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Öğe A Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game(Taylor & Francis Inc, 2024) Kara, NuriThe main goal of this study was to investigate the impact of a serious game on university students' learning about cultural heritage content and to reveal the factors affecting their learning experiences during the serious gameplay. The serious computer game Europe in a museum, which includes tangible and intangible cultural heritage visuals of several European countries, was used in the study. The main research design was a mixed-methods sequential explanatory design. The participants were 50 freshman students studying in the Digital Game Design department at a private university. Pre-knowledge test, post-test and delayed post-test instruments were used to collect quantitative data, while semi-structured interviews were implemented to obtain qualitative data. Based on independent-measures t-tests, post-test and delayed post-test scores of the students' cultural heritage knowledge for students who played the serious game were significantly higher than those of students taught by traditional methods. Content analysis results showed that game design, gameplay and instructional content were the main themes affecting players' learning experiences during the serious gameplay. According to the students, the narrative used to convey the story of the game created a better playing and learning experience. The students indicated that the challenges must be consistent with the expectations of the gamers. They also noted that concise and clear presentation of cultural heritage content within the game had a positive impact on their learning experiences. This study contributes to the literature in showing the long-term effect of serious games on cultural heritage learning. Factors influencing the cultural heritage learning experience of players during serious gameplay can be a guide for instructors, instructional technologists and game designers.Öğe A Systematic Review of the Use of Serious Games in Science Education(Bastas Publ Ltd - Uk, 2021) Kara, NuriThe aim of this study was to conduct a systematic literature review on the use of serious games in science education between 2016 and 2020 years. A total of 39 articles were included from Science Citation Index Expanded (SCI-Expanded), Social Science Citation Index (SSCI), Arts & Humanities Citation Index (A&HCI) and Emerging Sources Citation Index (ESCI) listed in the Web of Science database. The results showed that experiential science was the most emphasized subject area in the articles. The results also indicated that learning/academic achievement was the common examined topic in the articles. For the research designs, more than half of the articles implemented quantitative research design. Considering the data collection tools, achievement tests were the most used data collection tool. Regarding the use of sampling methods, convenience sampling was preferred in more than half of the articles. Secondary and primary school students were the most used sampling groups. The sample size of 31-100-person group was commonly chosen in the articles. Considering the data analysis methods, a majority of articles implemented descriptive analyses methods. It was also found that computer game was the most used game type. Regarding the game genres, adventure was the most preferred one in serious games.Öğe Bibliometric and Content Analysis of Research Trends on the Use of Serious Games to Assist People with Disabilities(2021) Kara, NuriThe aim of this study was to indicate bibliometric results of articles on the use of serious games to assist people with disabilities and to use content analysis to conduct a methodological review of articles over the last seven years. For the bibliometric analysis, a total of 343 articles from the Web of Science database were included. For the content analysis, a total of 52 articles published between 2014 and 2020 were selected. The bibliometric results showed that serious games, disability, and rehabilitation were the most used author keywords. USA was the most cited country followed by European countries, namely England, Netherlands and Spain. Based on the content analysis results, “education” was the most commonly used field in the articles reviewed in this study. Computer games were the most commonly researched game platform. Intellectual disability was the most common kind of disability investigated. The main contribution of this study is to reveal research trends in the use of serious games to assist people with disabilities by utilizing the diversity of applied analyses.Öğe Bibliometric and content analysis of research trends on the use of serious games to assist people with disabilities(Journal of Computer and Education Research, 2021-04) Kara, NuriABSTRACT: The aim of this study was to indicate bibliometric results of articles on the use of serious games to assist people with disabilities and to use content analysis to conduct a methodological review of articles over the last seven years. For the bibliometric analysis, a total of 343 articles from the Web of Science database were included. For the content analysis, a total of 52 articles published between 2014 and 2020 were selected. The bibliometric results showed that serious games, disability, and rehabilitation were the most used author keywords. USA was the most cited country followed by European countries, namely England, Netherlands and Spain. Based on the content analysis results, “education” was the most commonly used field in the articles reviewed in this study. Computer games were the most commonly researched game platform. Intellectual disability was the most common kind of disability investigated. The main contribution of this study is to reveal research trends in the use of serious games to assist people with disabilities by utilizing the diversity of applied analyses.