Mehmet Fatih Erkoç - Academia.edu (original) (raw)

Papers by Mehmet Fatih Erkoç

Research paper thumbnail of The Effect of Digital Game Development Activities on Middle School Students' Computational Thinking Skills

Research paper thumbnail of Design Ideas for a Learning Material to Teach Coding to Children with Visual Impairment

ICERI proceedings, Nov 1, 2021

Research paper thumbnail of Effects of computer game experiences on children s spatial abilities

The purpose of this study is to determine the relationships among children's computer game experi... more The purpose of this study is to determine the relationships among children's computer game experiences and their spatial abilities. The study was carried out by surveying 769 children between 11-13 years of age (6th, 7th, and 8th graders) to determine their game preferences (2D or 3D) in terms of gender and grade. Spatial ability test scores were compared in terms of gender, grade, game playing time, game practice, and game preferences. Results revealed that game preferences were differentiated significantly due to gender but not in terms of grade level. Results indicated no significant difference in spatial ability test scores due to gender, playing time, or game preferences; however, grade levels and game practice did indicate significant differences in scores.

Research paper thumbnail of Bilgi işlemsel düşünme ve teknolojik oyuncaklar

Bilgi işlemsel düşünmeden programlamaya

Research paper thumbnail of Enhancing computational thinking skills of students with disabilities

Research paper thumbnail of The effect of robotics on six graders’ academic achievement, computational thinking skills and conceptual knowledge levels

Thinking Skills and Creativity

This study compared the pedagogical effects of educational robot development and the blockbased p... more This study compared the pedagogical effects of educational robot development and the blockbased programming perspectives, which are used in programming education, on middle school students. Its participants were 78 sixth graders. Considering the students' preferences, 38 students were assigned to the experimental group, which studied with robotics (Lego EV3) sets, and 40 students were assigned to the control group, which studied with block-based programming environment (Scratch). All the topics of the programming unit, which are shown in the methods section, were taught to both groups for 10 weeks using the two different approaches. The change created by the implementation between the groups was tested for academic achievement, computational thinking skill efficacy perceptions, and conceptual knowledge levels. The results indicate that educational robotics develop middle school students' academic achievement and computational thinking skill efficacy perceptions more effectively than block-based programming environments. The connections between the concepts of the students who did robotics were also found to be more solid than those who worked with block-based software.

Research paper thumbnail of Enhancing Self-Regulated Learning Strategies for College Students Through Discussion Reflections in Online Learning Environment

Society for Information Technology & Teacher Education International Conference, Mar 29, 2021

Research paper thumbnail of En Gelişkin İnteraktif Platform Hakkında Bilmek İstediğiniz Her Şey Flash CS4

Research paper thumbnail of Güvenli İnternet Kullanımı

Nobel Yayın Dağıtım, 2018

Research paper thumbnail of Bi̇lgi̇sayar Kullanan Bi̇reyleri̇n Bi̇lgi̇sayar Kullanim Süresi̇ Ve Amacina Göre Öz-Duyarlik Düzeyleri̇ni̇n İncelenmesi̇

Bu calismada gunluk yasantilarinda farkli nedenlerle bilgisayar kullanan bireylerin, yas, cinsiye... more Bu calismada gunluk yasantilarinda farkli nedenlerle bilgisayar kullanan bireylerin, yas, cinsiyet, egitim durumu, bilgisayar kullanim suresi ve amaci gibi cesitli degiskenler ile Oz-Duyarlik duzeyleri arasindaki iliskilerin incelenmesi amaclanmaktadir. Arastirmaya gonullu olarak cesitli yas, egitim ve meslek gruplarindan 88’i kiz 116’si erkek olmak uzere toplam 204 kisi katilmistir. Arastirmada veri toplama araci olarak Neff (2003b:223-250) tarafindan gelistirilen ve Akin, Akin ve Abaci (2007:1-10) tarafindan Turkce cevirisi yapilan “Oz-Duyarlik Olcegi” kullanilmistir. Elde edilen verilerin analizinde yuzde-frekans, t-testi ve Manova testlerinden yararlanilmistir. Arastirma bulgulari incelendiginde katilimcilarin egitim durumu, bilgisayar kullanim suresi ve amaci ile Oz-Duyarlik Olcegi ve alt boyutlari arasinda anlamli bir iliskiye rastlanmamasina karsin, cinsiyet ile Oz-Duyarlik Olcegi alt boyutlarindan Asiri Ozdeslesme boyutu arasinda anlamli bir iliski gozlenmistir. Ayrica yas i...

