Abstract-In order for mobile applications to be employed successfully in education, the opinions of teachers on the use of these applications must be identified and improved. For this reason, the purpose of this study is to identify the opinions of teacher candidates, who are the teachers of the future, on the usage of mobile applications in the process of multimedia project development. This study, which was conducted with the purpose of identifying the opinions of teacher candidates on the usage of mobile applications in education as a means of communication, employed a qualitative method. The results indicate that using mobile applications in the multimedia project development process attracted the attention of students and ensured effective communication.
Despite the growing attention towards gamification in learning context, challenge-based gamification application has rarely been subjected to testing in education. In recognition of this void, and grounded on gamification principles, we developed Educhall web-based program. Drawing on self-determination theory, and flow theory the present study aims to explore how the application of this challenge-based gamified program in to learning process of students can increase students’ motivation, flow, and academic success through the generated competition and challenge. The study applied a random experimental research design within distance learning context with 30 university students of control group and 30 students of experimental group who used the Educhall application for one academic semester. In line with self-determination theory, it was statistically evidenced that application of challenge-based gamified learning method increased level of academic performance and overall motivation. Of the motivational sub factors, experimental group reported significantly higher confidence level and satisfaction towards the course. Furthermore, grounded on flow theory, the study showed that challenge-based gamified learning increased flow level of learners but not significantly which warrants further data collection and experimental research in future studies. Implications for research and practice are discussed.
Misuse or abuse of digital media can create negativities such as internet addiction, netlessphobia, cyberbullying, or cyberloafing. Cyber loafing is known as the use of employees in a workplace for non-work activities during working hours. This study aims to examine the cyberloafing levels of students studying in the Turkish Republic of Northern Cyprus. In this study, a descriptive survey model was used. The working group is composed of 150 students who study in the TRNC. “The Smart Phone Cyberloafing Scale in Classes” (SPCSC) developed by Polat (2018) was used as the data collection tool in the study. In the analysis of the data; f, %, mean, and t-test analysis were used. According to the obtained results of the study, students sometimes do cyberloafing on their mobile devices during class. The implications for educators, parents, and teachers are discussed.
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