Öğe Dijital Oyun Tasarımı Bölümü Öğrencilerinin Öğrenme Stilleri ve Oyun Dinamikleri Tercihlerinin Çeşitli Değişkenler Açısından İncelenmesi(2022) Kara, NuriOyun sektörünün son zamanlarda artan popülaritesiyle birlikte, dijital oyunları tasarlayıp geliştirecek ve sektöre yön verebilecek öğrencilerin yetiştirilmesi önem kazanmıştır. Bu amaçla, dijital oyun tasarımları bölümleri yakın zaman içerisinde lisans düzeyinde eğitim vermeye başlamıştır. Bu araştırmanın amacı dijital oyun tasarımı bölümü öğrencilerinin öğrenme stilleri ve oyun dinamikleri tercihlerini cinsiyet, sınıf düzeyi ve başarı puanları açısından incelemektir. Araştırmaya 2020-2021 eğitim ve öğretim yılında bir vakıf üniversitesinde lisans düzeyinde öğrenim görmekte olan 109 bölüm öğrencisi katılım göstermiştir. Verilerin toplanmasında öğrenme stilleri envanteri ve oyun dinamikleri tercihi ölçekleri kullanılmıştır. Verilerin analizinde betimleyici istatistikler, bağımsız t-testleri ve korelasyon analizleri kullanılmıştır. Ortaya çıkan bulgulara göre, tüm öğrenci grubunun yaklaşık yarısı ayrıştıran öğrenme stiline sahiptir. Ayrıca, öğrenme stilleri ile cinsiyet arasında anlamlı bir fark bulunmamıştır. Diğer taraftan, erkek öğrenciler saldırı oyun dinamiğini daha çok tercih ederken, kadın öğrenciler inşa etmek ve yönetmek oyun dinamiğini daha çok tercih etmektedir. Son olarak, öğrencilerin başarı puanı ile saldırı oyun dinamiği tercihleri arasında negatif yönlü bir ilişki vardır. Tüm bulguların dijital oyun tasarımı bölüm müfredatlarının gelişmesinde, oyun dinamikleri tercihlerinin öğrenci projelerine dahil edilmesinde ve kadın öğrencilerin bölüme olan ilgilerinin artırılmasında katkı sunması beklenmektedir.Öğe Eğitsel Mobil Matematik Oyunu ile Sınıf İçi Oyunlaştırma: Bir Durum Çalışması Örneği(2021) Kara, NuriOyunlaştırma özellikle son yıllarda üzerinde sıkça durulan konulardan biri olmuştur. Bu araştırmanın amacı öğretmen ve öğrencilerin eğitsel mobil matematik oyunu “Hoverland” kullanılarak sınıf içinde yapılacak oyunlaştırma uygulamasına ilişkin deneyimlerini ve görüşlerini ortaya çıkarmaktır. Araştırmada, nitel araştırma yöntemini temel alan durum çalışması kullanılmıştır. Araştırmanın çalışma grubunu bir devlet okulunda 2019-2020 eğitim öğretim yılında öğrenim gören 20 öğrencinin ve 1 sınıf öğretmeninin yer aldığı bir ilköğretim 3. Sınıf grubu oluşturmaktadır. Araştırma verilerinin toplanmasında gözlem ve görüşme formları kullanılmıştır. Araştırma verilerinin analizinde ise betimsel ve içerik analizi kullanılmıştır. Araştırmanın sonuçlarına göre öğrenciler oyunlaştırma içerisinde eğlenceli bir şekilde gezinmişlerdir. Oyunlaştırma sürecine ilişkin öğrenciler oyun sonucunda kazandıkları rozetleri saklama ve arkadaşlarıyla paylaşma eğiliminde olmuşlardır. Sınıf içi oyunlaştırmada sınıf öğretmeninin karşılaştığı en büyük zorluk ise sınıf yönetimi olmuştur. Araştırmanın diğer sonuçlarına göre oyunlaştırmada kullanılan mobil oyunun tasarım ve içerik bileşenleri öğrencilerin beklentilerine uygun olmalıdır. Ayrıca, oyun içi seviyeler oluşturulmalı ve bu seviyeler basitten zora doğru sunulmalıdır.Öğe Smart toys for preschool children: A design and development research(Elsevier, 2020-01) Kara, Nuri; Çağıltay, KürşadThe purpose of this study is to devise guidelines for designing, developing, and using a smart toy for preschool children. Smart toys are technologically developed toys constructed with a meaningful purpose. This study uses the design and development research method. In the analysis phase, the smart toy developed in the pilot study was analyzed. In the design phase, focus group meetings were held with early childhood teachers to determine the objectives, story, and storyboard of the smart toy. In the development phase, two prototypes were developed, and formative evaluations were conducted with preschool children, early childhood teachers, and scholars. In the evaluation phase, the smart toy was evaluated by preschool children. Many design guidelines (categorized as content, visual design, or interaction) emerged during the study.Öğe The Effect of Serious Mobile Games on Student English Vocabulary Acquisition and Attitude Toward English(Igi Global, 2022) Kara, NuriThe main aim of this study was to explore the effect of the serious mobile game Jumo the Jumper on the vocabulary acquisition of primary school English as a foreign language (EFL) students and their attitudes toward an EFL course. The main research design of the study was a quasi-experimental design with nonequivalent control groups that included pre-test and post-test control groups. Twenty students in the experimental group played the serious mobile game aimed at teaching English vocabulary about the animals unit for four weeks, while 20 students in the control group received traditional, curriculum-based tuition. Based on the analysis of the independent sample t-test, the use of the serious mobile game Jumo the Jumper in primary school classrooms had a significant effect on the vocabulary acquisition of the students compared to traditional instruction. On the other hand, the serious mobile game did not have a significant effect on the students' attitudes toward the EFL course.Öğe Understanding University Students' Thoughts and Practices about Digital Citizenship: A Mixed Methods Study(INT FORUM EDUCATIONAL TECHNOLOGY & SOC-IFETS, 2018-01) Kara, NuriThe purpose of this study was to investigate university students' thoughts and practices concerning digital citizenship. An explanatory mixed methods design was used, and it involved collecting qualitative data after a quantitative phase in order to follow up on the quantitative data in more depth. In the first quantitative phase of the study, a digital citizenship survey, including demographics and 5-point Likert scale questions, was conducted with 435 students of a private university. Factor analysis, descriptive statistics, and parametric test were used to analyze the data gathered by the survey. One of the important findings in the first phase was that university students do not prefer to engage in political activities online. The second qualitative phase was conducted to better understand the reasons behind university students' thoughts and practices regarding digital citizenship. In this exploratory follow up, the data gathered in the first phase was tentatively explored with 10 students studying at the same university. Semi-structured interviews were conducted with the students and content analysis was used to analyze the data. Based on the findings, students indicated that they do not prefer to engage in political activities online because of emotional disturbance, pressure from society, and a fear of affecting their future lives in a negative way.