Can Güler - Academia.edu (original) (raw)
Papers by Can Güler
The International Review of Research in Open and Distributed Learning, 2017
When I was a child in the 1970s, there was a famous series of children's picture books by the Swe... more When I was a child in the 1970s, there was a famous series of children's picture books by the Swedish author Astrid Lindgren and photographer Anna Riwkin-Brick (Kümmerling-Meibauer & Surmatz, 2011). Each book offered a brief glimpse into the life of a child in one country. The books piqued the interest of the reader by presenting each country's unique and even exotic landscapes and traditions, yet I believe that what really struck a chord with those who followed the stories were the inner lives of the children, and their relationships with their siblings, parents, and peers. The lives of the foreign children seemed at once so different from the life of the reader, yet so similar. I was reminded of Lindgren's and Riwkin-Brick's books when I read the different chapters in Open Educational Resources: Policy, Costs and Transformation, edited by Miao, Mishra, and McGreal and published under the UNESCO and the Commonwealth of Learning logos. Each chapter discusses open educational resources (OER) in a different country, and each chapter tells a story that is unique yet so familiar to anyone involved in OER anywhere in the world: developing and licensing good OER, distributing them, and, the biggest challenge of them all, getting teachers and students to adopt the resources. The book includes 15 chapters, organized alphabetically from Australia to Washington State Community and Technical Colleges System, preceded by an Introduction chapter and followed by a Conclusions chapter, written by the editors. Given the somewhat eclectic nature of 15 chapters organized by alphabetical order, I strongly recommend that readers begin by reading the Introduction and the Conclusions chapters, as the latter effectively highlights the three main questions discussed in the various chapters:
"Advancements in information and communication technologies lead to change in presentation e... more "Advancements in information and communication technologies lead to change in presentation environments in e-learning programs. Gesture based computing concept has emerged in recent years. The rapid expansion of mobile communication devices with touch display also affects the content production and publishing processes in e-learning environment. Touch-display mobile computers is expected to widespread in the near future. Institutions developing content for e-learning environment begun to develop training materials for touch-screen mobile computers. Game-based educational content and interactive books are examples of this advancements. In particular mobile devices such as smart phones and tablets, regarding their user interface design, increasingly follow the interaction paradigm of gesture-based computing: Mouse and keyboard are replaced by direct interaction with the device, in which the user's fingers and hand themselves become input instruments. The gesture-based control of the iPhone through finger movements on the touch display. At the present day, utilization of HTML 5 in production of prepared content for mobile touch devices has become widespread. HTML5 can be used platform-free and is important in terms of content providing enriched content. HTML5 will offer mobile learning features that will far exceed anything that is possible today. E-learning material to work on all operating systems can be developed with HTML5 technology. This study investigated the use of HTML5 in production of e-learning content for mobile devices with touch display. This study also try to answer the question of “Why e-learning content should produce with HTML5?”. This presentation might be beneficial for producers of e-learning content for mobile devices with touch display and researchers of this issue. keywords: gesture based computing, mobile learning content production, html5, e-learning."
Turkish Online Journal of Qualitative Inquiry, 2017
One of the basic challenges in distance education is motivational issues that distance learners e... more One of the basic challenges in distance education is motivational issues that distance learners encounter because of the factors such as separation in time and space from teachers, other learners, and learning sources. In an effort to minimize this drawback and increase learners' participation into learning processes by motivating distant learners, new approaches such as gamification have been integrated in distance education. Gamification is one of the
Bu calisma kapsaminda acik ve uzaktan ogrenmede bireysel farklilik olarak yas kavrami incelenmekt... more Bu calisma kapsaminda acik ve uzaktan ogrenmede bireysel farklilik olarak yas kavrami incelenmektedir. Yas kavrami oncelikli olarak biyolojik gelisimi dolayisiyla bireysel olarak bir farklilik cagristirabilir. Diger taraftan bireyin gelisimi incelendiginde yas unsurunun sadece biyolojik acidan degil psikolojik ve sosyal anlamda da ele alinmasi gerektigi onem tasimaktadir. Biyolojik olarak ayni yastaki farkli bireylerin her gelisim doneminin ayni olmasi beklenemez. Bu da bireylerin ogrenme yasamlarinda da etken bir unsur olarak yas kavraminin onemini ortaya cikarmaktadir. Bu baglamda acik ve uzaktan ogrenme, bireylere farkli ogrenme olanaklari saglayarak kisilerin bireysel anlamda ogrenme ihtiyaclarini istedikleri sekilde karsilamalarina olanak tanimaktadir. Acik ve uzaktan ogrenmede ogrenme surecleri planlanirken, hedef kitlenin yasi ve bu dogrultuda beklentisi, tercihleri ve ilgili gelisim doneminin ozellikleri gibi unsurlara dikkat edilmelidir.