Research paper thumbnail of Comparing The Effectiveness Of Using Tablet Or Desktop PC in Video-Supported Education

Software courses include a variety of mathematical, technical or graphical skills. Therefore, stu... more Software courses include a variety of mathematical, technical or graphical skills. Therefore, students need to accomplish different educational practices to be successful. They should struggle with the fast paces of the lectures during the active course times. It is always hard to both understand the theoretical content of coding and use it to create practical solutions. Video records of the lectures can be used as supportive instructional technologies to improve the software skills of the students. In this concept, the main purpose of the study was defined as comparing the effectiveness of Using Tablet or Desktop PC in Video-Supported Education. This is a part of scientific Project (Project Number: 2012-09-03-KAP1) financially supported by Scientific Research Project Office of Yildiz Technical University. It was conducted in two different video-supported software courses at undergraduate level. The effect of students’ access to video lectures via tablet or desktop computer is inves...

Research paper thumbnail of Examining a Web-Based Peer Feedback System in an Introductory Computer Literacy Course

EURASIA Journal of Mathematics, Science and Technology Education, 2016

This study focused on formative use of peer feedback in an online system that was used in basic c... more This study focused on formative use of peer feedback in an online system that was used in basic computer literacy for word processing assignment-related purposes. Specifically, the effect of quantity, modality and satisfaction of peer feedback provided through the online system on students' performance, self-efficacy, and technology acceptance was investigated. Participants were 32 freshmen elementary and Turkish education pre-service teachers who were enrolled in two sections of the mandatory Computer I course in a public university in Turkey in the fall semester of 2013. Groups of students who submitted their assignments and received feedback in varying quantity and two different forms (text or text and video together) did not differ respectively in terms of students' performance test scores as well as self-efficacy and technology acceptance ratings. Students' feedback satisfaction ratings were significantly correlated only with their technology acceptance scores. All results were interpreted with the support of peer feedback content in both text and video formats to clarify the details and contribute more to the literature.

Research paper thumbnail of Game-Based Approaches, Gamification, and Programming Language Training

Gamification-Based E-Learning Strategies for Computer Programming Education

Programming language training is a process that necessitates the continuity of individual motivat... more Programming language training is a process that necessitates the continuity of individual motivation and interest. Many of the students who are assigned to computer programming courses have a lack of motivation to engage in programming tasks. Computer games or in-class gamification activities which could provide the students an opportunity to get rid of the boring abstract coding, can be used as motivational tools for improving the effectiveness of learning in programming language training. In this context, the purposes of the chapter can be summarized under two titles: 1) In which ways computer games are used in and 2) how gamification strategies are adapted to programming language courses. Additonally, at the end of the chapter, authors gave a sample of an experimental gamification research that the academic and motivational effectiveness of game strategies were investigated in a ActionScript 3.0 course.

Research paper thumbnail of Effectiveness of an Online Automated Evaluation and Feedback System in an Introductory Computer Literacy Course

EURASIA Journal of Mathematics, Science and Technology Education, 2014

The purpose of this study was to investigate the effectiveness of an online automated evaluation ... more The purpose of this study was to investigate the effectiveness of an online automated evaluation and feedback system that assessed students' word processing assignments prepared with Microsoft Office Word. The participants of the study were 119 undergraduate teacher education students, 86 of whom were female and 32 were male, enrolled in different sections of Computer-I course taught at one of the major public universities in Istanbul, Turkey. A total of 52 and 67 participants were assigned to the control and experimental group, respectively. No statistically significant difference was found between the experimental and control group students' post-tests performance, selfefficacy perception and technology acceptance scores after the implementation in which the experimental group students used the online automated evaluation and feedback system to get feedback on their assignments, and the control group students didn't receive any feedback. However, the interview results showed that the experimental group students had positive experiences with the system such as contributions to their learning performance, high perceptions, easy use of the system and saving time for the assignments.

