethics and commerce. In the analysis of the data, non-parametric tests were used in addition to the percentage, frequency and standard deviation values. As a result; students were revealed to be aware of digital citizenship’s sub-dimension.
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