EDULEARN16 Proceedings, 2016
Edulearn12 Proceedings, Jul 4, 2012
"Nowadays, technological advances have an influence on every field of our life. As a result ... more "Nowadays, technological advances have an influence on every field of our life. As a result of this influence, the publishing field is developing rapidly too. The shelf life of books has become shorter, and the contents start to be renewed within a few years. The publishing is passing from published environments into digital environments. E-learning environments have started the use of interactive books. With books provided in the e-learning environment, updates can be made quickly. Within e-book, video, sound, animation, simulation, game, assessment tools can be integrated. With multiple environment objects added, books turn into interactive e-books. There are a lot of advantages provided by interactive e-books. These are: portability, simplicity, interactivity, readability, updateability, durability, accessibility, ability to be personalized. Organizations providing traditional open and distance educations, such as Open University-England and Anadolu University-Turkey, produce and distribute millions of printed education materials to the students each year. The information changes rapidly even before the production and distribution phases. The process of printed book production and distribution to large masses seem to be very costly for organizations. In order for interactive e-books to be attractive, effective and productive for e-learning environment, the books should be formatted differently from the book printing format. Designed software is of great importance for organizations willing to form contents of interactive e-books in the production process to be printed. Shall interactive e-books be provided from mobile equipment or desktop equipment? These questions should be answered. Interactive e-books design softwares having various characteristics can be chosen to make an environment independent production in a very short period of time. Technical infrastructure sufficiency of an organization is important for choosing softwares to be used. Choosing softwares suitable for education material to be produced and e-learning design will increase productivity. Interactivity tools used in the production process, printout types, file size, production period are of great importance in terms of educational organizations. Nowadays, two popular kinds of software are used in interactive e-book design. These softwares are Apple iBooks Author and Adobe InDesign, and tools provided. These softwares have both advantages and disadvantages. The purpose of this study is to introduce results of this assessment work comparing tools developing the contents quickly in accordance with the needs of ODL providers. In this study, softwares that can be used in production of interactive e-books in e-learning environments shall be compared, and their priority/limitedness shall be assessed. At the same time, interactivity types provided by software and interactivity production process shall be investigated. This comparison shall be made in accordance with printout types, technical competence need, cost, ease of use and publishing environment criteria. This information shall be analyzed in accordance with tool assessment information obtained from five independent assessors. This study shall guide those, who wish to produce digital publishing for e-learning environments, in making a choice in accordance with their needs. This presentation can be useful for those, who will prepare interactive e-books for e-learning environments. keywords: ibook, epub, digital publishing for e-learning."
Storyboard is used in the field of e-learning as a tool for the subject matter experts and instru... more Storyboard is used in the field of e-learning as a tool for the subject matter experts and instructional designers to speak the same language while producing e-course materials. In this study, the roles of the subject matter experts who are the keystones of the team that produce storyboards of e-learning materials within Anadolu University Open Education System and their experiences were examined, in an attempt to evaluate the e-course production system. For this reason, a qualitative case study design was used and interview data were collected from subject matter experts, technical production staff and decision-makers. Qualitative data analysis revealed that the roles and responsibilities of the subject matter experts should be well defined and more clearly structured, they should be trained on certain aspects of storyboard development; and their communication and collaboration with the production team needs to be more regularly planned and continuously kept alive. Article visualiz...
The Turkish Online Journal of Distance Education, 2016
This book presents 15 case studies contributed by researchers and policy makers. The Open Educati... more This book presents 15 case studies contributed by researchers and policy makers. The Open Educational Resources (OER) implementations are expressed through different point of views. This book focused on three themes: policy, costs and transformation. Policy theme is related to the establishment of priorities for supporting the decisions made by an institution or organization. Costs theme explores the funding of OER, particularly in the sense of cost effectiveness. Transformation theme provides examples that demonstrate how OER can be used in ways that go beyond replication of current teaching and learning models. The editors in the Introduction elaborately describe these three themes.