Research paper thumbnail of An open source virtual manipulative for teaching 3 dimensional geometric objects: Google Sketchup

Mathematic that contains many abstract concepts is a major problem for elementary school students... more Mathematic that contains many abstract concepts is a major problem for elementary school students who have difficulty embodying these concepts. Especially, geometric shapes are tried to embodying by scratched on paper with the help of ruler, protractor and compass to students. However, transferring on paper of 3 dimensional geometric objects that is more abstract concept, and require high level embodying and spatial visualization ability is not very effective to embodying. In traditional learning environments, models and metaphors are often used in teaching 3 dimensional geometric objects. But, these methods are not always able to provide the necessary effect. Advantage of the opportunities offered by information technologies, 3 dimensional geometric objects are embodied in the minds of students. In this study, Google SketchUp that is an open source scratching software that can be used for teaching 3 dimensional geometric objects is analyzed as a virtual manipulative. Google SketchU...

Research paper thumbnail of A Comparative Study on Entrepreneurship Tendencies and Individual Innovativeness Perceptions of Pre-Service Teachers

International Journal Social Sciences and Education

The main purpose of this study is to compare of Entrepreneurship Tendency and Individual Innovati... more The main purpose of this study is to compare of Entrepreneurship Tendency and Individual Innovativeness Perception of pre-service teachers regarding different genders and departments of the participants. All participants were the senior students attending two departments of Education Faculty; Computer Education & Instructional Technologies and English Language Teaching. In the statistical analysis process; Pearson correlation, Multiple Regression and T-test were used as analyzing techniques. At the end of the study, it was found that all participants had interrogative innovation characteristics. Furthermore, the observed positive relationship between the individual innovativeness tendencies and entrepreneurships of the pre-service teachers can be mentioned as one of the important results of the study.

Research paper thumbnail of An Analysis of Self-Compassion Levels of Computer Users’ According to the Their Purpose of Computer Use and Their Usage Time

The purpose of this study is that of determining the relationships between some variables, age, s... more The purpose of this study is that of determining the relationships between some variables, age, sex, educational status, duration and aim of the computer use, and level of self-compassion of the individuals which are using computers because of different reasons in their daily lives. The purpose of this study is that of determining the relationships between some variables, age, sex, educational status, duration and aim of the computer use, and level of self-compassion of the individuals which are using computers because of different reasons in their daily lives.

Research paper thumbnail of Açik Kaynak Kodlu Öğrenme Yöneti̇m Si̇stemleri̇ Üzeri̇ne Bi̇r Karşilaştirma Çalişmasi

jret.org, 2012

Web tabanlı uzaktan eğitim son yıllarda, üniversitelerin, eğitim organizasyonlarının ve kamu ya d... more Web tabanlı uzaktan eğitim son yıllarda, üniversitelerin, eğitim organizasyonlarının ve kamu ya da özel birçok kuruluşun, çeşitli (çalışan, bedensel engeli olan, bulunduğu yerde eğitim alma olanağı bulunmayan kişilere bu hizmeti vermek veya zamandan kazanmak ve maliyetleri azaltmak gibi) sebeplerle tercih ettikleri bir çözüm haline gelmiştir. Web tabanlı eğitimde, öğretim materyallerinin öğrencilere sunumu, çeşitli kurs kataloglarını yönetme, sınavlar hazırlama ve uygulama, öğrencilerin öğrenme sürecini kayıt altına alma gibi öğrenme aktivitelerinin yönetimi, raporlama işlemlerinin gerçekleştirilmesi ve eğitim faaliyetlerinin sistematik ve planlı bir şekilde sürdürülebilmesi için Öğrenme Yönetim Sistemleri(ÖYS)'nden yararlanılmaktadır. Günümüzde birçok ticari ÖYS'nin yanı sıra çok sayıda açık kaynak kodlu ÖYS de bulunmaktadır. Açık kaynak kodlu ÖYS'ler; açık kaynak kodu felsefesinin gücü, esnekliği ve bu sistemleri kullanan kişilerin tercihi doğrultusunda ticari ürünlere rakip olabilmektedir. Bu çalışmada; alanyazın taraması sonucunda en sık karşılaşılan Moodle, Sakai, ATutor, Dokeos, Claroline ve OLAT ÖYS'leri, araştırmacılar tarafından geliştirilen "ÖYS Değerlendirme ve Seçim Envanteri" kullanılarak incelenmiş ve değerlendirme sonuçları karşılaştırılmıştır. Araştırma sonuçlarının gerek üniversitelerin ve eğitim organizasyonlarının gerekse kamu ve özel kuruluşların ÖYS seçim ve karar verme sürecine rehberlik etmesi amaçlanmaktadır.

