This study aims at investigating the effects of Programming Education Planned with TPACK (Technological Pedagogical Content Knowledge) Framework on middle school students' learning outputs within the ITS (Informational Technology and Software) course. Although TPACK is known as a teacher training program, this study demonstrates it can be used in K12 education. The sample of the research consists of 41 6th grade level students from a Turkish middle school. This study used a quasi-experimental research design which compares pre-test and post-test results for experimental and control groups. Data were collected through quantitative scales. The effects of programming education planned with TPACK framework on students' academic achievement, perception of problem-solving skills and computational thinking skills are investigated. According to the results, the means of academic achievement, problem solving inventory and computational thinking skill scale scores of the experimental group are significantly higher, which means TPACK framed lesson has a positive impact on learning outcomes. As a result of this study it can be concluded that matching technology that is suitable for the relevant content is crucial for learning, using appropriate technology is a good strategy for learning technology, higher order skills are improved by technology supported learning and academic achievement can be enhanced by using enriched activities in a technological environment.
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information, Augmented Reality (AR) creates new opportunities for education. The impact of uncertainty and scientific advances in the field of application has modified the definition of “AR Technology” to “AR Environments”. Within the scope of this study, it is aimed to analyze scientific studies on game-based learning and the use of AR in educational activities systematically. In this context, the “education area”, “the level of education of the participant”, “dependent variables”, “data collection tools”, “research methods used”, “type of AR used”, “software used in the development phase of the application”, factors such as “advantages and limitations towards the use of AR in a learning environment” are taken into consideration. In line with the purpose of the research and the specified criteria, a total of 53 scientific studies, which were scanned from scientific journals published in Turkey and abroad between 2016 and 2020, were analyzed using the systematic literature review method. As a result, findings regarding the effects of the game and AR-based learning environments in the learning processes for students are discussed. In addition, several recommendations for the creation and use of new educational games and AR applications have been created, which will help the gaps in AR studies and students' learning processes in terms of potential study.
Social media tools are used to visualize resources especially. However, there is a limited range of created content in social media, instructors and students have a tendency to use shared materials rather than edit an existed material or create a new material. However, this does not change the situation of social media in education, it is proved that social media improves teaching and learning process. Therefore, researchers stressed that instructions should consider supporting academic staff with technical and pedagogical guidance as the academicians do not meet the requirements of digital native students. Their web self-efficacy and digital competencies should be improved (Manca & Ranieri, 2016a; Manca & Ranieri, 2016b).
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