Turkish Online Journal of Qualitative Inquiry (TOJQI), 2017
Uzaktan eğitimdeki temel zorluklardan birisi, öğrenenlerin zaman ve mekân bağlamında öğretenlerde... more Uzaktan eğitimdeki temel zorluklardan birisi, öğrenenlerin zaman ve mekân bağlamında öğretenlerden, diğer öğrenenlerden ve öğrenme kaynaklarından ayrılması gibi faktörlerden dolayı karşılaşılan motivasyonel durumlardır. Öğrenenlerin motivasyonunu artırarak bu engeli en aza indirmek ve öğrenenlerin öğrenme süreçlerine katılımını artırmak çabasıyla, oyunlaştırma gibi yeni yaklaşımlar uzaktan eğitime entegre edilmiştir. Oyunlaştırma bu ihtiyacı karşılamak için kullanılan motivasyon yaklaşımlarından birisidir. Oyunlaştırma oyun unsurlarının ve dijital oyun tasarım tekniklerinin insanları motive etmek ve sürece dahil etmek için oyun dışı durumlara uygulanması olarak tanımlanmaktadır. Bu bakış açısıyla ele alındığında, bu çalışma uzaktan öğrenenlerin kullanımı için tasarlanmış web tabanlı bir eğitsel uygulama olan SoruKüp'ü inceleyerek oyunlaştırmanın kullanımını açıklamaktır. Bu bağlamda çalışma nitel araştırma modellerinden bütüncül çoklu durum çalışması kullanılarak desenlenmiştir. Araştırma verileri SoruKüp uygulamasını deneyimlemiş kullanıcılarla görüşme yapılarak toplanmış ve veriler içerik analizi yöntemi ile çözümlenmiştir. Araştırma bağlamda uzaktan eğitim süreçlerinde oyunlaştırmanın öğrenen motivasyonunu arttırdığı, öğrenme sürecinin sürdürülebilir olmasına katkı sağladığı ve öğrenme sürecini daha eğlenceli hale getirdiği görüşü ortaya çıkmıştır.
The International Review of Research in Open and Distributed Learning, 2017
When I was a child in the 1970s, there was a famous series of children's picture books by the Swe... more When I was a child in the 1970s, there was a famous series of children's picture books by the Swedish author Astrid Lindgren and photographer Anna Riwkin-Brick (Kümmerling-Meibauer & Surmatz, 2011). Each book offered a brief glimpse into the life of a child in one country. The books piqued the interest of the reader by presenting each country's unique and even exotic landscapes and traditions, yet I believe that what really struck a chord with those who followed the stories were the inner lives of the children, and their relationships with their siblings, parents, and peers. The lives of the foreign children seemed at once so different from the life of the reader, yet so similar. I was reminded of Lindgren's and Riwkin-Brick's books when I read the different chapters in Open Educational Resources: Policy, Costs and Transformation, edited by Miao, Mishra, and McGreal and published under the UNESCO and the Commonwealth of Learning logos. Each chapter discusses open educational resources (OER) in a different country, and each chapter tells a story that is unique yet so familiar to anyone involved in OER anywhere in the world: developing and licensing good OER, distributing them, and, the biggest challenge of them all, getting teachers and students to adopt the resources. The book includes 15 chapters, organized alphabetically from Australia to Washington State Community and Technical Colleges System, preceded by an Introduction chapter and followed by a Conclusions chapter, written by the editors. Given the somewhat eclectic nature of 15 chapters organized by alphabetical order, I strongly recommend that readers begin by reading the Introduction and the Conclusions chapters, as the latter effectively highlights the three main questions discussed in the various chapters:
"Advancements in information and communication technologies lead to change in presentation e... more "Advancements in information and communication technologies lead to change in presentation environments in e-learning programs. Gesture based computing concept has emerged in recent years. The rapid expansion of mobile communication devices with touch display also affects the content production and publishing processes in e-learning environment. Touch-display mobile computers is expected to widespread in the near future. Institutions developing content for e-learning environment begun to develop training materials for touch-screen mobile computers. Game-based educational content and interactive books are examples of this advancements. In particular mobile devices such as smart phones and tablets, regarding their user interface design, increasingly follow the interaction paradigm of gesture-based computing: Mouse and keyboard are replaced by direct interaction with the device, in which the user's fingers and hand themselves become input instruments. The gesture-based control of the iPhone through finger movements on the touch display. At the present day, utilization of HTML 5 in production of prepared content for mobile touch devices has become widespread. HTML5 can be used platform-free and is important in terms of content providing enriched content. HTML5 will offer mobile learning features that will far exceed anything that is possible today. E-learning material to work on all operating systems can be developed with HTML5 technology. This study investigated the use of HTML5 in production of e-learning content for mobile devices with touch display. This study also try to answer the question of “Why e-learning content should produce with HTML5?”. This presentation might be beneficial for producers of e-learning content for mobile devices with touch display and researchers of this issue. keywords: gesture based computing, mobile learning content production, html5, e-learning."