Research paper thumbnail of Cloud Computing For Distributed University Campus: A Prototype Suggestion

pixel-online.net

In this paper we discuss the "Cloud Computing" architecture, cloud services, layers and types of ... more In this paper we discuss the "Cloud Computing" architecture, cloud services, layers and types of cloud and propose a cloud infrastructure prototype for distributed university campus. Cloud Computing can be defined as providing resources and capabilities of Information Technology (e.g., applications, storages, communication, collaboration, infrastructure) via services offered by cloud computing providers. Cloud Computing has various characteristics as shared infrastructure, self-service, pay-peruse model, dynamic and virtualized, elastic and scalable. Nowadays, because of the increasing popularity of Cloud Computing many giant IT companies such as Microsoft, IBM, Google, and Amazon interest developing new cloud environments due to advantages of the Cloud Computing technology include cost, availability, and scalability. A Cloud Computing service has ubiquitous access through a Web browser or mobile device with APIs or special desktop applications developed by cloud service provider. Use of Cloud Computing on universities has many benefits such as accessing the file storages, e-mails, databases, educational resources, research applications and tools anywhere for faculty, administrators, staff, students and other users in university, on demand. Furthermore, cloud computing reduces universities' IT complexity and cost. It is argued that cloud computing paradigms and characteristic, service and deployment model of cloud computing technology in first section of this paper. Then we discuss the implementation of cloud services at universities and various opportunities and benefits of cloud services for universities. Finally, we present suggested cloud infrastructure prototype for distributed campus.

Research paper thumbnail of Integration Application in Interdisciplinary Teaching: Case of Science and Technology Areas

Online Submission, 2007

Interdisciplinary teaching usually starts with question or subject and it continues as answering ... more Interdisciplinary teaching usually starts with question or subject and it continues as answering complicated questions. The basic objective in interdisciplinary teaching is not to transfer knowledge of a specific discipline but more to use knowledge of various disciplines for a specific aim. ...

Research paper thumbnail of The Effect of Digital Game Development Activities on Middle School Students' Computational Thinking Skills

Research paper thumbnail of Design Ideas for a Learning Material to Teach Coding to Children with Visual Impairment

ICERI proceedings, Nov 1, 2021

Research paper thumbnail of Effects of computer game experiences on children s spatial abilities

The purpose of this study is to determine the relationships among children's computer game experi... more The purpose of this study is to determine the relationships among children's computer game experiences and their spatial abilities. The study was carried out by surveying 769 children between 11-13 years of age (6th, 7th, and 8th graders) to determine their game preferences (2D or 3D) in terms of gender and grade. Spatial ability test scores were compared in terms of gender, grade, game playing time, game practice, and game preferences. Results revealed that game preferences were differentiated significantly due to gender but not in terms of grade level. Results indicated no significant difference in spatial ability test scores due to gender, playing time, or game preferences; however, grade levels and game practice did indicate significant differences in scores.

Research paper thumbnail of Bilgi işlemsel düşünme ve teknolojik oyuncaklar

Bilgi işlemsel düşünmeden programlamaya

Research paper thumbnail of Enhancing computational thinking skills of students with disabilities

Research paper thumbnail of The effect of robotics on six graders’ academic achievement, computational thinking skills and conceptual knowledge levels

Thinking Skills and Creativity

This study compared the pedagogical effects of educational robot development and the blockbased p... more This study compared the pedagogical effects of educational robot development and the blockbased programming perspectives, which are used in programming education, on middle school students. Its participants were 78 sixth graders. Considering the students' preferences, 38 students were assigned to the experimental group, which studied with robotics (Lego EV3) sets, and 40 students were assigned to the control group, which studied with block-based programming environment (Scratch). All the topics of the programming unit, which are shown in the methods section, were taught to both groups for 10 weeks using the two different approaches. The change created by the implementation between the groups was tested for academic achievement, computational thinking skill efficacy perceptions, and conceptual knowledge levels. The results indicate that educational robotics develop middle school students' academic achievement and computational thinking skill efficacy perceptions more effectively than block-based programming environments. The connections between the concepts of the students who did robotics were also found to be more solid than those who worked with block-based software.

