The purpose of this research is to investigate the universities' distance education activities in the Covid-19 pandemic in Turkey. Survey model was used. All universities in Turkey were the population of this research.In each university a person who was a stuff or a director of distance education process was tried to be reached. 33 people were participated the research. Data was collected with an online questionnaire form. According to the results, Moodle and ALMS were the mostly used learning management systems. Big blue button and Perculus were found to be the mostly used as a virtual classroom software in universities. It was found that in only six universities all of courses was given synchronously with a virtual classroom software, in spite of the recommendations of Council of Higher Education. Most of the universities stuck with their existing learning management systems (f=29) and virtual classroom software (f=24) in order to manage new situation. Half of the universities tracked their students absence rate. Participants expressed that the education of lecturers about distance education systems was the most difficult job that they did during this process.
With its total number of users (around 62 million) throughout the world, it is important to determine the views of academics who use Edmodo (the leading SLN. In this respect in the first part of this two-part research, the purpose was to examine academics' (n=50) use of technology and social networks. As for the purpose of the second part, it was to determine the views of 12 academics-selected from the academics participating in the first part-who had experience in Edmodo about the basic features of Edmodo and about its use in education. In the study carried out with the mixed method, the qualitative and quantitative data were collected with an online questionnaire. The findings obtained were interpreted within the framework of cooperative learning and the theories of "Diffusion of Innovations" and "Uses and Gratifications," and the related themes were formed. As a result, the academics with experience in Edmodo reported their views about the benefits of use of the Edmodo in education. Regarding the differences between Edmodo and social networks, the results suggested that the former was used completely for educational purposes and that it did not involve any unnecessary components. Keywords
Gamification is an innovative approach that aims to increase users' engagement and motivation and provide sustainable experiences. It has recently become widely known and is an approach that is being used in many fields. This article intends to identify and map trends and patterns in gamification research. For this purpose, this article employs a systematic review in which document and content analysis were used. Research findings have revealed that conceptual/descriptive papers outweigh other type of papers; however, quantitative and qualitative papers are showing an increasing trend. Lexical analysis demonstrated that education, teaching, and learning; engagement, motivation, and behavior change, and gamified designs, are emerging concepts. Keyword analysis revealed that gamification, engagement, and motivation are most frequently used keywords. Gamification articles are mostly related to the education field. Self-Determination Theory, Flow Theory, and MDA (Mechanics, Dynamics, and Aesthetic) Framework appeared to be the most beneficial lenses in gamification studies.
The learners were asked to study the material. The learners who had smart phones and Internet access were chosen for the study. To provide sectional diversity, three groups were created. The group learners were from Faculty of Education, Faculty of Science and Literature and Faculty of Engineering. After the semi-structured interviews were held, the learners were asked about their pre-knowledge about QR Codes, QR Codes' contribution to learning, difficulties with using QR Codes about and design issues. Descriptive data analysis was used in the study. The findings were interpreted on the basis of Theory of Diffusion of Innovations and Theory of Uses and Gratifications. After the research, the themes found were awareness of QR Code, types of QR Codes and applications, contributions to learning, and proliferation of QR Codes. Generally, the learners participating in the study reported that they were aware of QR Codes; that they could use the QR Codes; and that using QR Codes in education was useful. They also expressed that such features as visual elements, attractiveness and direct routing had positive impact on learning. In addition, they generally mentioned that they did not have any difficulty using QR Codes; that they liked the design; and that the content should include both superficial and in-depth information.
The purpose of this study was to design the course of Programming Languages-I online, which is given on face-to-face basis at undergraduate level. It is seen in literature that there is no detailed research on the preparation of a fully-online course directly based on an instructional design model. In this respect, depending on the ADDIE design model, the most popular instructional design models, an online course was adapted in phases. Each phase of the model and on the steps in each phase were explained. The preparation of this course given via DLP lasted approximately 500 hours. Following its preparation, the pilot application was carried out with the learners taking the course of Programming Languages during summer school period. The learners used DLP in all respects, and DLP was revised and the necessary changes were made in line with the learners' views and with the results of the usability test. The study revealed that it was important to analyze all the related areas in the analysis phase of an online course design and to make the necessary decisions in the phase of design. In the dimension of distance education evaluation, since there is no precise and reliable method, the traditional evaluation methods were favored within the scope of the product evaluation of this course taught via DLP. In addition, within the scope of the process evaluation, the learners' views were determined via weekly evaluations. Establishing interaction in online courses is important to prove the live structure of the system, and this situation will help learners perceive themselves to a part of the course.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.