Özet-Bu araştırmanın amacı, Türk eğitim sisteminde teknolojinin daha etkin kullanımı için 1984-2013 yılları arasında yapılan projeleri analiz etmektir. Araştırma kapsamında ilgili dönemde yapılan 32 projenin bilgilerine ulaşılmıştır. Veriler, ilgili kurum ve kuruluşların web siteleri ve yayınladıkları resmi doküman ve raporlardan elde edilmiştir. Araştırma bulguları, otuz yıllık süreçte Türk eğitim sisteminde teknolojinin daha etkin kullanımı için azımsanmayacak miktarda yatırım yapıldığını göstermektedir. Bu yatırımlara rağmen önceki yıllarda yapılan projelerin sonuçlarının yeterli düzeyde analiz edilmediği, projelere ait veri tabanları oluşturulmadığı, proje yürütenlerin dahi ilgili verileri saklamadığı ve bu durumların sonucu olarak ilgili alandaki ihtiyacı karşılamak amacıyla nasıl bir proje yapılması gerektiği analiz edilmeksizin sadece teknolojiyi satın almak ile eğitim sistemine entegre edilmiş olacağı düşüncesiyle yapılan projelerin olduğu gözlenmiştir. 32 proje bilgilerinin derlenerek literatüre kazandırıldığı bu çalışmada verilerin toplandığı web kaynaklarından bazılarına artık ulaşılamadığı düşünüldüğünde, bu çalışmanın gelecekte projeler hakkında bilgiye ulaşmak isteyen araştırmacılar için ne derece önemli bir kaynak olacağı çok net anlaşılabilmektedir. Research results show that substantial amounts of investment were made to the effective usage of technology in Turkish Education System during three decades. It's revealed that despite these investments, the results of the projects, which were implemented in previous years were not analyzed properly. In addition, they the databases were not produced about the projects and were not kept the relevant data. With this regard, without consideration of the needs, it has been observed that analyses were integrated to the education system by only purchasing technology. In conclusion, recent study was reviewed of these 32 projects data and brought in the literature. Some of web resources that contain data are not available anymore. This data will be an important source for the researchers who seek the projects' data in the future.
In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused on. For this reason, the eSport applications included in these two platforms constituted the sampling of the present study. A data collection form was developed by the researcher of the study in order to collect the data in the study. This form included the number of the countries, the popularity ratings of the application, the name of the application, the type of it, the age limit, the rating of the likes, the company that developed it, the version and the first appearance date. The study was conducted with the Qualitative Research Method, and the Case Study design was made use of in this process; and the Descriptive Analysis Method was used to analyze the data. As a result of the study, it was determined that the most popular eSport applications at a global scale were football, which ranked the first, basketball, billiards, badminton, skateboarding, golf and dart. It was also determined that the popularity of the mobile eSport applications changed according to countries and according to being free or paid. It was determined that the popularity of these applications differed according to the individuals using the App Store and Google Play Store application markets. As a result, it is possible to claim that mobile eSport applications have a wide usage area at a global scale and are accepted widely. In addition, it was observed that the interest in eSport applications was similar to that in traditional sports. However, in the present study, a certain date was set, and the interest in mobile eSport applications was analyzed according to this specific date. In future studies, different dates and different fields like educational sciences may be set to analyze the interest in mobile eSport applications. In this way, findings may be obtained on the change of the interest in mobile eSport applications according to time. The findings of the present study and similar studies may have the quality of guiding researchers and system/software developers in terms of showing the present status of the topic and revealing the relevant needs.
The COVID-19 pandemic caused many educational institutions in the world to switch to the distance education process, and this process was called "Emergency Remote Teaching". This urgent transition process has caused many problems in educational environments. One of the problems is the subject of measurement and evaluation. Along with the pandemic, many institutions have used various online assessment systems to make measurements and evaluations online, and researchers have conducted research on these online assessment systems. This research focus on the features of the online assessment systems and aims to examine the trends towards the prominent features of the online assessment systems in the Emergency Remote Teaching period. For this purpose, the prominent online assessment systems have been determined by systematically analyzing academic studies published in 2020, and answers have been sought to the following research questions: (1) which platforms they support, (2) which security features they have, and (3) what common features they have. Identifying trends in the characteristics of online assessment systems is expected to guide practitioners, decision-makers, researchers, and system developers in the process of selecting and/or developing an online assessment system for use in online measurement and evaluation.