Research paper thumbnail of Enhancing Self-Regulated Learning Strategies for College Students Through Discussion Reflections in Online Learning Environment

Society for Information Technology & Teacher Education International Conference, Mar 29, 2021

Research paper thumbnail of En Gelişkin İnteraktif Platform Hakkında Bilmek İstediğiniz Her Şey Flash CS4

Research paper thumbnail of Güvenli İnternet Kullanımı

Nobel Yayın Dağıtım, 2018

Research paper thumbnail of Bi̇lgi̇sayar Kullanan Bi̇reyleri̇n Bi̇lgi̇sayar Kullanim Süresi̇ Ve Amacina Göre Öz-Duyarlik Düzeyleri̇ni̇n İncelenmesi̇

Bu calismada gunluk yasantilarinda farkli nedenlerle bilgisayar kullanan bireylerin, yas, cinsiye... more Bu calismada gunluk yasantilarinda farkli nedenlerle bilgisayar kullanan bireylerin, yas, cinsiyet, egitim durumu, bilgisayar kullanim suresi ve amaci gibi cesitli degiskenler ile Oz-Duyarlik duzeyleri arasindaki iliskilerin incelenmesi amaclanmaktadir. Arastirmaya gonullu olarak cesitli yas, egitim ve meslek gruplarindan 88’i kiz 116’si erkek olmak uzere toplam 204 kisi katilmistir. Arastirmada veri toplama araci olarak Neff (2003b:223-250) tarafindan gelistirilen ve Akin, Akin ve Abaci (2007:1-10) tarafindan Turkce cevirisi yapilan “Oz-Duyarlik Olcegi” kullanilmistir. Elde edilen verilerin analizinde yuzde-frekans, t-testi ve Manova testlerinden yararlanilmistir. Arastirma bulgulari incelendiginde katilimcilarin egitim durumu, bilgisayar kullanim suresi ve amaci ile Oz-Duyarlik Olcegi ve alt boyutlari arasinda anlamli bir iliskiye rastlanmamasina karsin, cinsiyet ile Oz-Duyarlik Olcegi alt boyutlarindan Asiri Ozdeslesme boyutu arasinda anlamli bir iliski gozlenmistir. Ayrica yas i...

Research paper thumbnail of Comparing The Effectiveness Of Using Tablet Or Desktop PC in Video-Supported Education

Software courses include a variety of mathematical, technical or graphical skills. Therefore, stu... more Software courses include a variety of mathematical, technical or graphical skills. Therefore, students need to accomplish different educational practices to be successful. They should struggle with the fast paces of the lectures during the active course times. It is always hard to both understand the theoretical content of coding and use it to create practical solutions. Video records of the lectures can be used as supportive instructional technologies to improve the software skills of the students. In this concept, the main purpose of the study was defined as comparing the effectiveness of Using Tablet or Desktop PC in Video-Supported Education. This is a part of scientific Project (Project Number: 2012-09-03-KAP1) financially supported by Scientific Research Project Office of Yildiz Technical University. It was conducted in two different video-supported software courses at undergraduate level. The effect of students’ access to video lectures via tablet or desktop computer is inves...

Research paper thumbnail of Examining a Web-Based Peer Feedback System in an Introductory Computer Literacy Course

EURASIA Journal of Mathematics, Science and Technology Education, 2016

This study focused on formative use of peer feedback in an online system that was used in basic c... more This study focused on formative use of peer feedback in an online system that was used in basic computer literacy for word processing assignment-related purposes. Specifically, the effect of quantity, modality and satisfaction of peer feedback provided through the online system on students' performance, self-efficacy, and technology acceptance was investigated. Participants were 32 freshmen elementary and Turkish education pre-service teachers who were enrolled in two sections of the mandatory Computer I course in a public university in Turkey in the fall semester of 2013. Groups of students who submitted their assignments and received feedback in varying quantity and two different forms (text or text and video together) did not differ respectively in terms of students' performance test scores as well as self-efficacy and technology acceptance ratings. Students' feedback satisfaction ratings were significantly correlated only with their technology acceptance scores. All results were interpreted with the support of peer feedback content in both text and video formats to clarify the details and contribute more to the literature.