Turkish Online Journal of Qualitative Inquiry, 2017
One of the basic challenges in distance education is motivational issues that distance learners e... more One of the basic challenges in distance education is motivational issues that distance learners encounter because of the factors such as separation in time and space from teachers, other learners, and learning sources. In an effort to minimize this drawback and increase learners' participation into learning processes by motivating distant learners, new approaches such as gamification have been integrated in distance education. Gamification is one of the
Bu calisma kapsaminda acik ve uzaktan ogrenmede bireysel farklilik olarak yas kavrami incelenmekt... more Bu calisma kapsaminda acik ve uzaktan ogrenmede bireysel farklilik olarak yas kavrami incelenmektedir. Yas kavrami oncelikli olarak biyolojik gelisimi dolayisiyla bireysel olarak bir farklilik cagristirabilir. Diger taraftan bireyin gelisimi incelendiginde yas unsurunun sadece biyolojik acidan degil psikolojik ve sosyal anlamda da ele alinmasi gerektigi onem tasimaktadir. Biyolojik olarak ayni yastaki farkli bireylerin her gelisim doneminin ayni olmasi beklenemez. Bu da bireylerin ogrenme yasamlarinda da etken bir unsur olarak yas kavraminin onemini ortaya cikarmaktadir. Bu baglamda acik ve uzaktan ogrenme, bireylere farkli ogrenme olanaklari saglayarak kisilerin bireysel anlamda ogrenme ihtiyaclarini istedikleri sekilde karsilamalarina olanak tanimaktadir. Acik ve uzaktan ogrenmede ogrenme surecleri planlanirken, hedef kitlenin yasi ve bu dogrultuda beklentisi, tercihleri ve ilgili gelisim doneminin ozellikleri gibi unsurlara dikkat edilmelidir.
EDULEARN16 Proceedings, 2016
Edulearn12 Proceedings, Jul 4, 2012
"Nowadays, technological advances have an influence on every field of our life. As a result ... more "Nowadays, technological advances have an influence on every field of our life. As a result of this influence, the publishing field is developing rapidly too. The shelf life of books has become shorter, and the contents start to be renewed within a few years. The publishing is passing from published environments into digital environments. E-learning environments have started the use of interactive books. With books provided in the e-learning environment, updates can be made quickly. Within e-book, video, sound, animation, simulation, game, assessment tools can be integrated. With multiple environment objects added, books turn into interactive e-books. There are a lot of advantages provided by interactive e-books. These are: portability, simplicity, interactivity, readability, updateability, durability, accessibility, ability to be personalized. Organizations providing traditional open and distance educations, such as Open University-England and Anadolu University-Turkey, produce and distribute millions of printed education materials to the students each year. The information changes rapidly even before the production and distribution phases. The process of printed book production and distribution to large masses seem to be very costly for organizations. In order for interactive e-books to be attractive, effective and productive for e-learning environment, the books should be formatted differently from the book printing format. Designed software is of great importance for organizations willing to form contents of interactive e-books in the production process to be printed. Shall interactive e-books be provided from mobile equipment or desktop equipment? These questions should be answered. Interactive e-books design softwares having various characteristics can be chosen to make an environment independent production in a very short period of time. Technical infrastructure sufficiency of an organization is important for choosing softwares to be used. Choosing softwares suitable for education material to be produced and e-learning design will increase productivity. Interactivity tools used in the production process, printout types, file size, production period are of great importance in terms of educational organizations. Nowadays, two popular kinds of software are used in interactive e-book design. These softwares are Apple iBooks Author and Adobe InDesign, and tools provided. These softwares have both advantages and disadvantages. The purpose of this study is to introduce results of this assessment work comparing tools developing the contents quickly in accordance with the needs of ODL providers. In this study, softwares that can be used in production of interactive e-books in e-learning environments shall be compared, and their priority/limitedness shall be assessed. At the same time, interactivity types provided by software and interactivity production process shall be investigated. This comparison shall be made in accordance with printout types, technical competence need, cost, ease of use and publishing environment criteria. This information shall be analyzed in accordance with tool assessment information obtained from five independent assessors. This study shall guide those, who wish to produce digital publishing for e-learning environments, in making a choice in accordance with their needs. This presentation can be useful for those, who will prepare interactive e-books for e-learning environments. keywords: ibook, epub, digital publishing for e-learning."