This chapter reveals the trends of the research conducted in between 2007-2012 on distance education theories. The literature was examined and analyzed based on theories, topics, research methods, statistics used, and the data collected in the research. Within this scope, full-text papers in the databases of EBSCO, Springer, Elsevier e-Reference, ERIC, JSTOR, SAGE, and ULAKBIM were reviewed, and a total of 209 articles were identified. The analysis outlines the trends in distance education and attempts to determine the deficiencies and gaps. The discovery of deficiencies and gaps are believed to not only raise awareness about the existing needs but also guide further studies.
In recent years, intelligent systems have emerged with the concept of the Internet of Things. The purpose of intelligent systems is to use technological innovations to improve the quality of life of people. Smart systems are now being used almost everywhere. Concepts such as smart city, smart classroom, smart library, smart hospital and smart transportation have emerged.With the cameras, sensors and many other devices used in smart systems, data from the environment can be analyzed and remote control operations can be performed. In this study, RFID based authorization system has been developed in the publicly available computers used in smart libraries. In many places, as in universities, there are common computers or laboratory devices that can be used by everyone. The aim of this study is to ensure the common use of devices belonging to common use against existing users. The devices are controlled by an RFID based system developed for these devices. Using the ID cards of the students or staff, the person is authorized to use the devices for the defined period of time. This study has two main contributions. First, a modular system compatible with all electronic devices except the computer has been made by using RFID technology. The second is to provide a more efficient working environment by ensuring fair use of computers and other devices accessible.
The aim of this study is to develop the university's own robotics training set, which; can be used in electronic and robotic coding education, is easy to program, is circuit protected, can be coded by written or block-based, is easy to see module connections, has no licensing and copyright problems, can reduce the usage and also outflow of public resources. In this development study, we focused on; how the robot can design, how much it will cost and what applications can be done. In this study, based on the Waterfall Model, which is one of the System / Software Project Management Models, a development card named Ardunio was used and an educational robot prototype consisting of 11 modules was produced with Arduino support. With this robot called ARUbot, a totally of 2047 different usage can be achieved by using the modules on it with various combinations. Also, ARUbot can perform many other functions such as line tracking, avoiding obstacles, measuring temperature and humidity, measuring light status, controlling with bluetooth, writing text on the screen. Moreover, thanks to the fact that such a robot is manufactured by the university, it has been found that its cost is about 8 times lower than its peers. Considering the findings put forward by the policy makers and educational institutions of Turkey within the scope of this study, it can be said that the flow of public resources abroad can be reduced with robotic coding training sets originating from abroad.
Bu araştırmanın amacı; öğretim teknolojileri alanında 2004-2013 yılları arasında web 2.0 uygulamaları kullanılarak yapılan akademik çalışmaların hangi öğrenme teorileri üzerine inşa edildiğini belirlemektir. Belirlenen anahtar kelimelerle Science Direct veri tabanında tarama yapılmış ve ulaşılabilen 103 makale doküman analizi yöntemiyle analiz edilmiştir. Araştırma sonuçlarına göre; web 2.0 uygulamalarından en fazla "sosyal ağ uygulamaları", öğrenme teorilerinden ise en fazla "yapılandırmacı, sosyal ve durumsal öğrenme teorileri" üzerine akademik çalışmaların olduğu tespit edilmiştir. Web 2.0 uygulamalarının öğrenme teorisi üzerine inşa edilerek kullanıldığı akademik çalışmaların 2008 yılı itibariyle başladığı ve en fazla çalışmanın 2013 yılında yapıldığı belirlenmiştir. Bu çalışma ile web 2.0 uygulamalarını öğrenme ortamlarında kullanmak isteyenler; çalışma kapsamına ve hedeflerine uygun olabilecek öğrenme teorilerine yönelik perspektif geliştirebilirler.
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.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.