Research paper thumbnail of Game-Based Approaches, Gamification, and Programming Language Training

Gamification-Based E-Learning Strategies for Computer Programming Education

Programming language training is a process that necessitates the continuity of individual motivat... more Programming language training is a process that necessitates the continuity of individual motivation and interest. Many of the students who are assigned to computer programming courses have a lack of motivation to engage in programming tasks. Computer games or in-class gamification activities which could provide the students an opportunity to get rid of the boring abstract coding, can be used as motivational tools for improving the effectiveness of learning in programming language training. In this context, the purposes of the chapter can be summarized under two titles: 1) In which ways computer games are used in and 2) how gamification strategies are adapted to programming language courses. Additonally, at the end of the chapter, authors gave a sample of an experimental gamification research that the academic and motivational effectiveness of game strategies were investigated in a ActionScript 3.0 course.

Research paper thumbnail of Effectiveness of an Online Automated Evaluation and Feedback System in an Introductory Computer Literacy Course

EURASIA Journal of Mathematics, Science and Technology Education, 2014

The purpose of this study was to investigate the effectiveness of an online automated evaluation ... more The purpose of this study was to investigate the effectiveness of an online automated evaluation and feedback system that assessed students' word processing assignments prepared with Microsoft Office Word. The participants of the study were 119 undergraduate teacher education students, 86 of whom were female and 32 were male, enrolled in different sections of Computer-I course taught at one of the major public universities in Istanbul, Turkey. A total of 52 and 67 participants were assigned to the control and experimental group, respectively. No statistically significant difference was found between the experimental and control group students' post-tests performance, selfefficacy perception and technology acceptance scores after the implementation in which the experimental group students used the online automated evaluation and feedback system to get feedback on their assignments, and the control group students didn't receive any feedback. However, the interview results showed that the experimental group students had positive experiences with the system such as contributions to their learning performance, high perceptions, easy use of the system and saving time for the assignments.

Research paper thumbnail of An open source virtual manipulative for teaching 3 dimensional geometric objects: Google Sketchup

Mathematic that contains many abstract concepts is a major problem for elementary school students... more Mathematic that contains many abstract concepts is a major problem for elementary school students who have difficulty embodying these concepts. Especially, geometric shapes are tried to embodying by scratched on paper with the help of ruler, protractor and compass to students. However, transferring on paper of 3 dimensional geometric objects that is more abstract concept, and require high level embodying and spatial visualization ability is not very effective to embodying. In traditional learning environments, models and metaphors are often used in teaching 3 dimensional geometric objects. But, these methods are not always able to provide the necessary effect. Advantage of the opportunities offered by information technologies, 3 dimensional geometric objects are embodied in the minds of students. In this study, Google SketchUp that is an open source scratching software that can be used for teaching 3 dimensional geometric objects is analyzed as a virtual manipulative. Google SketchU...

Research paper thumbnail of A Comparative Study on Entrepreneurship Tendencies and Individual Innovativeness Perceptions of Pre-Service Teachers

International Journal Social Sciences and Education

The main purpose of this study is to compare of Entrepreneurship Tendency and Individual Innovati... more The main purpose of this study is to compare of Entrepreneurship Tendency and Individual Innovativeness Perception of pre-service teachers regarding different genders and departments of the participants. All participants were the senior students attending two departments of Education Faculty; Computer Education & Instructional Technologies and English Language Teaching. In the statistical analysis process; Pearson correlation, Multiple Regression and T-test were used as analyzing techniques. At the end of the study, it was found that all participants had interrogative innovation characteristics. Furthermore, the observed positive relationship between the individual innovativeness tendencies and entrepreneurships of the pre-service teachers can be mentioned as one of the important results of the study.

Research paper thumbnail of An Analysis of Self-Compassion Levels of Computer Users’ According to the Their Purpose of Computer Use and Their Usage Time

The purpose of this study is that of determining the relationships between some variables, age, s... more The purpose of this study is that of determining the relationships between some variables, age, sex, educational status, duration and aim of the computer use, and level of self-compassion of the individuals which are using computers because of different reasons in their daily lives. The purpose of this study is that of determining the relationships between some variables, age, sex, educational status, duration and aim of the computer use, and level of self-compassion of the individuals which are using computers because of different reasons in their daily lives.