Storyboard is used in the field of e-learning as a tool for the subject matter experts and instru... more Storyboard is used in the field of e-learning as a tool for the subject matter experts and instructional designers to speak the same language while producing e-course materials. In this study, the roles of the subject matter experts who are the keystones of the team that produce storyboards of e-learning materials within Anadolu University Open Education System and their experiences were examined, in an attempt to evaluate the e-course production system. For this reason, a qualitative case study design was used and interview data were collected from subject matter experts, technical production staff and decision-makers. Qualitative data analysis revealed that the roles and responsibilities of the subject matter experts should be well defined and more clearly structured, they should be trained on certain aspects of storyboard development; and their communication and collaboration with the production team needs to be more regularly planned and continuously kept alive. Article visualiz...
The Turkish Online Journal of Distance Education, 2016
This book presents 15 case studies contributed by researchers and policy makers. The Open Educati... more This book presents 15 case studies contributed by researchers and policy makers. The Open Educational Resources (OER) implementations are expressed through different point of views. This book focused on three themes: policy, costs and transformation. Policy theme is related to the establishment of priorities for supporting the decisions made by an institution or organization. Costs theme explores the funding of OER, particularly in the sense of cost effectiveness. Transformation theme provides examples that demonstrate how OER can be used in ways that go beyond replication of current teaching and learning models. The editors in the Introduction elaborately describe these three themes.
Turkish Online Journal of Qualitative Inquiry (TOJQI), 2017
Uzaktan eğitimdeki temel zorluklardan birisi, öğrenenlerin zaman ve mekân bağlamında öğretenlerde... more Uzaktan eğitimdeki temel zorluklardan birisi, öğrenenlerin zaman ve mekân bağlamında öğretenlerden, diğer öğrenenlerden ve öğrenme kaynaklarından ayrılması gibi faktörlerden dolayı karşılaşılan motivasyonel durumlardır. Öğrenenlerin motivasyonunu artırarak bu engeli en aza indirmek ve öğrenenlerin öğrenme süreçlerine katılımını artırmak çabasıyla, oyunlaştırma gibi yeni yaklaşımlar uzaktan eğitime entegre edilmiştir. Oyunlaştırma bu ihtiyacı karşılamak için kullanılan motivasyon yaklaşımlarından birisidir. Oyunlaştırma oyun unsurlarının ve dijital oyun tasarım tekniklerinin insanları motive etmek ve sürece dahil etmek için oyun dışı durumlara uygulanması olarak tanımlanmaktadır. Bu bakış açısıyla ele alındığında, bu çalışma uzaktan öğrenenlerin kullanımı için tasarlanmış web tabanlı bir eğitsel uygulama olan SoruKüp'ü inceleyerek oyunlaştırmanın kullanımını açıklamaktır. Bu bağlamda çalışma nitel araştırma modellerinden bütüncül çoklu durum çalışması kullanılarak desenlenmiştir. Araştırma verileri SoruKüp uygulamasını deneyimlemiş kullanıcılarla görüşme yapılarak toplanmış ve veriler içerik analizi yöntemi ile çözümlenmiştir. Araştırma bağlamda uzaktan eğitim süreçlerinde oyunlaştırmanın öğrenen motivasyonunu arttırdığı, öğrenme sürecinin sürdürülebilir olmasına katkı sağladığı ve öğrenme sürecini daha eğlenceli hale getirdiği görüşü ortaya çıkmıştır.