Research paper thumbnail of Açik Kaynak Kodlu Öğrenme Yöneti̇m Si̇stemleri̇ Üzeri̇ne Bi̇r Karşilaştirma Çalişmasi

jret.org, 2012

Web tabanlı uzaktan eğitim son yıllarda, üniversitelerin, eğitim organizasyonlarının ve kamu ya d... more Web tabanlı uzaktan eğitim son yıllarda, üniversitelerin, eğitim organizasyonlarının ve kamu ya da özel birçok kuruluşun, çeşitli (çalışan, bedensel engeli olan, bulunduğu yerde eğitim alma olanağı bulunmayan kişilere bu hizmeti vermek veya zamandan kazanmak ve maliyetleri azaltmak gibi) sebeplerle tercih ettikleri bir çözüm haline gelmiştir. Web tabanlı eğitimde, öğretim materyallerinin öğrencilere sunumu, çeşitli kurs kataloglarını yönetme, sınavlar hazırlama ve uygulama, öğrencilerin öğrenme sürecini kayıt altına alma gibi öğrenme aktivitelerinin yönetimi, raporlama işlemlerinin gerçekleştirilmesi ve eğitim faaliyetlerinin sistematik ve planlı bir şekilde sürdürülebilmesi için Öğrenme Yönetim Sistemleri(ÖYS)'nden yararlanılmaktadır. Günümüzde birçok ticari ÖYS'nin yanı sıra çok sayıda açık kaynak kodlu ÖYS de bulunmaktadır. Açık kaynak kodlu ÖYS'ler; açık kaynak kodu felsefesinin gücü, esnekliği ve bu sistemleri kullanan kişilerin tercihi doğrultusunda ticari ürünlere rakip olabilmektedir. Bu çalışmada; alanyazın taraması sonucunda en sık karşılaşılan Moodle, Sakai, ATutor, Dokeos, Claroline ve OLAT ÖYS'leri, araştırmacılar tarafından geliştirilen "ÖYS Değerlendirme ve Seçim Envanteri" kullanılarak incelenmiş ve değerlendirme sonuçları karşılaştırılmıştır. Araştırma sonuçlarının gerek üniversitelerin ve eğitim organizasyonlarının gerekse kamu ve özel kuruluşların ÖYS seçim ve karar verme sürecine rehberlik etmesi amaçlanmaktadır.

Research paper thumbnail of Cloud Computing For Distributed University Campus: A Prototype Suggestion

pixel-online.net

In this paper we discuss the "Cloud Computing" architecture, cloud services, layers and types of ... more In this paper we discuss the "Cloud Computing" architecture, cloud services, layers and types of cloud and propose a cloud infrastructure prototype for distributed university campus. Cloud Computing can be defined as providing resources and capabilities of Information Technology (e.g., applications, storages, communication, collaboration, infrastructure) via services offered by cloud computing providers. Cloud Computing has various characteristics as shared infrastructure, self-service, pay-peruse model, dynamic and virtualized, elastic and scalable. Nowadays, because of the increasing popularity of Cloud Computing many giant IT companies such as Microsoft, IBM, Google, and Amazon interest developing new cloud environments due to advantages of the Cloud Computing technology include cost, availability, and scalability. A Cloud Computing service has ubiquitous access through a Web browser or mobile device with APIs or special desktop applications developed by cloud service provider. Use of Cloud Computing on universities has many benefits such as accessing the file storages, e-mails, databases, educational resources, research applications and tools anywhere for faculty, administrators, staff, students and other users in university, on demand. Furthermore, cloud computing reduces universities' IT complexity and cost. It is argued that cloud computing paradigms and characteristic, service and deployment model of cloud computing technology in first section of this paper. Then we discuss the implementation of cloud services at universities and various opportunities and benefits of cloud services for universities. Finally, we present suggested cloud infrastructure prototype for distributed campus.

Research paper thumbnail of Integration Application in Interdisciplinary Teaching: Case of Science and Technology Areas

Online Submission, 2007

Interdisciplinary teaching usually starts with question or subject and it continues as answering ... more Interdisciplinary teaching usually starts with question or subject and it continues as answering complicated questions. The basic objective in interdisciplinary teaching is not to transfer knowledge of a specific discipline but more to use knowledge of various disciplines for a specific aim. ...